Sub-Epic Offerings

Obly99

Hero
So what kind of powers are their abilities, Extraordinary, Supernatural? Also with their Manifestation power, what are the limits with it? Is it once a year or is it every single time they die, if it's every time they die, what would be the way of defeating them? Baleful Polymorph? Dominate? Magic Jar?
Consult the Akashic Records is Su
Inscribe is Ex
Record Keeper’s Privilege is Su
Enlightened Spellcasting is Su
Expanded Consciousness is Su
Consult the Records and Expanded Knowledge are Sp
Manifestation is every time but is activated only with death (trap the soul, baleful polymorph, soul bind, flesh to stone, temporal stasis, etc. do not active/they block It) and effects that block reincarnate like disintegrate (reincarnare specify that need at least a small portion of the creature’s body to still exist) or if killed by a death effect or turned into an undead creature
 

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Consult the Akashic Records is Su
Inscribe is Ex
Record Keeper’s Privilege is Su
Enlightened Spellcasting is Su
Expanded Consciousness is Su
Consult the Records and Expanded Knowledge are Sp
Manifestation is every time but is activated only with death (trap the soul, baleful polymorph, soul bind, flesh to stone, temporal stasis, etc. do not active/they block It) and effects that block reincarnate like disintegrate (reincarnare specify that need at least a small portion of the creature’s body to still exist) or if killed by a death effect or turned into an undead creature
Awesome I appreciate you clearing that up brother. I like the class
 

Obly99

Hero
A rework of the Sarrukh (https://forgottenrealms.fandom.com/wiki/Sarrukh; Realms Helps Creature: Sarrukh (Progenitor Race)). The Sarrukh is one of the worst balaced creature of 3.5 Imo. With a 133 hp and its highest saving throw of 13 was a laughing CR 21. The only reason that it had such a high CR was the ability to modify reptiles which was written very badly (one of the reasons for the existence of Pun Pun, the infamous kobold who destroys universes, was precisely to abuse that ability). The alchemy, gifted spellcaster, and serpent’s strike abilities are taken from the serpentfolk (Serpentfolk (3pp) – d20PFSRD) while cruel anatomist from the vivisectionist (Vivisectionist – d20PFSRD).

Sarrukh PF1 (reworked) CR 15

NE Medium monstrous humanoid (reptilian, shapechanger)

Init +6; Senses darkvision 60 ft., reptilian sight, scent, see invisibility; Perception +25

Aura fear (DC 21, 10 ft.)

DEFENSE

AC 28, touch 22, flat-footed 26 (+2 Dex, +10 insight, +6 natural)

hp 147 (14d10+70) fast healing 5

Fort +21, Ref +21, Will +23

Defensive Abilities mastermind; DR 15/magic; Immune charm, compulsion, fire, mind-affecting effects, poison; Resist acid 10, electricity 10; SR 26

Weakness vulnerable to cold

OFFENSE

Speed 30 ft., climb 15 ft., swim 30 ft.

Melee +3 returning trident +23/+18/+13 (1d8+12), bite +20 (1d6+6 plus poison), tail slap +18 (1d8+9 plus grab) or bite +20 (1d6+6 plus poison), 2 claws +20 (1d4+6), tail slap +18 (1d8+9 plus grab)

Ranged +3 returning trident +19 (1d8+9)

Space 5 ft.; Reach 5 ft. (10 ft. with tail slap)

Special Attacks poison, powerful blows (tail slap)

Spell-Like Abilities (CL 14th; concentration +24)

Constantpass without trace, see invisibility, speak with animals (reptiles only)

At willdisrupt undead, dominate monster (DC 29, reptiles only), identify, invisibility, knock, magic missile, misdirection (DC 22), sleep (DC 21)

3/dayconfusion (DC 24), deep slumber (DC 23), fireball (DC 23), lightning bolt (DC 23), polymorph

1/dayancient sorcery of the serpentfolk, charm monster (DC 24), feeblemind (DC 25), heal (heal reptiles only), reincarnation (in a final reptile form only), symbol of persuasion (DC 26), summon nature’s ally IX (reptiles only), teleport, wall of force

STATISTICS

Str 23, Dex 15, Con 20, Int 30, Wis 18, Cha 18

Base Atk +14; CMB +20; CMD 42 (cannot be tripped)

Feats Alertness, Combat Reflexes, Improved Initiative, Multiattack, Persuasive, Power Attack, Vital Strike

Skills Appraise +24, Bluff +18, Craft (alchemy) +35, Diplomacy +22, Disguise +18 (+28 while using change shape ability), Intimidate +25, Knowledge (arcana, history, local, nature, religion) +27, Linguistics +24, Perception +25, Sense Motive +22, Spellcraft +27, Stealth +19, Survival +21, Use Magic Device +21; Racial Modifiers +8 Craft (alchemy)

Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Cyclops, Draconic, Druidic, Dwarven, Elven, Giant, Ignan, Infernal, Labial, Necril, Orc, Sarrukhar, Sphinx, Sylvan, Terran, Treant, Undercommon, Vegepygmy; speak with animals (reptiles only), telepathy 100 ft. (reptiles only)

SQ alchemy, call of the creator, change shape (any reptilian form; monstrous physique II or polymorph), compression, cruel anatomist, gifted spellcaster, hold breath, manipulate form, reptilian empathy +18, serpent’s strike, tenacious grapple

Gears +3 returning trident

Alchemy (Ex)
A sarrukh gains a +8 racial bonus on all Craft (alchemy) checks, and can automatically identify any potion, elixir, poison, drug, or other alchemical item as a standard action while studying the material.

