Character Options (and Homebrewed Rules)

The homebrew world of Knightfall.

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Character Options (and Homebrewed Rules)

Post by Knightfall » Sun Mar 13, 2011 6:52 pm

This thread is going to be where I share my custom classes, prestige classes, skills, feats, domains, and spells. While many of these creations were designed by me not all of them were. Whenever possible, I have credited the person who came up with the feat and included a link. However, I'm going to start with the options that I created personally, and then go from there.
Last edited by Knightfall on Sat Dec 03, 2011 8:52 pm, edited 3 times in total.
Robert Blezard | Knightfall's Almagra and Otherworlds | Knightfall Press | Kulan World Journal | Spelljammer Gone Wild
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 6:59 pm

Trader
By Robert Blezard

The trader class is a starting point for various types of merchants plying their trade across the World of Kulan and beyond. Whether plying the sea routes or traveling the planes of existence, traders are everywhere – chasing profit and adventure.

Adventurers: Traders often adventure for monetary reason, as a trader’s fortune can be started with one successful adventure. Traders also become adventures to seek new trade routes and meet new and exotic races.

Characteristics: A trader’s bread and butter is mercantilism. They see it as their right to seek out profits and help shape the future of the world. Traders are skilled linguists and have the ability to appraise most mundane items to their exact value in gold pieces.

Traders are also natural leaders and gains special followers known as agents. These agents are vital towards the trader becoming successful and eventually forming his own trading house.

As a trader advances in level he gains additional knowledge vital to mercantilism including sea travel and the planes of existence. As a trader approaches 20th level there is little wealth beyond his reach.

Alignment: Traders may be of any alignment, but they tend towards law and neutrality.

Religion: Traders worship wealth. Therefore, they, in turn, often worship gods with trade and crafting in their portfolio such as Abbathor, Ceod, Ea, Flandal, Hades, Jauhar, Meriadar, Tethrin, and Tre’Nal. Many traders also become wanderers of the land, sea and sky. These traders often worship gods of travel, the sea, and the sky such as Baervan, Brandobaris, Fenmarel, Horus, Kahal, Llyr, Persana, Sanh, Shajar, and Vasos.

However, the one god known all across Kulan for attracting traders to his faith is Ptah. The God of Travellers is the patron of artists, craftsmen, and travellers. Traders often pay homage to Ptah before setting out on a new trading mission or an adventure, regardless of whether or not the God of Travellers is the trader’s patron god.

Background: Traders usually come from a middle class background and may or may not have close ties with local artisans such as blacksmiths, bookbinders, carpenters, leatherworkers, stonemasons, weaponsmiths, and weavers. Other traders may come from a powerful trading house and have decided to forgo their family business to strike out on their own.

Rarely will a trader come from lower or upper class family. Those of lower station are usually trying to strike it rich, while traders with roots in upper society are often rebelling from their noble family.

Traders do tend to work together when profits are high enough. However, most traders are loners for much of their lives, unwilling to share valuable trading routes with those that could become their competition. As they age and gain experience, traders have matured enough to understand that the best profits come when they create their own trading houses.

Races: Humans are the most common race to become traders, simply because they are the most widespread race on Kulan. However, they are by no means the only race to become traders. Elves, dwarves, gnomes, halflings, half-orcs, and even half-elves are likely to become traders. In fact, any individual of any race can become a trader.

Several of the more exotic races that exist on Kulan have integrated trade as their way of life. The Horn Minotaurs and Xanth of Triadora are the masters of the sea trade and their traders are honored members of their societies. The Star Gnomes of Kulanspace are also consummate traders, as they ply the space lands like other races do the sea, in the name of Ptah.

Other Classes: Traders get along with individual members of most other classes, although they tend to be protective of their personal lives and trade routes. They value fighters and barbarians for their martial prowess and rangers for their extensive skills related to the wilderness.

They get along well with bards for their knack to draw a crowd and they view wizards and sorcerers as valuable customers and contacts for rare and valuable items such as spell components.
Traders will usually only travel with a cleric if her or she is devoted to a god of trade, the sea, or travel. Traders have little use for druids, from a monetary standpoint, but respect their knowledge of nature.

Lawful traders will sometimes adventure with monks and rarely with paladins depending on whether the trader is evil or good.

Only rarely will a trader adventure with a rogue. This is due to a rogue’s natural tendency to be out for wealth in a larcenous manner. A trader who comes to trust a more law-abiding rogue will find a valuable companion and vice versa.

GAME RULE INFORMATION
Traders have the following game statistics.
Abilities: Traders rely on Charisma to help in their dealings with others, and to turn a profit, but also rely on Dexterity in order to stay ahead of those that would rob them. A high Intelligence score also gives the trader extra skill points and more beginning languages at 1st level.
Alignment: Any
Random Starting Gold: See below

Image

Class Skills (6 + Int Modifier per level; x4 at 1st-level): Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spot (Wis), Stamina (Con) *, Survival (Wis), Tinkering (Int) *, Tumble (Dex), and Use Rope (Dex). See Chapter 4: Skills, in the Player’s Handbook, for skill descriptions.
* A new skill for World of Kulan.

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Class Features
All of the following are the class features of the Trader.

Weapon and Armor Proficiency: The trader is proficient in the use of all simple weapons and with light armor but not shields.

Bonus Languages: At 1st-level, a trader gains an extra language and gains an additional bonus language every three levels thereafter. These are in addition to those gained based on the character’s Intelligence modifier.

Starting Gold: A trader starts play with 5d4 x 100 gp. Traders often use their starting gold to buy trade good or to invest in their own caravan wagons.

Bonus Feats: At 2nd-level, the trader gains a bonus feat and gains an additional feat every 6 levels thereafter. At each such opportunity, he can choose a general feat. The trader must still meet all prerequisites for a bonus feat.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The trader is not limited to the category of general feats when choosing these feats.

Appraise: At 3rd-level, a trader gains a +2 bonus, to all Appraise checks, and gains an additional +2 bonus to his checks every three levels thereafter. This bonus usually refers to standard non-magical items in the D&D Player’s Handbook v.3.5 but may also include more exotic items such as gems and spell components. (Such items are priced individually by the Dungeon Master.)

Knowledge of the Sail: At 5th-level, a trader gains 5 free ranks in the Profession (sailor) skill. If the character already has ranks in the Profession (sailor) skill, these additional ranks are added to them. The trader also adds these 5 free ranks to all Appraise checks made regarding treasure that comes from the sea (i.e. pearls).

Leadership: At 10th-level, the trader gains the Leadership feat for free. If the trader already has the Leadership feat then no other benefit is gained from this ability.

Create Trading House: At 11th-level, a trader automatically gains a powerful enough reputation to start his own trading house at little or no cost. This mercantile business grows out of the trader’s extensive trading contacts and the trader attracts 1d4-1 additional 1st-level followers known as agents, above and beyond those gained for his level. These agents follow all the rules given in the D&D Dungeon Master’s Guide v.3.5, as per the Leadership feat, in “Chapter 2: Characters.” These additional followers are always traders.

A character’s Trading House provides the character with additional wealth, in gold pieces, at every character level thereafter. The amount of wealth gained is equal to the character's level + character’s Charisma modifier + (the result of an Appraise check – 20) x 100. Thus, if Tarra, a 12th-level trader, with a Charisma of 15, and +13 Appraise modifier, rolls a 33 (12 on dice + 13 skill modifier +8 trader Appraise bonus), she gains the following in additional wealth: 12 + 2 + (33 – 20) x 100 = 2,700 gp.

Planar Knowledge: A 17th-level, a trader gains 5 free ranks in the Knowledge (the planes) skill. If the character already has ranks in the Knowledge (the planes) skill, these additional ranks are added to them. The trader also adds these 5 free ranks to all Appraise checks made regarding treasure that comes from any plane of existence from beyond the Material Plane. (In my cosmology, this includes treasure that comes from other planets or crystal spheres.)
Last edited by Knightfall on Sun Mar 13, 2011 7:07 pm, edited 1 time in total.
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 7:07 pm

Convert of the New Gods
By Robert Blezard

The Transformation transformed not only the landscape of the Lands of Harqual but its people as well. Hundreds of new communities, city-states, and kingdoms appeared throughout the continent and these new citizens of the continent have had to adapt quickly or be destroyed or subjugated. In the chaos that followed the magical conjunction, it is sometimes forgotten that many a cleric or other divine spellcaster lost access to his church, deity, or belief system or simply lost his faith when his god didn't protect him from The Transformation or the chaos that followed.

However, not all newcomers to the world lost access to their religion. Many of them simply decided to convert to a new faith after being exposed to the many types of gods that hold sway in the Lands of Harqual. These converts willingly chose to turn their backs on their previous faith, which has caused a great deal of conflict between the established faiths of the continent and the new faiths of the Transformation Gods. Converts must tread carefully, since not all of the churches of the continent will simply allow them into their hierarchies. Also, converts must be wary of the members of their old faith who wish to punish them for abandoning their church or deity.