Call of the Creator (Su)
Once per day, a sarrukh may call to his children to do his bidding. As a full-round action, a sarrukh calls all reptilian creatures with 15 HD or fewer and Intelligence score of 2 or less within 1 mile radius. These creatures arrive within 1 hour of the call. All creatures called in this manner follow the sarrukh’s orders unquestionably for up to 8 hours, after which they return to their homes. Creatures binded to others (like a druid animal companion) are immune to this ability. This is a compulsion, mind-affecting effect.

Cruel Anatomist (Ex)
A sarrukh may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

Fear Aura (Su)
A sarrukh project an aura of fear in a 10-foot radius. This effect is otherwise identical to the fear spell (caster level 14th; save DC 21). A creature that succeeds on the save cannot be affected again by that sarrukh's fear aura for 24 hours. The sarrukh can suppress or resume this aura as a move action. Other sarrukh are immune to this aura. This is a fear, mind-affecting effect. The DC is Charisma-based.

Gifted Spellcaster (Ex)
All the Knowledge, Spellcraft, and Use Magic Device are class skills for a sarrukh.

A sarrukh that gain racial Hit Dice increase his caster level by +1 per racial Hit Die gained. He gains a new spell-like ability (usable once per day) with each gained racial Hit Die. A sarrukh may select the same spell-like ability multiple times, in which case he may use that ability a number of times per day equal to the number of times he selected the same ability. When a sarrukh gains a new spell-like ability in this manner, the maximum spell level of the new spell-like ability must be equal to its racial Hit Dice divided by 2, rounded down. A sarrukh may choose each new spell-like ability from any class list, but cannot choose a spell-like ability that has a material component or focus cost in excess of 50 gp.

Manipulate Form (Su)
At will, a sarrukh can modify the form of any reptile creature (creatures with the reptilian subtype, lizardlike [like crocodile] and snakelike [like serpentfolk] creatures, but not dragons, etc.), except for creatures with the undead or construct type. With a ritual that take 1 day, a sarrukh can cause one alteration of his choice in the target creature's body. If the target is unwilling, it must be helpless for the entire duration or the ritual automatically fail. At the end of the ritual, the target falls unconscious for 2d4 rounds due to the shock of changing form. A sarrukh cannot use manipulate form on himself or another sarrukh. A sarrukh may use this ability to change a minor aspect of the target creature, such as the shape of its head or the color of its scales. It may also choose to make a much more significant alteration, such as converting limbs into tentacles, changing overall body shape (snake to humanoid, for example), or adding or removing an appendage. A sarrukh may also grant the target a spell-like ability or change the ability score (see below).

The change bestowed takes effect immediately and is permanent. Furthermore, the alterations are automatically passed on to all the creature's offspring when it breeds with another of its unmodified kind.

A sarrukh can bestow with this ability the following alterations:

  • Shape: The sarrukh can use this ability to change a creature's minor physical appearance, granting a +10 bonus on Disguise checks. Multiple applications only change again the appearance, do not stack the bonus.
  • Arm: The touched creature sprouts a humanlike arm that ends in a viciously clawed hand. The sarrukh may, at his option, change an already existing appendage (such as a tentacle) into an arm, or cause a new arm to sprout from a spot of his choice. The creature can manipulate items and wield weapons with the new appendage as effectively as a normal human can with a hand. Possibly, the sarrukh can instead remove an appendage. A creature can only have a maximum of 2 humanlike arms.
  • Leg: The touched creature sprouts a humanlike leg. The sarrukh may, at his option, change an already existing appendage (such as a tentacle) into a leg, or cause a new leg to sprout from a spot of his choice. A pair of such legs gives the creature the ability to walk upright, and four legs give it the ability to move like a quadruped. The creature loses any ability it previously had to constrict with its lower body. Its speed remains the same as it was before the alteration unless it now has more than two legs. In that case, it moves at a speed typical for a quadruped of its size category. A creature can only have a maximum of 4 humanlike legs.
  • Change Attack: The sarrukh can use this ability to change a creature's natural weapons from one type to another (eg. converting a slam to a bite). The new weapons deal the same amount of damage. If the old natural weapon had a special attack with it (like grab, poison, or trip), the DM’s is the final judge if the new weapon is suited for maintaining it (like poison from a bite to a sting).
  • Grant Attack: The sarrukh can use this ability to grant or remove a creature natural weapon (like a slam or bite). A creature can only gains a maximum number of natural attacks from this specific alteration equal to 1 per 6 HD (minimum 1).
  • Grant Special Attack: The sarrukh can use this ability to grant or remove a creature special attack from one natural weapon. The possible granted attacks are: bleed (1 per 3 HD, minimum 1), blood drain (must have the grab ability; 1d2 Con), constrict (must have the grab ability; same damage of the natural weapon with grab), disease (chose one from the spell contagion list), grab, poison (same of the Serpentfolk – d20PFSRD), pull (5 ft. per 10 HD, minimum 5 ft.), push (5 ft. per 10 HD, minimum 5 ft.), smother (must have the constrict ability), strangle (must have the constrict ability), swallow whole (must have the grab ability on the bite; same damage of the bite), trip. A creature can only gains a maximum number of special attacks from this specific alteration equal to 1 per 6 HD (minimum 1).
  • Humanoid Torso: A humanoid torso replaces the subject's previous torso. The subject loses any special attack or special quality dependent on its previous torso (such as constrict or swallow whole).
  • Snake Torso: A snake torso replaces the subject's previous torso, granting it the constrict special attack (1d4 damage for a medium creature) if it didn't already have them. Its speed remains the same as it was before the alteration. If the creature has a bite attack with the grab ability, also gains the swallow whole special attack (same damage of the bite).
  • Snake Tail: The touched creature sprouts a snake tail. The sarrukh may, at his option, change an already existing tail into a snake tail, or cause a new snake tail to sprout from lower back of the creature. Regardless, the creature gains the prehensile tail racial trait of a tiefling.
  • Wings: The subject sprouts membranous wings from its back. These appendages grant it the ability to fly at its previous land speed or 20 ft., whichever is lower, with average maneuverability.
  • Jagged: The subject scales become serrated. This grant it the ability to climb and burrow at its previous land speed or 20 ft., whichever is lower.
  • Omnidirectional Eyes: The subject can move its eyes independently from one another and visually process all the information so acquired. The creature gains a +4 bonus on Perception checks based on sight.
  • Increase or Decrease Size: The subject's size category changes by one step. All the usual bonuses or penalties for such a change apply normally. Once a creature benefit from this specific alteration, it cannot be targeted again with it by any sarurruk, with the exception for return to the original size.
  • Increase or Decrease Ability Score: The subject's ability score changes by one. Any ability score may be decreased to a minimum of 1 or increased to a maximum equal to ½ the sarrukh's corresponding score.
  • Spell-like Ability: The subject's gains one spell-like ability from the spell list of the cleric/oracle or sorcerer/wizard up to 3rd level. If the spell-like ability is of 3rd level, the creature can only use it once per day. If the spell-like ability is of 2nd level, the creature can use it two times per day. If the spell-like ability is of 1st level, the creature can use it three times per day. If the spell-like ability is of 0th level (cantrip or orison), the creature can use it at will. The caster level is equal to the creature HD. Once a creature benefit from this specific alteration, it cannot be targeted again with it by any sarurruk.
Limited wish can remove one use of manipulate form if the creature was originally unwilling of the change.

Mastermind (Ex)
A sarrukh add his Intelligence modifier as an insight bonus to AC and saving throws and gains 8 + Intelligence points skill ranks per racial HD instead of 4 + Int like a normal monstrous humanoid. Also, a sarrukh’s intrinsic understanding of magic allows him to modify the concentration checks and save DCs of its racial spell-like abilities that are normally affected by Charisma to be modified instead by the sarrukh’s Intelligence modifier. This doesn’t affect actual spellcasting ability, such as that granted by class levels.

Poison (Ex)
Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d4 Constitution damage plus sickened for 1 round; cure 3 consecutive saves. The save DC is Constitution-based.

Reptilian Sight (Su)
By concentrating, a sarrukh can share the senses of any reptilian creatures with an Intelligence score of 2 or less within 1 miles of him, allowing him to see, smell, and hear as if he were that creature. These creatures are unaware of the sarrukh’s presence or that they share their senses with him during this time. A creature is unaware of making this save. While he is sharing senses, a sarrukh is still aware of his surroundings, but receives a –8 penalty to any Perception checks.

Reptilian Empathy (Ex)
This ability functions as a druid’s wild empathy, save that it works only on reptilian creatures despite type and Intelligence score. A sarrukh gains a racial bonus on this check equal to his Hit Dice.

Serpent’s Strike (Ex)
A sarrukh’s bite attack is always treated as a primary attack, even when he wields a manufactured weapon. A sarrukh can lick the cutting edge of any piercing or slashing weapon he wields as a swift action to apply a dose of his poison to the weapon.

Tenacious Grapple (Ex)
A sarrukh does not gain the grappled condition if he grapples a foe with his tail slap.
 