Therefore, converts of the new gods are constantly watching their back and working towards proving themselves to the followers of their new faith. They walk amongst the dispossessed who have lost their faith in their lost gods teaching the ways of the new gods. Good-hearted converts lead by example while black-hearted one try to force others into the fold of their their new, malign faith. Any race can choose to become a convert of the new gods as the deities with influence in the Lands of Harqual rarely discriminate against race, even the most vile gods such as Gruumsh or Vaprak; however, the followers of the various deities are another matter altogether.

Converts of the new gods are common in the Belin Confederacy, the City-state of Christopherson, the City-state of Tyr, the Lordship of the Spear, the Kingdom of Ahamudia, the Kingdom of Jewels, the Tabaxi Sovereignty, and the Twined Cities. Note that while the tabaxi of the Storm Peninsula weren't brought back to the Lands of Harqual by The Transformation, that races' 1,001 years of exile happened at almost the same time; therefore, the tabaxi as well as the griff are new to Harqual and a few of them have converted to worshiping other deities. These converts live in great fear of being discovered and many of them choose exile rather than death at the hand of the priests of Tu.

Requirements
To qualify to become a Convert of the New Gods, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Bluff – 2 ranks, Knowledge (religion) – 6 ranks, Knowledge (the planes) – 6 ranks, Sense Motive – 2 ranks.
Spells: Must be able to or have been able to cast 2nd-level divine spells.
Special: Must be a divine spellcaster (including ex-clerics and ex-paladins) from another world or plane who was teleported (or duplicated) to the Lands of Harqual during the time of The Transformation and who has lost access to or his faith in his previous church, deity, or belief system. The character can be a duplicate (i.e. clone) but not a simulacrum.

Image

Class Skills (4 + Int modifier per level): Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (oratory), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int).
_________________________________________________________________________________________________________________________________

Class Features
All of the following are the class features of the Convert of the New Gods prestige class.

Armor and Weapon Proficiency: Converts of the new gods do not gain any weapon or armor proficiencies.

New Deity: At 1st-level, a convert of the new gods selects a new patron deity to worship. This deity must be one of the deities commonly known throughout the Lands of Harqual and can be of any alignment. This includes all North Gods, Interloper Gods, and Sword Gods. A World God can be selected but the selection must be approved by the DM.

If the convert of the new god is a cleric (or an ex-cleric), he immediately chooses two new domains to replace the two domains he had access to under previously. An ex-cleric must have an atonement spell cast on him by a higher-level member of his new faith before he regains access to his cleric abilities.

Other divine spellcasters don't gain domains unless it is a class feature. Ex-druids and ex-paladins must also have an atonement spell cast on them in order to regain access to their class abilities. Rangers must be partially-neutral on the World of Kulan, so they must go thought the atonement process as well.

Aspirant: A convert of the new gods aspires to gain greater spiritual knowledge of his new deity. At 1st-level, he gains the Aspirant feat as a bonus feat. This new feat is detailed in the New Feats document for World of Kulan.

Spells per Day: For every level gained in the convert of the new gods prestige class, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. In no case, however, does he gain any other benefits a character of that class would have gained, except for an increased effective level of divine spellcasting. If a character had more than one divine spellcasting class before becoming a convert of the new gods, he must decide to which class he adds the new level for purposes of determining spells per day.

Added Spells: At 2nd-level, a convert of the new gods gains access to additional spells based on his effective level in divine spellcasting. For every two effective levels in divine spellcasting, a convert of the new god gains access to one additional spell not listed on his spell list. This spell can be selected from the spell list for any other divine spellcasting class or from the spells listed for any clerical domain, and it must be a spell that the convert can learn.

For example, a good-aligned convert of the new gods who was a cleric before selecting the prestige class wouldn't be able to select the corrupt weapon spell from the Blackguard spell list but he would be able to select the bless weapon spell from the Paladin spell list. As well, the character wouldn't be able to select the holy sword spell from the Paladin spell list unless the character was able to cast 4th-level spells.

Domain: At 3rd-level, a convert of the new gods gains access to one of the clerical domains for his new deity. The character gains access to its domain spells and granted power, even if he isn't a cleric.

Bonus Feat: At 4th-level, a convert of the new gods gains a bonus feat. He can choose a item creation or metamagic feat or any other feat from the following list: Combat Casting, Deep Reservoir *, Exotic Weapon Proficiency, Extra Turning, Great Soul *, Heretical *, Leadership, Sectarian *, Spell Focus, Spell Penetration, Weapon Focus, Withstand Corruption *.

The convert of the new gods must still meet all prerequisites for a bonus feat, including caster level minimums.

*A new feat from the New Feats document for World of Kulan.

Divinely Favored (Ex): At 5th-level, a convert of the new god gains the favor of his deity's pantheon. He has become highly respected amongst the gods and gains several boons as part of his newfound devotion.

First, he gains the ability to speak one additional language appropriate to his deity and alignment. This may include any of the following languages: Abyssal, Anarchic, Axiomatic, Aquan, Auran, Celestial, Ignan, Terran, and Twilightspeak. Therefore, a good-aligned convert could choose Celestial while an evil aligned convert could speak Abyssal or Infernal. A chaotically-aligned character could learn Anarchic but not Axiomatic.

Second, a convert gains damage reduction 2/– and resistance 5 to one form of energy of the player's choice. Note that Sonic is considered an energy type for World of Kulan.

Third, a convert gains a special title within his faith, which shows the favor of his deity. This title is chosen by the DM but the player should be allowed to participate in the process. This newfound status gives the convert a +4 bonus to all Charisma-based checks when dealing with the faithful of his new deity's church.
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 7:30 pm

Divumancer (Sky Mage)
By Robert Blezard

In the World of Kulan, there are many arcanists who specialize. They choose to become enchanters or invokers or something altogether different such as elementalists or the rarely seen chronomancers. Then there are the arcanists who take the idea of specialization to another level. Undamancers fall into this category as do para-elementalists and members of this prestige class, divumancers.

Some say that divumancers and undamancers are two sides of the same coin. They are both are at home aboard a ship and they are both highly respected by sailors. However, that is where the similarity ends. Undamancers are students of Elemental Water. Divumancers are not students of Elemental Air; they are, in their opinion, the chosen of the sky. They believe in the magical power of air and water. They love the endless blue of sky, the power of storms, and living life aboard an airship.

Divumancers rarely walk on land unless that land happens to be an earthberg suspended magically in the air. They only come down to earth when they absolutely have to, which means they aren't as well recognized as undamancers or other elemental specialists. Those that do know of these arcanists often call them sky mages. Airship captains greatly value the services of divumancers as airship mages and some of these captains can been known to learn the ways of the divumancer themselves.

Divumancers can be found anywhere across the World of Kulan, but they are most often encountered where spelljammers are common. This includes the empires of the continent of Triadora, the sky cities of the cloud and storm giants, and the few aerial-based spelljamming ports of the Lands of Harqual and the continent of Kanpur's Ishamark Region. The City-state of Caloric is one such port of call for divumancers while the Floating City of Jaén is another.

While divumancers rarely come down to earth, they will come down to sea. Thus, they are often encountered amongst the various island realms of the world including Merria and the Isles of Valossa. While divumancers rarely visit the city known as Bluffside they have been known to visit the nearby floating city known as Sordadon. They also frequent the half-submerged reef cities of the Wakuna Islands and the floating townships over the the islands of Ryaith.

Requirements
To become a Divumancer, a character must fulfill all the following criteria.
Base Attack Bonus: +3
Skills: Balance – 4 ranks, Knowledge (arcana) – 8 ranks, Knowledge (geography) – 8 ranks, Profession (sailor) – 4 ranks, Use Rope – 4 ranks.
Spells: Ability to cast 2nd-level arcane spells. The character must be able to cast at least one spell with the Air or Water descriptor such as gust of wind.
Feats: Storm Magic (from D&D Stormwrack) and any one aerial feat from Bastion Press' Airships. If the DM doesn't have that d20 sourcebook, then the character must have an addition metamagic feat.

Image

Class Skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int) **, Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (astrology and astronomy) (Int) *, Knowledge (geography) (Int), Knowledge (nature), Knowledge (ships and shipping) (Int) *, Listen (Wis), Profession (Wis) **, Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex).
* A new skill for World of Kulan.
** There are two new Craft sub-skills and three new Profession sub-skills detailed on page 70 of the Airships d20 sourcebook by Bastion Press that a divumancer character may select from. This includes Craft (airships), Craft (airship engine), Profession (airship navigator), Profession (airship pilot), and Profession (engineer). Profession (air sailor) isn't used for this campaign world as I consider Profession (sailor) more than adequate for both seafaring and airship sailors.

_________________________________________________________________________________________________________________________________

Class Features
All of the following are the class features of the Divumancer prestige class.

Armor and Weapon Proficiency: Divumancers gain the following weapons proficiencies: Club, Dagger, Dart, Handaxe, Kukri, Light Crossbow, Punching Dagger, Rapier, Sap, Shortbow, Short Sword, Sling, and Unarmed Strike.

Prestige School: Upon adapting the divumancer prestige class a character gains the prestige school of Sky. The sky-based spells of the Sky Prestige School are the divumancer's bread and butter. A divumancer gains all the benefits of School Specialization as listed on page 57 of the D&D Player's Handbook v.3.5. This includes one additional Sky spell per spell level per day (retroactive) and a +2 bonus on Spellcraft checks to learn Sky spells, but she doesn't have to choose any prohibited schools.

If the divumancer was a bard before entering this prestige class, then she can only cast sky spells up to 6th-level. This restriction applies to any other arcane class without the ability to cast up to 9th-level spells.

The spells of the Sky Prestige School are shown below.

Spells per Day: At every odd-numbered level gained in the divumancer prestige class, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. In no case, however, does she gain any other benefits a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a divumancer, she must decide to which class she adds the new level for purposes of determining spells per day.

Airship Savvy (Ex): A divumancer is always in her element when traveling and fighting on a airship. She can always take 10 while using the Balance, Climb, Jump, Tumble, and Use Rope skills while traveling and fighting on board an airship. She also gains a +2 circumstance bonus to Concentration checks while traveling and fighting on board an airship.

Fly (Sp): At 2nd-level, a divumancer cast cast fly once per day as a spell-like ability. This increases to twice per day at 6th-level and three times per day at 10th-level.

A flying divumancer is allowed to use her circumstance bonus from her Airship Savvy ability from 2nd-level on.

Bonus Feats: At 3rd, 5th, 7th, and 9th-level, a divumancer gains a bonus feat. At each opportunity, she can choose any feat from the following list: Acrobatic, Aerial Balance (2), Aerial Combat (4), Aerial Command (2), Aerial Tactics (2), Combat Casting, Deft Hands, Dexterous Climb (1), Dodge, Engine Savant (2), Great Captain (3), Greater Spell Focus (sky only), Instinctive Navigation (2), Lightning Reflexes, Mobility, Natural Pilot (2), Rigging Combat (2), Sailor's Balance (3), Ship's Mage (3), Skill Focus, Spell Focus (sky only), Stormsong (1), Student of Nature (1), Windsinger (3), Weapon Proficiency (airship weapons) (2).

The divumancer must still meet all prerequisites for a bonus feat, including caster level minimums.
1 | A new feat detailed in the New Feats document for World of Kulan
2 | A feat detailed in the Airships d20 sourcebook by Bastion Press
3 | A feat detailed in D&D Stormwrack
4 | A feat detailed in the Bluffside: City on the Edge d20 sourcebook by Mystic Eye Games


Control Weather (Sp): At 4th-level, a divumancer cast cast control weather once per day as a spell-like ability. This increases to twice per day at 8th-level.

Prestige School: Sky
These are the spells of the prestige school of Sky. Other spells may be added to this list at the DM's discretion.

0 level: create water, feather fall, know direction, light.
1st-level: animate rope, compass (5), eagle eyes (5), ease of breath (3), impede sun's brilliance (3), levitate, locate water (3), obscuring mist, Tenser's floating disk, vertigo (4), whispering wind.
2nd-level: acidic vapors (5), detect ship (3), favorable wind (3), fog cloud, gust of wind, harvest of the winds (2), obscuring snow (3), prismatic mist (4), thunder (1), vertigo field (4), wall of fog (1), wind wall, whirlwind of ice (5).
3rd-level: becalm sails (1), daylight, disguise ship (3), doom fog (5), control temperature (3), engine jolt (2), fly, fog bank (1), lightning bolt, nightingale (1), raptor's wings (2), rope trick, sleet storm, steam jet (1), stinking cloud, storm mote (3), thin air (3), warp wood, wind tunnel (5).
4th-level: air walk, arctic haze (3), becalm (2), call lightning, compass curse (5), gaseous form, haboob (3), overland flight, parboil (3), quench, rainbow pattern, solid fog, thundercloud (1), vapor strike (1), water walk.
5th-level: black cloud of horror (5), boreal wind (3), call thermal (2), cloudkill, control ship (1), control winds, foul cloud (1), ice storm, mind fog, thunder field (4), Wanda's forceful tornadic blast (1).
6th-level: blizzard (3), call lightning storm, chain lightning, frostbite (3), mists of melancholy (1), stormwalk (3), storm prow (2), wind walk.
7th-level: acid fog, airboat (1), commune with nature, death hail (3), control weather, curtain of rain (1), repel wood, reverse gravity, sandstorm (3), mudstorm (1).
8th-level: black pearl eye (1), dead air (1), poisonous rain (1), smoky senses (1), waterspout (3), whirlwind.
9th-level: chariot of sustarre (1), fimbulwinter (3), Mulissu’s instantaneous elemental tempest (1), planar navigation (3), poison air (1), pyrrhic withdrawal (2), storm of vengeance.
1 | A new spell detailed in my Spells 3.5 document for World of Kulan
2 | A spell from Airships, a d20 sourcebook by Bastion Press
3 | A spell from D&D Frostburn, D&D Sandstorm, or D&D Stormwrack
4 | A spell from D&D Player's Handbook II
5 |A spell from L&L Seafarer's Handbook or L&L Spells and Spellcraft
Last edited by Knightfall on Sat Mar 19, 2011 11:11 pm, edited 2 times in total.
Robert Blezard | Knightfall's Almagra and Otherworlds | Knightfall Press | Kulan World Journal | Spelljammer Gone Wild
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 7:43 pm

Tiger Stalker
By Robert Blezard

There are many rogues and rapscallions roaming the streets of the cities and towns of the Eastern Shores, yet most of them are simple cutthroats, pickpockets, and street toughs. They are not cut from the same cloth as the best of the Tiger Guild. For while any thief can rob a man, it takes a special sort of person to spy on others without getting caught and stealing secrets while doing so.

These dedicated stalkers of the streets move through the common folk of the Eastern Shores as easily as those same common folk walk down a city street. Tiger stalkers are devoted to the Tiger Guild and some say they are the elite of the guildmaster's spies and interrogators.

In truth, they are rarely seen or heard by their targets, and you know a tiger stalker from looking at him. They often are plain-looking, and they almost never stand out in a crowd. Tiger stalkers are usually humans or halflings; however, half-elves and half-orcs have been known to excel in this role for the Tiger Guild. In fact, the guildmaster's own grandson, a half-elf, is a tiger stalker.

Tiger stalkers excel in the cities and the larger towns of Minar, Stonn, and Thallin (less since the Purge) but are just as effective in the more rural townships of the region. For while most tiger stalkers start out as rogues, there are many rangers that follow this path. Bards are more likely to become Blades of the Tiger, however.

Requirements
To become a Tiger Stalker, a character must fulfill all the following criteria.
Alignment: Lawful Neutral, Neutral Good, Chaotic Good, Chaotic Neutral.
Base Attack Bonus: +5
Skills: Gather Information – 4 ranks, Intimidate – 4 ranks, Knowledge (local) – 4 ranks, Knowledge (nature) – 4 ranks, Survival – 4 ranks.
Feats: Favored (Tiger Guild) *, Track, Weapon Focus.
* This feat can be found on pg. 61 of the D&D Cityscape sourcebook.
Special: In order to take the Tiger Stalker prestige class, a character must be a member of the Tiger Guild located in Tian. Joining this guild isn’t easy, as the character must have a sponsor from within the guild. The character must train at the guild for a full year, but he doesn’t need to return to the guild every year.

Image

Class Skills (6 + Int modifier per level): Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Wis), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Stamina (Con) *, Survival (Wis), Tumble (Dex), Use Rope (Dex).
* A new skill for World of Kulan.

_________________________________________________________________________________________________________________________________

Class Features
All of the following are the class features of the Tiger Stalker prestige class.

Weapon and Armor Proficiency: A tiger stalker is proficient with all simple and martial weapons. A tiger stalker is proficient with light armor and shields (except tower shields).

Tiger Tracker: At 1st-level, a tiger stalker gains Urban Tracking as a bonus feat. The Urban Tracking feat is detailed in the D&D Cityscape sourcebook.

Trackless Step (Ex): Starting at 2nd-level, a tiger stalker leaves no trail in urban environments or natural terrain and cannot be tracked. He may choose to leave a trail if so desired.

Bonus Feats: At 3rd, 5th, 7th, and 9th-level, a tiger stalker gains a bonus feat. At each opportunity, she can choose any feat from the following list: Alertness, Blind-Fight, Danger Sense (3), Deceitful, Dive For Cover (3), Exotic Weapon Proficiency, Expert Tactician (3), Greater Weapon Focus, Improved Diversion (3), Improved Initiative, Investigator, Jack Of All Trades (3), Linguist (1), Natural Bond (3), Negotiator, Open Minded (3), Primary Contact (2), Quick Draw, Quick Reconnoiter (3), Quick-Sheath (1), Roof-Jumper (2), Roofwalker (2), Self-Sufficient, Skill Focus, Stealthy, Strong Stomach (2), Swift Tumbler (2), Tactician (1), Weapon Finesse, Weapon Focus.

The tiger stalker must still meet all prerequisites for a bonus feat, including caster level minimums.
1 | A new feat detailed in the New Feats document for World of Kulan
2 | A feat detailed in D&D Cityscape
3 | A feat detailed in D&D Complete Adventurer


Interrogator (Ex): At 4th-level, a tiger stalker gains a +2 bonus to all Bluff, Diplomacy, Intimidate, and Sense Motive checks when interrogating an opponent for information. The tiger stalker can only use these bonuses against NPCs that are Indifferent, Unfriendly, or Hostile towards the tiger stalker as per the Influencing NPC Attitudes sidebar on pg. 72 of the D&D PHB v.3.5.