Attachments

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A rework of the Sarrukh (https://forgottenrealms.fandom.com/wiki/Sarrukh; Realms Helps Creature: Sarrukh (Progenitor Race)). The Sarrukh is one of the worst balaced creature of 3.5 Imo. With a 133 hp and its highest saving throw of 13 was a laughing CR 21. The only reason that it had such a high CR was the ability to modify reptiles which was written very badly (one of the reasons for the existence of Pun Pun, the infamous kobold who destroys universes, was precisely to abuse that ability). The alchemy, gifted spellcaster, and serpent’s strike abilities are taken from the serpentfolk (Serpentfolk (3pp) – d20PFSRD) while cruel anatomist from the vivisectionist (Vivisectionist – d20PFSRD).

Sarrukh PF1 (reworked) CR 15

NE Medium monstrous humanoid (reptilian, shapechanger)

Init +6; Senses darkvision 60 ft., reptilian sight, scent, see invisibility; Perception +25

Aura fear (DC 21, 10 ft.)

DEFENSE

AC 28, touch 22, flat-footed 26 (+2 Dex, +10 insight, +6 natural)

hp 147 (14d10+70) fast healing 5

Fort +21, Ref +21, Will +23

Defensive Abilities mastermind; DR 15/magic; Immune charm, compulsion, fire, mind-affecting effects, poison; Resist acid 10, electricity 10; SR 26

Weakness vulnerable to cold

OFFENSE

Speed 30 ft., climb 15 ft., swim 30 ft.

Melee +3 returning trident +23/+18/+13 (1d8+12), bite +20 (1d6+6 plus poison), tail slap +18 (1d8+9 plus grab) or bite +20 (1d6+6 plus poison), 2 claws +20 (1d4+6), tail slap +18 (1d8+9 plus grab)

Ranged +3 returning trident +19 (1d8+9)

Space 5 ft.; Reach 5 ft. (10 ft. with tail slap)

Special Attacks poison, powerful blows (tail slap)

Spell-Like Abilities (CL 14th; concentration +24)

Constantpass without trace, see invisibility, speak with animals (reptiles only)

At willdisrupt undead, dominate monster (DC 29, reptiles only), identify, invisibility, knock, magic missile, misdirection (DC 22), sleep (DC 21)

3/dayconfusion (DC 24), deep slumber (DC 23), fireball (DC 23), lightning bolt (DC 23), polymorph

1/dayancient sorcery of the serpentfolk, charm monster (DC 24), feeblemind (DC 25), heal (heal reptiles only), reincarnation (in a final reptile form only), symbol of persuasion (DC 26), summon nature’s ally IX (reptiles only), teleport, wall of force

STATISTICS

Str 23, Dex 15, Con 20, Int 30, Wis 18, Cha 18

Base Atk +14; CMB +20; CMD 42 (cannot be tripped)

Feats Alertness, Combat Reflexes, Improved Initiative, Multiattack, Persuasive, Power Attack, Vital Strike

Skills Appraise +24, Bluff +18, Craft (alchemy) +35, Diplomacy +22, Disguise +18 (+28 while using change shape ability), Intimidate +25, Knowledge (arcana, history, local, nature, religion) +27, Linguistics +24, Perception +25, Sense Motive +22, Spellcraft +27, Stealth +19, Survival +21, Use Magic Device +21; Racial Modifiers +8 Craft (alchemy)

Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Cyclops, Draconic, Druidic, Dwarven, Elven, Giant, Ignan, Infernal, Labial, Necril, Orc, Sarrukhar, Sphinx, Sylvan, Terran, Treant, Undercommon, Vegepygmy; speak with animals (reptiles only), telepathy 100 ft. (reptiles only)

SQ alchemy, call of the creator, change shape (any reptilian form; monstrous physique II or polymorph), compression, cruel anatomist, gifted spellcaster, hold breath, manipulate form, reptilian empathy +18, serpent’s strike, tenacious grapple

Gears +3 returning trident

Alchemy (Ex)
A sarrukh gains a +8 racial bonus on all Craft (alchemy) checks, and can automatically identify any potion, elixir, poison, drug, or other alchemical item as a standard action while studying the material.

Call of the Creator (Su)
Once per day, a sarrukh may call to his children to do his bidding. As a full-round action, a sarrukh calls all reptilian creatures with 15 HD or fewer and Intelligence score of 2 or less within 1 mile radius. These creatures arrive within 1 hour of the call. All creatures called in this manner follow the sarrukh’s orders unquestionably for up to 8 hours, after which they return to their homes. Creatures binded to others (like a druid animal companion) are immune to this ability. This is a compulsion, mind-affecting effect.

Cruel Anatomist (Ex)
A sarrukh may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

Fear Aura (Su)
A sarrukh project an aura of fear in a 10-foot radius. This effect is otherwise identical to the fear spell (caster level 14th; save DC 21). A creature that succeeds on the save cannot be affected again by that sarrukh's fear aura for 24 hours. The sarrukh can suppress or resume this aura as a move action. Other sarrukh are immune to this aura. This is a fear, mind-affecting effect. The DC is Charisma-based.