At 9th-level, a tiger stalker's interrogator bonus increases to +4.

Photographic Memory (Ex): At 5th-level, a tiger stalker acquires a limited photographic memory, which enables him to recall details about anything he's seen or heard since achieving that level. The tiger stalker can recall a fragment of a conversation, conjure up a mental image of a place he's visited, or remember words on a printed page.

To use this ability, the DM secretly makes an Intelligence check for the character (DC 20). If the check fails, the memory is too vague to be of any use to the tiger stalker. If the check succeeds, the DM tells the player what his character wishes to remember. If the roll is a natural 1, the DM gives the player intentionally misleading information about whatever he's trying to remember (a room, for instance, is incorrectly recalled as having a locked window or mysterious claw marks on the walls).

This ability can be used once per day.

Camouflage (Ex): Starting at 6th-level, a tiger stalker can use the Hide skill in any sort of urban environment or natural terrain, even if the the environment doesn't grant cover or concealment.

Hide in Plain Sight (Ex): Starting at 8th-level, while in any sort of urban environment or natural terrain, a tiger stalker can use the Hide skill even when being observed.

Master Stalker (Ex): At 10th-level, a tiger stalker gains the ability to track almost anything through any sort of region. The tiger stalker can combine ½ his ranks in Survival with all of his ranks in Gather Information when using the Urban Tracking feat in urban environments. In addition, the community size DCs (see pg. 64 in D&D Cityscape) are considered 5 less for a tiger stalker. Therefore, a thorp, hamlet, or village has a DC of 0, a small or large town has a DC of 5, etc.

The opposite is also true, the tiger stalker can combine ½ his ranks in Gather Information with all of his ranks in Survival when using the Track feat in wilderness terrain. In addition, the surface DCs (see pg. 101 in the D&D PHB v.3.5) are considered 5 less for a tiger stalker. Therefore, very soft ground has a DC of 0, soft ground has a DC of 5, etc.
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 9:03 pm

Below is the one new skill I've created for Kulan. You can see my full skill document here.
_________________________________________________________________

New Skill Description

STAMINA (CON)
You are particularly good at focusing your body.

Check: You must make a Stamina check whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in any physically demanding action that requires your full physical attention. Such actions include casting an elementalist spell, concentrating on an active elementalist spell, directing an elementalist spell, or using a skill that would provoke an attack of opportunity. In general, if an action wouldn't normally provoke an attack of opportunity, you need not make a Stamina check to avoid being distracted.

You may substitute a Stamina check for any Constitution or Strength-based ability check such as when using a skill untrained. For such a check, you only use ½ of your skill ranks for the Stamina check, however. The DC of the Stamina check is the same as for the Constitution or Strength-based ability check and you cannot Take 10 or 20 when using the Stamina skill in this way.

If the Stamina check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting an elementalist spell, the spell is lost. If you were concentrating on an active elementalist spell, the spell ends as if you had ceased concentrating on it. If you were directing an elementalist spell, the direction fails but the spell remains active. A skill use also fails, and in some cases a failed skill check may have other ramifications as well.

The table below summarizes various types of distractions that cause you to make a Stamina check. If the distraction occurs while you are trying to cast an elementalist spell, you must add the level of the spell you are trying to cast to the appropriate Stamina DC. If more than one type of distraction is present, make a check for each one; any failed Stamina check indicates that the task is not completed.

Image

Action: None. Making a Stamina check doesn’t take an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).

Try Again: Yes, though a success doesn’t cancel the effect of a previous failure, such as the loss of an elementalist spell you were casting or the disruption of an elementalist spell you were concentrating on.

Special: You can use Stamina to cast an elementalists spell, or use a skill defensively, so as to avoid attacks of opportunity altogether. This doesn’t apply to other actions that might provoke attacks of opportunity.

The DC of the check is 15 (plus the spell’s level, if casting an elementalist spell). If the Stamina check succeeds, you may attempt the action normally without provoking any attacks of opportunity. A successful Stamina check still doesn’t allow you to take 10 on another check if you are in a stressful situation; you must make the check normally. If the Stamina check fails, the related action also automatically fails (with any appropriate ramifications), and the action is wasted, just as if your concentration had been disrupted by a distraction.

A character with the Combat Casting feat gets a +4 bonus on Stamina checks made to cast an elementalist spell while on the defensive or while grappling or pinned.

An elementalist character with 5 or more ranks of Stamina gains a +2 synergy bonus on Fortitude checks to avoid taking non-lethal strain damage when casting elementalist spells.

A character’s ranks in Stamina do not stack with any ranks in Concentration they might have.

In a World of Kulan campaign, monks use the Stamina skill not the Concentration skill.
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 9:44 pm

KNOWLEDGE SKILL

Areas of Knowledge for Kulan
● Angels and celestials (angels, archons, Curnorost, eladrins, exalted magic, guardinals, positive energy, rheks, the Upper Planes)
● Arcana (ancient mysteries, arcane symbols, constructs, cryptic phrases, ley lines, magic traditions, magical beasts, planar conjunctions, portals)
● Architecture and engineering (aqueducts, buildings, bridges, fortifications, monuments, siege engines, steamcraft, urban planning, walls)
● Astrology and astronomy (astrological signs, eclipses, horoscopes, palm-reading, planets, stars, the moons, the Plane of Unseen Infinity [wildspace])
● Demons, daemons and devils (demodands, baatezu, loumaras, obyriths, the Blood War, the Lower Planes, sadomasochism, tanar'ri, vile magic, yugoloths)
● Dracology (draconic heritage, draconic history, dracovarans, dragon magic, dragons, the Balance, the dragon deities)
● Dungeoneering (aberrations, catacombs, caverns, morlocks, oozes, ruins, spelunking, the Underearth)
● Faerie (Afqithan, fey, folk tales, the fey deities, the Plane of Faerie, the Plane of Serenity, the Seelie Court, the Unseelie Court)
● Geography (cartography, climate, lakes, lands, people, rivers, terrains, the ocean)
● History (cataclysms, colonies, empires, founding of cities, kingdoms, migration, royalty, wars)
● Local (birthdays, customs, guilds, holidays, humanoids, inhabitants, laws, legends, personalities, traditions)
● Madness (aboleths, asylums, beholders, Elder Evils, grell, illithids, mental disorders, pseudonaturals, taint, the Far Realms, the neogi, tsochari)
● Mathematics (axiomatic creatures, ciphers, formulas, geometry, logic, money, numbers, statistics, magic related to dimension and math)
● Mysticism (animism, incorporeal creatures, reincarnation, shamanism, the Spirit World, warlocks and witches)
● Narcotics and poisons (drug paraphernalia, drug trade, manufactured drugs, natural venoms, poisonmaking, poisonous animals, plants, and vermin)
● Nature (animals, the Balance, giants, husbandry, monstrous humanoids, plants, seasons & cycles, the Elemental Plane of Wood, weather, vermin)
● Nobility and royalty (falconry, family trees, heraldry, lineages, mottoes, noble houses, personalities)
● Psionics (ancient mysteries, astral constructs, cryptic phrases, mentalism magic, psionic traditions, psionic races, psychic symbols)
● Religion (churches and temples, deities, ecclesiastic tradition, holy and unholy symbols, megaliths, mythic history, undead)
● Sexuality (gender, half-breeds, love, midwifery, orientation, relationships, sex, sexual deviancy)
● Ships and shipping (airships, mercantile houses, sailing ships, seafaring, shipbuilding, spelljammers, trade goods, magic related to the sea and sky)
● The elements (air, earth, fire and water, elementals, genies, the Inner Planes, paraelementals, the Plane of Molten Skies, magic related to the elements)
● The planes (outsiders, the Ethereal Plane, the Hinterlands, the Outer Planes, the Plane of Twilight, magic related to the planes)
● The undead (ghosts and spectres, ghouls, liches and dracoliches, mummies, necromancy, negative energy, shadows and wraiths, skeletons and zombies, vampires, wights)
● Time (ancient battles, ancient history, chronomancy, the Temporal Maelstrom, time dimensionals, time lords)
● War (armor, battles, battle magic, honorbound, insignias, mercenary companies, military history, tactics, warbeasts, weapons)
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 10:03 pm

New Feats
Here are the feats that I've created.

STANDARD FEATS

Antimagic Power [Metapsionic]
You powers affect spells as if they were psionic powers.
Prerequisite: Any other metapsionic feat.
Benefit: To use this feat, you must expend your psionic focus (see the Concentration skill description, page 37 in XPH). Any power you manifest affects arcane or divine spells as if they were psionic powers. There aren’t any restrictions on the use of the antimagic power.
Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level.

Antipsionic Spell [Metamagic]
You spells affect powers as if they were magical spells.
Prerequisite: Any other metamagic feat.
Benefit: Any arcane or divine spell you cast affects psionic powers as if they were magical spells. There aren’t any restrictions on the use of the antipsionic spell.
An antipsionic spell uses up a spell slot three levels higher than the spell's actual level.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Brew Potion [Item Creation, Revised]
You can create potions which carry spells within themselves.
Prerequisite: Caster level 1st.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must use up raw materials costing one-half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Camel Warrior [General, Regional]
You have been raised in a culture that values the endurance of camels in the burning desert.
Prerequisites: Native of Cathe, Dragon Sands, High Desert, Kesh Lands, Khemit, Phillistia, Triadora, or True Zakhara.
Benefit: You receive a +2 bonus on all Mounted Combat and Ride checks while riding a camel.

Craft Cane [Item Creation]
You can create magical canes, each of which has multiple magical effects, but are not as powerful as magical staves.
Prerequisite: Caster level 7th.
Benefit: You can create any cane whose prerequisites you meet.
Crafting a cane takes one day for each 1,000 gp in its base price. To craft a cane, you must use up raw materials costing one-half of its base price. A newly created cane has 15 charges.
Some canes incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the cane's base price.
Special: For a World of Kulan campaign, any staff that only includes spells of 3rd-level or lower for its creation is considered a cane. Such canes have their caster level requirements reduce by one-third (rounded down) and have any cost in charges increased by one.

Craft Extraordinary Item [Item Creation]
You can create a wide variety of magic items that are less powerful than wondrous items, such as a elixir of hiding or a hand of the mage.
Prerequisite: Caster level 3rd.
Benefit: You can create any extraordinary item whose prerequisites you meet. Enchanting an extraordinary item takes one day for each 1,000 gp in its price. To enchant an extraordinary item, you must use up raw materials costing half of this price.
You can also mend a broken extraordinary item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
Some extraordinary items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
Special: For a World of Kulan campaign, any wondrous item listed on Table 7-27: Minor Wondrous Items (of the D&D DMG v.3.5 [pg. 247]) is considered an extraordinary item instead of a wondrous item.
Wondrous items from other sources are considered extraordinary items if they have a Market Price of 7,400 gp or less.

Craft Greater Magic Arms and Armor [Item Creation]
You can create magic weapons, armor, and shields of greater power.
Prerequisite: Caster level 12th, Craft Lesser Magic Arms and Armor.
Benefit: You can create any magic weapon, armor, or shield with a total weapon bonus of +10 or less whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Craft Greater Rod [Item Creation]
You can create magical greater rods, each of which has varied magical effects.
Prerequisite: Caster level 15th, Craft Lesser Rod.
Benefit: You can create any greater rod whose prerequisites you meet. Crafting a greater rod takes one day for each 1,000 gp in its base price. To craft a greater rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
Some greater rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the greater rod’s base price.

Craft Lesser Magic Arms and Armor [Item Creation]
You can create magic weapons, armor, and shields of lesser power.
Prerequisite: Caster level 3rd.
Benefit: You can create any magic weapon, armor, or shield with a total weapon bonus of +5 or less whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Craft Lesser Rod [Item Creation]
You can create magical lesser rods, each of which has varied magical effects, but are not as powerful as greater rods.
Prerequisite: Caster level 5th.
Benefit: You can create any lesser rod whose prerequisites you meet. Crafting a lesser rod takes one day for each 1,000 gp in its base price. To craft a lesser rod, you must use up raw materials costing one-half of its base price.
Some lesser rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the lesser rod’s base price.
Special: For a World of Kulan campaign, only the following rods from Table 7-19: Rods (of the D&D DMG v.3.5 [pg. 234]) are considered lesser rods: flame extinguishing, immovable, and metal and mineral detection. The status of other rods from other D&D sourcebooks will be determined on a case by case basis. Such lesser rods have their caster level requirements reduce by one-third and I reserve the right to rewrite the items description.
DM's Note: If a rod requires any spell of 4th-level or higher or another feat for its creation then it is considered a greater rod. Thus, lesser metamagic rods are actually greater rods.

Craft Staff [Item Creation, Revised]
You can create magical staves, each of which has multiple magical effects.
Prerequisite: Caster level 18th, Craft Cane.
Benefit: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 30 charges.
Some staves incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff's base price.

Craft Virge [Item Creation]
You can create virges, each of which holds spells, but that are less powerful than wands.
Prerequisite: Caster level 5th.
Benefit: You can create a virge of any 3rd-level or lower spell that you know. Crafting a virge takes one day for each 1,000 gp in its base price. The base price of a virge is its caster level x the spell level x 750 gp. To craft a virge, you must use up raw materials costing one-half of this base price. A newly created virge has 15 charges.
Any virge that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifteen copies of the material component or pay fifteen times the XP cost.

Craft Wand [Item Creation, Revised]
You can create wand, each of which holds spells.
Prerequisite: Caster level 15th, Craft Virge.
Benefit: You can create a wand of spells up to 9th-level that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x the spell level x 1,500 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 30 charges, except for 9th-level wands, which only have 15 charges each.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend thirty copies of the material component or pay thirty times the XP cost, even for 9th-level wands.

Craft Wondrous Item [Item Creation, Revised]
You can create a wide variety of magic items, such as a cape of the mountebank or a iron flask.
Prerequisite: Caster level 12th, Craft Extraordinary Item.
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting an wondrous item takes one day for each 1,000 gp in its price. To enchant an wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 10:51 pm

Forge Greater Ring [Item Creation]
You can create magical greater rings, which have varied magical effects.
Prerequisite: Caster level 18th, Forge Lesser Ring.
Benefit: You can create any greater ring whose prerequisites you meet. Crafting a greater ring takes one day for each 1,000 gp in its base price. To craft a greater ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
You can also mend a broken greater ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that greater ring in the first place.
Some magical greater rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a greater ring or to mend a broken one.

Forge Lesser Ring [Item Creation]
You can create magical lesser rings, which have varied magical effects, but are less powerful than greater rings.
Prerequisite: Caster level 7th.
Benefit: You can create any lesser ring whose prerequisites you meet. Crafting a lesser ring takes one day for each 1,000 gp in its base price. To craft a lesser ring, you must use up raw materials costing one-half of its base price.
You can also mend a broken lesser ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that lesser ring in the first place.
Some magical lesser rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a lesser ring or to mend a broken one.
Special: For a World of Kulan campaign, any ring on Table 7-18: Rings (on pg. 231 of the D&D DMG v.3.5) that is only listed on the Minor or Medium columns is considered a lesser ring (i.e. mind shielding).

Got Your Back [General]
You are a keen opportunist, making opportunity of the opportunism of others.
Prerequisites: Base Attack Bonus +4, Combat Reflexes.
Benefit: Whenever an opponent that you threaten attempts an attack of opportunity against one of your allies, you may immediately make an attack of opportunity against that opponent. If your attack of opportunity would hit your opponent, you have the option of inflicting normal damage against the opponent or causing no damage but instead interrupting their attack of opportunity and preventing them from making their attack of opportunity against your ally.
Special: A fighter may select Got Your Back as one of his fighter bonus feats (see page 38, D&D PHB v.3.5).
DM’s Note: This feat was created online with the input of various members of EN World including “gamecat”, “DarkKestral”, “Michael Silverbane”, “maggot”, “Hawken”, and myself.
Robert Blezard | Knightfall's Almagra and Otherworlds | Knightfall Press | Kulan World Journal | Spelljammer Gone Wild
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 10:54 pm

I created this....

Greater Chug [General]
You can drink down a stoppered container really fast while on the move.
Prerequisites: Dex 17, Chug, Dodge, Lightning Reflexes.
Benefit: You drink from potions, flasks, or similar container in combat, as part of a move action. As with Chug, you do not provoke attacks of opportunity.

To go along with this...

Chug [General]
(By Quip – modified for World of Kulan)
You can drink down a stoppered container really fast.
Prerequisites: Dex 15, Dodge.
Benefit: You don’t suffer attacks of opportunity by drinking from potions, flasks, or similar container in combat.
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 11:05 pm

Old Before Your Time [General]
You eyes show an inherent insight and acumen, for your age.
Prerequisites: Int 15, Iron Will, Mature Beyond Your Years.
Benefit: You gain a +1 bonus to Intelligence, Wisdom, and Charisma, but also suffer a -2 penalty to Strength, Dexterity, and Charisma. Also, by sacrificing the physical world for the mental world, you gain a +3 insight bonus towards all Intelligence, Wisdom, and Charisma-based skill checks. This bonus doesn’t stack with the insight bonus gained through Mature beyond your Years.
Special: Any character that takes this feat doesn’t suffer the effects of Old Age on Table 6-5: Aging Effects when their age matches their race’s listed age (i.e. 53 years for a human).