Gifted Spellcaster (Ex)
All the Knowledge, Spellcraft, and Use Magic Device are class skills for a sarrukh.

A sarrukh that gain racial Hit Dice increase his caster level by +1 per racial Hit Die gained. He gains a new spell-like ability (usable once per day) with each gained racial Hit Die. A sarrukh may select the same spell-like ability multiple times, in which case he may use that ability a number of times per day equal to the number of times he selected the same ability. When a sarrukh gains a new spell-like ability in this manner, the maximum spell level of the new spell-like ability must be equal to its racial Hit Dice divided by 2, rounded down. A sarrukh may choose each new spell-like ability from any class list, but cannot choose a spell-like ability that has a material component or focus cost in excess of 50 gp.

Manipulate Form (Su)
At will, a sarrukh can modify the form of any reptile creature (creatures with the reptilian subtype, lizardlike [like crocodile] and snakelike [like serpentfolk] creatures, but not dragons, etc.), except for creatures with the undead or construct type. With a ritual that take 1 day, a sarrukh can cause one alteration of his choice in the target creature's body. If the target is unwilling, it must be helpless for the entire duration or the ritual automatically fail. At the end of the ritual, the target falls unconscious for 2d4 rounds due to the shock of changing form. A sarrukh cannot use manipulate form on himself or another sarrukh. A sarrukh may use this ability to change a minor aspect of the target creature, such as the shape of its head or the color of its scales. It may also choose to make a much more significant alteration, such as converting limbs into tentacles, changing overall body shape (snake to humanoid, for example), or adding or removing an appendage. A sarrukh may also grant the target a spell-like ability or change the ability score (see below).

The change bestowed takes effect immediately and is permanent. Furthermore, the alterations are automatically passed on to all the creature's offspring when it breeds with another of its unmodified kind.

A sarrukh can bestow with this ability the following alterations:

  • Shape: The sarrukh can use this ability to change a creature's minor physical appearance, granting a +10 bonus on Disguise checks. Multiple applications only change again the appearance, do not stack the bonus.
  • Arm: The touched creature sprouts a humanlike arm that ends in a viciously clawed hand. The sarrukh may, at his option, change an already existing appendage (such as a tentacle) into an arm, or cause a new arm to sprout from a spot of his choice. The creature can manipulate items and wield weapons with the new appendage as effectively as a normal human can with a hand. Possibly, the sarrukh can instead remove an appendage. A creature can only have a maximum of 2 humanlike arms.
  • Leg: The touched creature sprouts a humanlike leg. The sarrukh may, at his option, change an already existing appendage (such as a tentacle) into a leg, or cause a new leg to sprout from a spot of his choice. A pair of such legs gives the creature the ability to walk upright, and four legs give it the ability to move like a quadruped. The creature loses any ability it previously had to constrict with its lower body. Its speed remains the same as it was before the alteration unless it now has more than two legs. In that case, it moves at a speed typical for a quadruped of its size category. A creature can only have a maximum of 4 humanlike legs.
  • Change Attack: The sarrukh can use this ability to change a creature's natural weapons from one type to another (eg. converting a slam to a bite). The new weapons deal the same amount of damage. If the old natural weapon had a special attack with it (like grab, poison, or trip), the DM’s is the final judge if the new weapon is suited for maintaining it (like poison from a bite to a sting).
  • Grant Attack: The sarrukh can use this ability to grant or remove a creature natural weapon (like a slam or bite). A creature can only gains a maximum number of natural attacks from this specific alteration equal to 1 per 6 HD (minimum 1).
  • Grant Special Attack: The sarrukh can use this ability to grant or remove a creature special attack from one natural weapon. The possible granted attacks are: bleed (1 per 3 HD, minimum 1), blood drain (must have the grab ability; 1d2 Con), constrict (must have the grab ability; same damage of the natural weapon with grab), disease (chose one from the spell contagion list), grab, poison (same of the Serpentfolk – d20PFSRD), pull (5 ft. per 10 HD, minimum 5 ft.), push (5 ft. per 10 HD, minimum 5 ft.), smother (must have the constrict ability), strangle (must have the constrict ability), swallow whole (must have the grab ability on the bite; same damage of the bite), trip. A creature can only gains a maximum number of special attacks from this specific alteration equal to 1 per 6 HD (minimum 1).
  • Humanoid Torso: A humanoid torso replaces the subject's previous torso. The subject loses any special attack or special quality dependent on its previous torso (such as constrict or swallow whole).
  • Snake Torso: A snake torso replaces the subject's previous torso, granting it the constrict special attack (1d4 damage for a medium creature) if it didn't already have them. Its speed remains the same as it was before the alteration. If the creature has a bite attack with the grab ability, also gains the swallow whole special attack (same damage of the bite).
  • Snake Tail: The touched creature sprouts a snake tail. The sarrukh may, at his option, change an already existing tail into a snake tail, or cause a new snake tail to sprout from lower back of the creature. Regardless, the creature gains the prehensile tail racial trait of a tiefling.
  • Wings: The subject sprouts membranous wings from its back. These appendages grant it the ability to fly at its previous land speed or 20 ft., whichever is lower, with average maneuverability.
  • Jagged: The subject scales become serrated. This grant it the ability to climb and burrow at its previous land speed or 20 ft., whichever is lower.
  • Omnidirectional Eyes: The subject can move its eyes independently from one another and visually process all the information so acquired. The creature gains a +4 bonus on Perception checks based on sight.
  • Increase or Decrease Size: The subject's size category changes by one step. All the usual bonuses or penalties for such a change apply normally. Once a creature benefit from this specific alteration, it cannot be targeted again with it by any sarurruk, with the exception for return to the original size.
  • Increase or Decrease Ability Score: The subject's ability score changes by one. Any ability score may be decreased to a minimum of 1 or increased to a maximum equal to ½ the sarrukh's corresponding score.
  • Spell-like Ability: The subject's gains one spell-like ability from the spell list of the cleric/oracle or sorcerer/wizard up to 3rd level. If the spell-like ability is of 3rd level, the creature can only use it once per day. If the spell-like ability is of 2nd level, the creature can use it two times per day. If the spell-like ability is of 1st level, the creature can use it three times per day. If the spell-like ability is of 0th level (cantrip or orison), the creature can use it at will. The caster level is equal to the creature HD. Once a creature benefit from this specific alteration, it cannot be targeted again with it by any sarurruk.
Limited wish can remove one use of manipulate form if the creature was originally unwilling of the change.