Mature Beyond Your Years [General]
You are more mature than others of your age.
Prerequisites: Int 13, Iron Will.
Benefit: You gain a +1 bonus to Intelligence, Wisdom, and Charisma, but also suffer a -1 penalty to Strength, Dexterity, and Charisma. Also, by sacrificing the physical world for the mental world, you gain a +1 insight bonus towards all Intelligence, Wisdom, and Charisma-based skill checks.
Special: Any character that takes this feat doesn’t suffer the effects of Middle Age on Table 6-5: Aging Effects when their age matches their race’s listed age (i.e. 35 years for a human).
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 11:07 pm

Reduce Level Adjustment [Metagame]
You are exceptional for a creature of your kind.
Prerequisites: Two ability scores of 18, character level 6th, must have a level adjustment of +2 or higher, XP cost (see below).
Benefit: Your character's level adjustment is considered to be 1 less than normal. This reduces the character's total effective character level (ECL) by one for the purpose of all game rule benefits and restrictions.
The character must pay an amount of XP equal to (his current ECL – 1) x 1000, as per the rules given in D&D Unearthed Arcana (pgs. 18-19). This amount is immediately deducted from the character's XP total. The deduction should reduce the character's effective character level (ECL) by 1. (If this deduction would not reduce the character's ECL by 1, the character's XP total is set at the maximum of the level below his current ECL instead.)
This XP cost can't be reversed in any way, and the payment must be voluntary on the part of the character. The payment must be made immediately upon the selection of this feat.
You cannot use this feat with Monster Classes.
Normal: You must apply a character's entire level adjustment to determine its total effective character level (ECL).
Special: You can take this feat more than once. Each time it is selected, your character's level adjustment is reduced by 1. You can never reduce your character's level adjustment to less than one-half of its original number (rounded down).
For example, if the character is a doppelganger (LA +4), then its level adjustment can only be reduced to a minimum of +2, by selecting the feat twice. A bralani eladrid (LA +5) character could also be reduced to +2 (rounded down from 2.5), but it would have to take the feat 3 times.
Last edited by Knightfall on Sun Mar 13, 2011 11:23 pm, edited 1 time in total.
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 11:08 pm

Scribe Roll [Item Creation]
You can create magical rolls, from which you or another spellcaster can cast the scribed spells.
Prerequisite: Caster level 1st.
Benefit: You can create a roll of any 3rd-level or lower spell that you know. Scribing a roll takes one day for each 1,000 gp in its base price. The base price of a roll is its spell level x its caster level x 25 gp. To scribe a roll, you must use up raw materials costing one-half of this base price.
Any roll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the roll.
Special: For a World of Kulan campaign, wizards gain Scribe Roll instead of Scribe Scroll at 1st-level.

Scribe Scroll [Item Creation, Revised]
You can create magical scrolls that are more powerful than rolls.
Prerequisite: Caster level 9th, Scribe Roll.
Benefit: You can create a scroll of spells up to 9th-level that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x 50 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 11:14 pm

Sea in the Veins [General, Regional]
You were raised to respect and learn from the sea, being descended from an aquatic race.
Prerequisites: 1st level, native of the City of Freeport or the Islands of Merria; or 1st level, Xanth.
Benefit: You receive a +2 bonus on all Profession (sailor) checks, as well as a +2 bonus to Fortitude saves when at sea.

See the Music [General]
Prerequisites: Cha 13, Bardic Music ability, must have blindsight but not have normal sight.
Benefit: When the character performs any bardic music abilities, you gain the ability to see as if you had normal vision at the same range as your blindsight ability.

Spirit Walk [General]
Prerequisites: Anaema, spontaneous casting of arcane or divine spells.
Benefit: The character may transfer herself from her current location to any other spot within 60 feet, as per the arcane spell dimension door. This is a spell-like ability, which can normally be used once per day (see below).
Special: A character may gain this feat multiple times. Each time it is taken, the character can choose to either increase the range by 30 feet or use the feat one additional time per day.

Tanglewalker [General, Regional]
You know the tangle maze of the City-state of Onaway like the back of your hand.
Prerequisites: 1st-level, native of the city of Onaway.
Benefit: You gain a -2 Survival DC modifier when tracking creature through the tangle maze. You also gain a +2 bonus on Knowledge (local), which is always a class skill for you.

Wings of Magic [General]
Your wings act as somatic components.
Prerequisites: Any race with wings, arcane caster level 3rd, Eschew Materials.
Benefit: You gain the benefits of Eschew Materials towards somatic components while in flight.
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Re: Kulan [Character Options]

Post by Knightfall » Sun Mar 13, 2011 11:20 pm

Okay, while there a lot more feats I could post I think I'd rather link you all to the compiled PDF document I have for Kulan's list of feats.

New Feats PDF

The feats in this document are from a variety of creators who post regularly on EN World. These feats are for v.3.5.

Enjoy!

KF
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Re: Kulan [Character Options]

Post by Angel Tarragon » Mon Mar 14, 2011 1:24 am

Good stuff Knightfall. IIRC you have a mirror themed PrC. I'd love to see that posted up soon.

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Re: Kulan [Character Options]

Post by Knightfall » Mon Mar 14, 2011 3:47 am

Twin Agate Dragons wrote:Good stuff Knightfall. IIRC you have a mirror themed PrC. I'd love to see that posted up soon.
Um, I don't think I do. I could be wrong, but I think the only mirror themed PrC I use is from the Complete Book of Eldritch Might.
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Re: Kulan [Character Options]

Post by Angel Tarragon » Mon Mar 14, 2011 10:52 am

Knightfall wrote:
Twin Agate Dragons wrote:Good stuff Knightfall. IIRC you have a mirror themed PrC. I'd love to see that posted up soon.
Um, I don't think I do. I could be wrong, but I think the only mirror themed PrC I use is from the Complete Book of Eldritch Might.
My mistake then.

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Re: Kulan [Character Options]

Post by Knightfall » Mon Mar 14, 2011 6:07 pm

New Domains
The domains I created for Kulan. The spells for these domains are from various sources both D&D and d20.

ETHEREAL
Granted Power: Creatures attacking you from the Ethereal Plane cannot surprise you (i.e. character is never caught flat-footed). Plus, the cleric can turn and destroy or rebuke and command incorporeal undead as if 1 level higher.

Ethereal Domain Spells:
1. See Invisibility
2. Chamber
3. Ether Blast
4. Blink
5. Leomund's Secret Chest
6. True Seeing
7. Plane Shift
8. Ethereal Jaunt
9. Etherealness

FELINE
Granted Power: Balance, Climb, Hide, Jump, Listen, and Move Silently are class skills.

Feline Domain Spells:
1. Speak with Animals (felines only)
2. Animal Messenger (felines only)
3. Magic Fang
4. Cat's Grace
5. Greater Magic Fang
6. Animal Growth (felines only)
7. Summon Nature's Ally VII (felines only)
8. Animal Shapes
9. Shapechange

FOREST
Granted Power: The cleric has the Wild Empathy class ability as a druid of half the cleric’s level. Add Knowledge (nature) to your list of cleric class skills.

Forest Domain Spells:
1. Pass without Trace
2. Barkskin
3. Quench
4. Animal Growth
5. Tree Stride
6. Liveoak
7. Changestaff
8. Control Plants
9. Summon Nature’s Ally IX

INSECT
Granted Power: Caster has a climb speed equal to his base speed.

Insect Domain Spells:
1. Spider Climb
2. Summon Swarm
3. Control Vermin
4. Wanda's Crawling Force Missile
5. Spiderform
6. Insect Plague
7. Wanda's Crawling Force Blast
8. Creeping Doom
9. Spider Plague

MIRROR
Granted Power: You cast illusion spells at +1 caster level. You gain a +2 divine bonus on all Craft (mirrormaking) skill checks.

Mirror Domain Spells:
1. Hypnotism
2. Mirror Image
3. Mirror Shield
4. Mirror Calling, Lesser
5. Scrying
6. True Seeing
7. Mirror Truth
8. Mirror Calling
9. Mirror Walking

NAUTICAL
Granted Power: Your Nautical domain spells have their caster level increased by +1.

Nautical Domain Spells:
1. Compass
2. Becalm Sails
3. Speed Ship
4. Control Ship
5. Control Water
6. Nautomancy
7. Control Weather
8. Black Pearl Eye
9. Storm of Vengeance

NECROMANCY
Granted Power: The cleric can rebuke or command undead as if 2 levels higher.

Necromancy Domain Spells:
1. Detect Undead
2. Famish
3. Animate Dead
4. Absorb Strength
5. Create Undead
6. Brainkill
7. Create Greater Undead
8. Spell Parasite
9. Undead Gate

NORTH
Granted Powers: The cleric permanently gains Endure Elements (cold) at 1st level. Cleric gains a +1 bonus to all saving throws versus spells that inflict cold damage. If the spell doesn't normally allow a saving throw then the cleric receives one without a bonus. Add Survival to your list of cleric class skills.

North Domain Spells:
1. Whirlwind of Ice
2. Resist Nature
3. Protection from Energy (cold)
4. Ice Web
5. Wall of Ice
6. Blizzard
7. Ice Storm
8. Shroud of Winter
9. Frost Aura

STELLAR
Granted Power: The cleric has low-light vision under starlight conditions or while traveling in wildspace. If the cleric is of a race that already has low-light vision then the cleric can increase the range they can see by a factor of one (i.e. twice as far becomes three times as far).

Stellar Domain Spells:
1. Faerie Fire
2. Mantle of Shadows
3. Moonbeam
4. Shadow Mask
5. Control Light
6. Dawnspear
7. Reverse Gravity
8. Searing Light
9. Dreamstealer

TWILIGHT
Inspired by James Sutherland’s Astral Domain
Granted Power: Once per day you may peer into the Plane of Twilight for two minutes per cleric level. You must concentrate to see into the Plane of Twilight. However, once you activate the power you may switch your perceptions from the Plane of Twilight to the Material Plane and back, for the duration of the power.