Mastermind (Ex)
A sarrukh add his Intelligence modifier as an insight bonus to AC and saving throws and gains 8 + Intelligence points skill ranks per racial HD instead of 4 + Int like a normal monstrous humanoid. Also, a sarrukh’s intrinsic understanding of magic allows him to modify the concentration checks and save DCs of its racial spell-like abilities that are normally affected by Charisma to be modified instead by the sarrukh’s Intelligence modifier. This doesn’t affect actual spellcasting ability, such as that granted by class levels.

Poison (Ex)
Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d4 Constitution damage plus sickened for 1 round; cure 3 consecutive saves. The save DC is Constitution-based.

Reptilian Sight (Su)
By concentrating, a sarrukh can share the senses of any reptilian creatures with an Intelligence score of 2 or less within 1 miles of him, allowing him to see, smell, and hear as if he were that creature. These creatures are unaware of the sarrukh’s presence or that they share their senses with him during this time. A creature is unaware of making this save. While he is sharing senses, a sarrukh is still aware of his surroundings, but receives a –8 penalty to any Perception checks.

Reptilian Empathy (Ex)
This ability functions as a druid’s wild empathy, save that it works only on reptilian creatures despite type and Intelligence score. A sarrukh gains a racial bonus on this check equal to his Hit Dice.

Serpent’s Strike (Ex)
A sarrukh’s bite attack is always treated as a primary attack, even when he wields a manufactured weapon. A sarrukh can lick the cutting edge of any piercing or slashing weapon he wields as a swift action to apply a dose of his poison to the weapon.

Tenacious Grapple (Ex)
A sarrukh does not gain the grappled condition if he grapples a foe with his tail slap.
I like it, good write up
 

Obly99

Hero
A conversion of my lycanthrope template (https://www.enworld.org/threads/things-from-my-setting.689306/post-8730456) to a player class.

Lycanthrope

A lycanthrope is a humanoid that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.

A lycanthrope can take any of three forms: the base creature’s form (called normal form), a hybrid form, or the werecreature’s form (called monster form). The hybrid form has the normal form’s body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form’s wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.

BECOMING A LYCANTHROPE

Requirement

To qualify to become a lycanthrope, a character must fulfill all the following criteria.

ENTRY REQUIREMENTS

Type: Humanoid.

Special: This class must be taken at character creation. Later can only be taken if the character is infected with lycanthropy and with the DM permission. In that case, the character change from lycanthrope (infected) to lycanthrope (natural) once he take the 1st level of this class.

Hit Die: d10.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Intuitive.

Class Skills
The Lycanthrope’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Lycanthrope
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+2​
+2​
+0​
Change shape (base creature), lycanthrope, lycanthropic empathy​
2nd​
+2​
+3​
+3​
+0​
Bonus feat (Alertness, Improved Initiative), pheromones​
3rd​
+3​
+3​
+3​
+1​
Bloodscent, woodland stride​
4th​
+4​
+4​
+4​
+1​
Bonus feat (Combat Reflexes, Endurance), roar​
5th​
+5​
+4​
+4​
+1​
Alpha’s influence, bloodthirsty, damage reduction (silver)​
6th​
+6​
+5​
+5​
+2​
Bonus feat (Dodge, Skill Focus [survival]), feral counter​
7th​
+7​
+5​
+5​
+2​
Beast of legends, change shape (hybrid form)​
8th​
+8​
+6​
+6​
+2​
Bonus feat (Diehard, Run, Toughness), change shape (unlimited), child of the moon, curse of lycanthropy, leader of the pack, rapid recovery​

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

Weapon and Armor Proficiency
A Lycanthrope is proficient with all simple weapons and the natural weapons of the form she assumed with change shape and with light armor, but not with shields.