Twilight Domain Spells:
1. Avoid Planar Effects
2. Zone of Respite
3. Dimension Door
4. Dimensional Anchor
5. Teleport
6. Shadow Walk
7. Dimensional Lock
8. Greater Teleport
9. Astral Projection
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Re: Kulan [Character Options]

Post by Knightfall » Mon Mar 14, 2011 6:07 pm

Twin Agate Dragons wrote:
Knightfall wrote:
Twin Agate Dragons wrote:Good stuff Knightfall. IIRC you have a mirror themed PrC. I'd love to see that posted up soon.
Um, I don't think I do. I could be wrong, but I think the only mirror themed PrC I use is from the Complete Book of Eldritch Might.
My mistake then.
No worries. ;)
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Re: Kulan [Character Options]

Post by Knightfall » Mon Mar 14, 2011 6:39 pm

New Domains (cont.)
These two domains were created by one of the players who participated in my Shackled City campaign. The Sacred Healing domain has been altered by me since the end of the campaign.

MOUNTAIN
Granted Power: The cleric that accepts this spiritual calling gains a physical manifestation of mountain hardiness [character actually grows 5% taller and 8% heavier, gains a Natural Armor bonus of +1.]

Mountain Domain Spells:
1. Foundation of Stone
2. Bear’s Endurance
3. Unfailing Endurance
4. Wall of Stone
5. Boreal Wind
6. Wind Walk
7. Earthquake
8. Obedient Avalanche
9. Imprisonment

SACRED HEALING (Variant)
Deities: Apollo, Issek, Jalivier.

Granted Power: The cleric receives Augment Healing as free feat and a +2 sacred bonus to the Healing skill checks and may use the skill upon any living creature; animal, humanoid and monstrous. Spontaneous metamagic heals cast by the cleric take only a standard action instead of a full-round action.

Sacred Healing Domain Spells:
1. Cure Light Wounds
2. Cure Moderate Wounds
3. Cure Serious Wounds
4. Blood of the Martyr
5. Energetic Healing
6. Heal
7. True Rest
8. Heal, Mass
9. True Purity
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Re: Kulan [Character Options]

Post by Knightfall » Fri Mar 18, 2011 6:05 pm

Variant: Psionics is Different
(See D&D Expanded Psionics Handbook for more details, pg. 65 & 66.)

DISPELLING
Dispel magic has no effect when cast against any psionic power, ability, or item. Likewise, dispel psionics has no effect when manifested against a spell, effect, or item. However, see under specialty spells and powers, below.

MIND-AFFECTING SPELLS AND POWERS
Creatures gain only half of their normal "racial" resistance vs. psionic versions of mind-affecting Enchantments. For instance, elves gain a +1 bonus on their Will saves to resist telepathy powers. However, any race or creature that is immune to mind-affecting Enchantments is also immune to telepathy powers.

Important!: A character's standard Will saving throw bonuses based on his or her classes and ability scores apply against psionic powers, as normal. They aren't divided by two like "racial" resistance bonuses.

DEAD MAGIC/NULL PSIONICS AREA
Antimagic field does not hinder psionics, nor does null psionics field disrupt or surpress magic within its area.

SPELL RESISTANCE AND POWER RESISTANCE
A creature's Spell Resistance works against powers, and Power Resistance works against spells, though in both cases the Power Resistance and Spell Resistance is considered to be 10 lower than its actual value. Thus a creature with Spell Resistance of 25 resists a power as though it had Power Resistance of 15. This includes any spells that grant Spell Resistance or powers that grant Power Resistance (i.e. mass spell resistance).

CREATURE "EVOLUTION"
Similar to the Spell Resistance and Power Resistance diminished effect options, listed above, all creatures from the Monster Manual (and other sources) with Spell Resistance 11 or higher gain Power Resistance equal to their Spell Resistance minus 10. For example, a dragon with Spell Resistance 18 would also have Power Resistance 8. All creatures in the Monster Manual (and other sources) with psionic abilities gain Power Resistance equal to their Spell Resistance, if any (i.e. mind flayers).

A few creatures detailed in XPH have Power Resistance. Under this option, creatures with Power Resistance 11 or higher have Spell Resistance equal to their Power Resistance minus 10.

SPECIALTY SPELLS AND POWERS
As with creature "evolution" above, specialty spells and powers must exist that allow the disparate energies to manipulate each other on a limited scale. For instance, spellcasters could have a dispel psionics spell, but it is not nearly as powerful against powers as dispel magic is against equivalent spells. Psions might develop a negate magic power, but it is not as potent against spells as dispel psionics is against equivalent powers. Generally, any spells or powers that allow spells to interact with psionics and vice versa should be of higher level* and provide less effect than spells or powers of similar name that remain within their own area of influence. (*Minimum 2 levels higher for my campaign.)

DM's NOTES
The XPH goes on to describe "the basics" of 4 possible spells and powers: detect psionics (L2) & negate psionics (L5) (spells), and detect magic (L3) & negate magic (L5) (powers). These spells are available for all player characters, as are the spells detailed in the back of the Expanded Psionics Handbook (see pags. 219 to 221). Other spells designed to "counteract" psionic powers must be researched as new spells.

Thus, if a player wanted a spell that would do the same thing as break enchantment, but against psionics too, then the spell would have to be a 6th-level bard spell, 7th-level cleric spell, and/or a 7th-level sorcerer/wizard spell, and it would be more limited. (Likely it would take 10 minutes to cast instead of 1 minute, or it would only have a limited duration, or some other restriction.)

A new spell that is created 4 levels higher than its base spell doesn't have any restrictions. (This is change I made after getting feedback.) Thus, that revised break enchantment spell (i.e. sunder enchantments) could be researched to be a 9th-level cleric spell and/or a 9th-level sorcerer/wizard spell. It couldn't be a bard spell, however, since bards can only cast up to 6th-level spells.

A new spell that is created at the same level as the base spell is also possible, but the new spell must have two restrictions, which will make it less powerful than the base spell.

Important!: Miracle and wish have special status. They affect 9th-level or lower psionic powers, as normal, even if the spells is cast to duplicate a restricted spell. (Note that there is a 9th-level psionic power with special status too. It is called reality revision.) The prismatic spells also have special status since the spell descriptions specifically state that the spells protect the character from all forms of attack, not just spells.

Spell resistance and mass spell resistance work as detailed under "Spell Resistance and Power Resistance", but it is possible to research a more powerful version of spell resistance to include psionics. Such a spell would be a 7th-level cleric spell, 7th-level Magic Domain spell, and/or a 7th-level Protection Domian spell with one restriction, or the new spell could be created as a 9th-level spell without any restrictions.

However, there are also two new feats available for players to choose, which will give characters another option rather than having to research new spells or powers.
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Re: Kulan [Character Options]

Post by Knightfall » Fri Mar 18, 2011 6:10 pm

Affected Spells from the Player's Handbook
Higher levels versions of these spells must be created in order for them to affect psionics. This list is by no means complete, nor is it finalized. Others may be added to the list and, after player feedback, some may be removed from the list. Other spells from other sources will be evaluated on a case by case basis.

Analyze Dweomer
Antimagic Field
Arcane Sight
Arcane Sight, Greater
Break Enchantment
Detect Magic
Dispel Magic
Dispel Magic, Greater
Freedom
Freedom of Movement
Globe of Invulnerability
Globe of Invulnerability, Lesser
Identify
Invisibility Purge
Knock
Limited Wish *
Magic Weapon **
Magic Weapon, Greater **
Mordenkainen's Disjunction
Nystul's Magic Aura **
Protection from Energy ***
Protection from Spells
Quench ***
Read Magic
Remove Blindness/Deafness ~
Remove Fear ~
Remove Paralysis ~
Resist Energy ***
Screen
See Invisibility
Spell Immunity
Spell Immunity, Greater
Spell Turning
True Seeing
________________________________________________________________________________________________________________
* This only applies when limited wish is cast to duplicate an appropriate spell on this list, as defined in the spell's description.
** Magic weapon and the greater version cannot increase/change a psionic items enhancement bonus. Nystul's magic aura cannot alter a psionic items aura.
*** These spells do not protect against psionic powers that produce energy effects (i.e. psychokinesis effects).
~ These spells will not remove the listed conditions, if the conditions were the result of psionic powers being manifested on the victim.

Important!: Any psionic powers that duplicate these effects (i.e. psionic knock) is also just as ineffective against arcane and/or divine spells. Thus, a psionic knock will not open a door that has been affected by an arcane lock spell or a hold portal spell.
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Re: Kulan [Character Options]

Post by Knightfall » Fri Mar 18, 2011 6:12 pm

New Spells and Powers
Here are the four basic spells and powers for use in the World of Kulan.

Detect Psionics
Divination
Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spells works exactly like detect magic (see pg. 219 of the PHB), except for the change noted here under "Duration."

Negate Psionics
Abjuration
Level: Brd 5, Clr 5, Drd 5, Magic 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target or Area: One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spells works exactly like dispel magic (see pg. 223 of the PHB), except for the change noted here under "Range."

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

Detect Magic
Clairsentience
Level: Psion/wilder 3, psychic warrior 3
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1

This power works exactly like detect psionics (see pg. 91-92 of the XPH), except for the change noted here under "Duration."