Change Shape (Su)
At 1st level, a lycanthrope must select an animal or vermin into which she can change that meets both of the following conditions:
  • its size is between Diminutive and Huge (including Diminutive and Huge)
  • its size is within one step of the lycanthrope’s size
Once this choice is made cannot be changed with noting short of a wish or miracle spells. This ability functions like the beast shape III (if animal) or vermin shape II (if vermin; if the vermin size is Huge or Diminutive, use the spell beast shape III for calculate the size bonus/penalty and natural armor, with a +4 bonus against mind-affecting effects) spell except as noted here.
  • The character gains only the abilities listed under the beast shape I (if animal) or vermin shape I (if vermin) spells. This increase to the abilities listed under the beast shape II (if animal) spell at 5th level and finally at 7th level to the abilities listed under the beast shape III (if animal) or vermin shape II (if vermin) spells.
  • The effect lasts for a number of hours equal to her HD + her Wisdom modifier (minimum 1), and she may split the duration of this ability however she wants. Each use of this ability uses up at least an hour of its duration, regardless of how long she stays in it.
  • A lycanthrope retains her ability to speak while in monster form—she is not limited to the sounds a normal, untrained animal or vermin can make. She can also communicate normally with other animals of the same general grouping as her new form.

Changing shape is a standard action, or a move action if the lycanthrope make with success a DC 15 Constitution check. A lycanthrope can end her change shape and resume her normal form as a free action.

Starting at 8th level, a lycanthrope can use change shape without any limit of time.

Lycanthrope (Ex)
At 1st level, a lycanthrope gains the lycanthrope template (natural) and the shapechanger subtype. She does not gains any other benefit, penalty, or power of the template unless specified in this class.

Lycanthropic Empathy (Ex)
In any form, lycanthropes can communicate and empathize with creatures related to their monster form (DM’s discretion). They can use Diplomacy to alter such a monster’s attitude, and when so doing gain a +4 racial bonus on the check.

Bonus Feat
Starting at 2nd level, a lycanthrope gains a number of cumulative bonus feats.
  • At 2nd level, a lycanthrope gains Alertness and Improved Initiative.​
  • At 4th level, a lycanthrope gains Combat Reflexes and Endurance.​
  • At 6th level, a lycanthrope gains Dodge and Skill Focus (survival).​
  • At 8th level, a lycanthrope gains Diehard, Run and Toughness.​

Pheromones (Ex)
Starting at 2nd level, all creatures of the same subtype of humanoid of the lycanthrope within a 15 ft. radius of her in her base form must succeed a Will save (DC 10 + ½ lycanthrope HD + lycanthrope Constitution modifier) or be charmed as if by a charm person spell. This status lasts as long as the charmed creature remains within 15 ft. of the lycanthrope and for 2 hours thereafter. Any hostile action taken by the lycanthrope or her allies against the creature break the effect and for 24 hours the creature is immune to the pheromones ability from the same lycanthrope. This is a charm, mind-affecting effect based on smell and creatures without the ability to smell are immune to this ability. Any creature who succeeds against this ability is immune to the pheromones ability from the same lycanthrope for the next 24 hours.

Bloodscent (Ex)
Starting at 3rd level, if a lycanthrope selected creature doesn’t have the scent ability, she gains it while under the effect of change shape, but can only use it for track creatures taking bleed damage or under their maximum hit points. If a lycanthrope selected creature has the scent ability, she multiplies the distance at which it can detect a creature taking bleed damage or under their maximum hit points by 2. She also gains a bonus equal to 1/3 her character level on Survival checks to track a creature taking bleed damage or under his maximum hit points by scent.

Woodland Stride (Ex)
Starting at 3rd level, a lycanthrope may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. If the creature selected with change shape is native of another biome (like desert or arctic), the DM is encouraged to replace this ability to an equivalent for that biome (like Icewalking of the Arctic Druid or the Sandwalker of the Desert Druid).

Roar (Ex)
Starting at 4th level, as a standard action, the lycanthrope’s with a roar (or any type of typical sonic communication of the base monster, like howl for a werewolf) strikes fear into all enemies who hear it. All foes within 30 feet who can hear the lycanthrope must make a successful Will save (DC 10 + ½ lycanthrope HD + lycanthrope Charisma modifier) or become shaken for 5d6 rounds. If a creature fail the save by more of 5, he’s instead frightened for the same duration. This is a fear, mind-affecting, sonic effect and doesn’t work in an area of silence or against deafness opponent. Any creature who succeeds against this ability is immune to the roar ability from the same lycanthrope for the next 24 hours. This ability may only affect opponents with fewer Hit Dice or levels than the lycanthrope.