Negate Magic
Psychokinesis
Level: Psion/wilder 5
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 5

This power works exactly like dispel psionics (see pg. 94-95 of the XPH), except for the change noted here under "Range."
Last edited by Knightfall on Sat Mar 19, 2011 11:14 pm, edited 1 time in total.
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Re: Kulan [Character Options]

Post by Knightfall » Sat Mar 19, 2011 10:51 pm

New Spells
My homebrewed spells. :D

I believe a few of these spell are converted from 2e. I can't remember.

Agony’s Grace
Conjuration (Teleportation)
Level: Dmn 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 round/creature targeted
Range: Medium (100 ft. + 10 ft./2 levels)
Target: One creature / 5 levels (max. 4 creatures)
Duration: Permanent (see text)
Saving Throw: Will partial (see text)
Spell Resistance: Yes

Agony’s grace is a more powerful version of the maze spell. It was developed by an unknown wizard of Sigil who passed the spell onto the infamous tiefling, known as Ashenbach, before disappearing in mysterious circumstances.

Agony’s grace allows the caster to maze one creature for every 5 caster levels depending on the number of rounds he or she is willing to take in casting the spell. Thus, a spellcaster who cast the two round version of the spell mazes two creatures, while the four round version of the spell mazes four creatures. The caster must decide which version of the spell he or she is using before casting the spell. The spell is treated as one spell for memorization purposes, however.

Agony’s grace, unlike the maze spell, has a permanent duration. However, the targets of Agony’s grace are allowed a Will saving throw to resist the permanent nature of the spell. If this save is successful then the targeted creature(s) is only affected as if by the maze spell. If the save is unsuccessful then the targeted creature(s) are permanently mazed.

Note that cursed minotaurs, and other creatures immune to the maze spell, are not completely immune to this spell. Such a creature that saves is not affected by the spell. If the save is failed then the creature is affected, as if it wasn’t immune to maze. The duration is never permanent for such as creature.

Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape the Agony’s grace spell. A plane shift spell or special ability may allow it to exit to whatever plane is designated, but the creature trying to escape must beat an Spell Resistance of 10 + the caster’s level in order to use the ability. The attempt can be retried but each attempt adds a +1 penalty to the SR. Beyond this, nothing short of wish, miracle, or greater paradox can free the banished creature from the Agony’s Grace.

Focus: A glass statuette depicting the Lord of Agony worth at least 5,000 gp.

Special: In Sigil, the Lord of Agony will send any spellcaster who casts this spell to the mazes. This spell is also known as “Lord’s Grace” (in Sigil) and “Greater Maze” (on the Material Plane).


Black Pearl Eye
Transmutation
Level: Nautical 8, Sky 8, Sor/Wiz 8
Components: V, S, F/DF, Ritual, Shipboard
Casting Time: 1 hour (see text)
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Fort partial
Spell Resistance: Yes

The black pearl eye spell is a powerful nautical spell, which must be cast on board a sailing ship. This spell causes the target creature to gain the following benefits: Darkvision 60 ft., low-light vision, and freedom of movement. These abilities are considered permanent supernatural abilities when the target is on the sailing ship or within 1 mile of the ship out at sea (including underwater). However, the black pearl eye does not grant the target these benefits while on land.

In order to receive the benefit of this spell, the target and caster must spend one month aboard the ship to be attuned to the spell, as part of a ritual, never leaving the ship for any reason. After this time has elapsed, the spellcaster casts the spell, which takes 1 hour of time to prepare the focus of the spell. At the end of the casting time the caster hands the focus to the target whom must then forcibly pull out one eye and place the black pearl eye in the bleeding eye socket.

The power of the spell takes over fusing the focus with the empty eye socket. This is an extremely painful process, which forces the target creature to make a Fortitude saving throw or take 2d6 points of permanent physical damage and 2 points of permanent Charisma loss. Even if the save is successful the target creature still takes 2d6 points of normal physical damage and 1 point of permanent Charisma loss.
As noted above, the black pearl eye doesn’t function on land becoming an inert pearl, which looks like a blackened glass eye. While the eye is functioning it gives off an eerie incandescent glow, which is noticeable to all casual observers.

This spell is well known amongst the pirates of the Wakuna Sea, as well as the populace of Freeport of the Serpent’s Teeth (located in the region known as the Serpent Waters). It is rare amongst the Island Kingdoms of Merria of the Traders’ Sea and the continent of Triadora. It is very rare everywhere else, although any cleric who has access to the Nautical Domain has access to the spell.

Nothing short of wish, miracle, or greater paradox will remove a black pearl eye from the targeted creatures eye socket. The black pearl eye can be forcibly removed from the targeted creature but this always forces another Fortitude saving throw. If the save is successful then the target takes damage as if it had failed its original save. If the save fails then the target dies. As a result, those who have had the spell cast for them are very protective of the black pearl eye.

Focus: A black pearl worth at least 5,000 gp. This pearl is permanently affixed to the target of the spell and cannot be reused even if it is somehow removed from the target’s eye socket.


Bone Spur Explosion
Necromancy [Evil]
Level: Necromancy 1, Sor/Wiz 2
Components: S, M, DF
Casting Time: 1 standard action
Range: 10 ft.
Targets: Living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The victim's body grows 3d4 bone protrusions that explode as bone spurs for 1 point of damage per spur to those within 10 feet. The victim takes 3d4 points of physical damage and 1d4-1 Constitution damage due to blood loss. The victim can have the physical damage healed magically but the Constitution damage must be healed naturally, at one point per day until fully recovered.

The caster of this spell must make a successful ranged touch attack against the victim. If the attack fails then nothing happens and the spell is used for the day.

Material Component: human finger bone, which is consumed during the casting.


Comprehend Rebus Talk
Divination
Level: Brd 0, Clr/Fvs 1, Sor/Wiz 1
Components: S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

As per comprehend languages, except this spell only allows the caster to understand the visual, pictographic language of the dabus of Sigil. The caster can also understand the meaning of any rebus talk symbols, which have been marked down in a written format, although such documents are extremely rare.

Comprehend rebus talk cannot be made permanent.

Material Component: A tiny clay statuette of a dabus.

Special: In the Mirrored Cosmology, comprehend languages cannot interpret the rebus talk of the dabus of Sigil.


Dylrath's Blatant and Irresponsible Misuse of Magick
Illusion (Pattern) [Mind-Affecting]
Level: Brd 1, Hou 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Effect: An illusory wench 3 inches high dancing upon one flat surface
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

This spell creates a small, illusory wench, three inches high, which dances on a floor or tabletop [Speed 5 (1 square)]. The illusory wench does not speak and only reacts when someone tries to make contact with the illusion. The person must make a Touch Attack against AC 10 + the illusory wenches’ Dexterity modifier. The illusory wench has a Dexterity equal to 10 + the caster’s Intelligence or Charisma bonus to start. (Intelligence for wizards; Charisma for bards and sorcerers.)

The illusory wench moves faster as the spell nears the end of its duration and always attempts to evade those that are trying to touch it. It gains a +5 to its overall speed and +1 to its Dexterity score per round. However, the illusory wench cannot move off of the flat surface, it was created upon, to another flat surface.

If anyone makes contact with the illusion, usually with a hand or foot, without ‘squashing’ it, the illusory wench briefly exposes herself for all to see then starts dancing again. Multiple people can make contact with the illusion multiple times, but if anyone ‘squashes’ the wench, the dweomer ends.


Fiery Flies
Evocation [Fire]
Level: Elm (Fire) 2, Sor/Wiz 3, Wmg 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to three creatures, no two of which can be more than 10 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

A dozen fiery flyspecks streak forth from the caster’s hand striking their target. Each fiery fly does 1 point of fire damage.

No attack roll is required, as the fiery flies strike unerringly, even if the target has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects can be damaged by the spell.

For every three levels of experience past 3rd, you gain an additional six fiery flies. You have eighteen at 6th level, twenty-four at 9th level, and the maximum of thirty at 12th level or higher. You can have them strike a single creature or divide them amongst several creatures. You must designate targets before you roll for SR or determine damage.

Material Component: A dead fly that has been scorched.


Gotcherfoot
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action (see below)
Range: Close
Target: One person
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

An invisible hand of force grabs one person by a foot hauling the foot to a height of 6 feet. A successful Reflex saving throw evades the effect. The invisible hand grabs a hold of the actual foot, not a victim’s boot, sandal, etc. Thus, it is not possible to escape the effect of this spell by slipping out of one’s boot.

Once a victim has had there foot hauled up, they remain in that position until the duration ends or the spell is dispelled. The caster may only use this spell against one person at a time, but he or she may drop the victim's foot attempting to gotcherfoot another person if the spell’s duration has not ended. This counts as an additional action, however.

Gotcherfoot may be also laid as a warded glyph: Considered an Area spell variant. 5 sq. ft./level. Affects only one person at a time. Will drop a victim if another person enters the warded area and attempt to gotcherfoot the new person. The caster is not affected by the warded area version of gotcherfoot.

Material Component: A string looped into a snare.
Last edited by Knightfall on Sat Mar 19, 2011 10:59 pm, edited 1 time in total.
Robert Blezard | Knightfall's Almagra and Otherworlds | Knightfall Press | Kulan World Journal | Spelljammer Gone Wild
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