Alpha’s Influence (Su)
Starting at 5th level, the lycanthrope exerts influence over allies in the area. Using the alpha’s influence is a swift action. The alpha influence can be used for a number of rounds each day equal to the lycanthrope character level, but they does not need to be consecutive. She can dismiss alpha’s influence with a free action. Alpha’s influence affects all allies within 60 feet (excluding herself) who can hear or see the pack alpha. An ally must have an Intelligence score of 3 or higher and be able to understand the lycanthrope’s language to gain the bonus. An alpha’s influence is dismissed if the lycanthrope is dazed, unconscious, staggered, paralyzed, or otherwise unable to be heard, see or understood by her allies. All bonuses granted by an alpha’s influence are moral bonuses. Beginning at 5th level the alpha’s influence lets allies add +1 to attack rolls, weapon damage rolls, saving throws, and skill checks. This bonus improves by +1 at 11th and 17th character level.

Bloodthirsty (Ex)
Starting at 5th level, one of a lycanthrope’s natural attacks of change shape deals bleed damage equal to ½ her HD (minimum 1) on a hit. This bleed damage does not stacks. On a critical hit with this attack, the target must also make a Fortitude save (DC 10 + ½ lycanthrope HD + lycanthrope Strength modifier) or takes 1 point of Constitution damage as the lycanthrope rips off the flesh of the victim. This natural attack is always a bite if the selected creature has it; If not, the DM and player are encouraged to select together one natural weapon.

Damage Reduction (Ex)
Starting at 5th level, a lycanthrope under the effect of her change shape gains Damage Reduction equal to ½ her character level which is overcome by silver.

Feral Counter (Ex)
Starting at 6th level, the first time each round that a creature damages the lycanthrope while under the effect of change shape, she can take an attack of opportunity against the creature. The lycanthrope must threaten the triggering creature to use this ability.

Beast of Legends (Ex)
Starting at 7th level, a lycanthrope’s DR/silver cannot be overcome by weapons that are not silver, regardless of their enhancement bonus. Abilities that normally bypass damage reduction, such as a paladin’s smite evil, or that allow the weapon to count as made of special material, such as a lycanthrope hunter’s anathema or the mithral material, still work as normal. A lycanthrope under the effect of her change shape gains fortification (25%); this fortification does not apply against critical hits or precision damages with silver weapons. This increases to fortification (50%) at 9th character level and fortification (75%) at 16th character level. At 20th character level, a lycanthrope under the effect of her change shape gains immunity to critical hits or precision damages not dealts with silver weapons.

Hybrid Form (Su)
Starting at 7th level, a lycanthrope can also adopt a hybrid shape that combines features of the base creature with those of the base monster. A lycanthrope’s hybrid form count and follows the same rules of monster form with the following differences:
  • Her size is the same size as the base monster or the base creature, whichever is larger.​
  • Her forelimbs (or pectoral fins for fish-based monster) remain hands able to manipulate objects and wield weapons as well as human hands do, she can walk on two legs (eg. a shark’s tail fins remain legs), and she retains the special abilities of her natural form.​
  • If the base monster fly with the help of wings, they are apart from the arms (if a halfling use this ability for muted in a giant raven the final form is similar in shape to a medium tengu with two wings on his back).​
  • If she is capable of breath air and the monster form is an aquatic creature or if the lycanthrope is capable of breath water and the monster form is a terrestrial creature, she can breath both air and water while in hybrid form.​
  • Her gear does not meld into her form (but change size with her if the base monster is bigger).​

Child of The Moon (Su)
Starting at 8th level, the lycanthrope is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, the lycanthrope gains the benefit of bless whenever she is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the lycanthrope gains the effect of heroism rather than bless, and retains the benefit indoors. When the moon is less than half full, the lycanthrope becomes fatigued during the night. On nights of the new moon (the night that precedes it, the precise night, and the night after), the lycanthrope becomes exhausted.

Curse of Lycanthropy (Su)
Starting at 8th level, when the lycanthrope damage a humanoid creature with the natural attack selected with bloodthirsty, the creature must make a Fortitude save DC 15 or be infected with lycanthropy. If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.

Leader of the Pack (Ex)
Starting at 8th level, a lycanthrope can direct and motivate her allies to act immediately. Once per day, as a standard action, she may grant an extra move action to all of her allies within 30 feet (but not to herself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies’ initiative count; the round continues normally after the lycanthrope’s turn is over. A character can benefit from this class feature only once per round, even if multiple leader of the pack are used in the same round. If an ally chooses not to take the extra move action, it is lost. At 16th character level, a lycanthrope gains the ability to grant an extra move action to her allies twice per day.

Rapid Recovery (Ex)
Starting at 8th level, a lycanthrope regains hp every hour as though she rested for 8 hours. She also regrow any lost limbs in 1d4 days, but she must remain in change shape for the entire duration. At character level 16th, she gains regeneration equal to ½ her character level which is stopped by silver.
 

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So I made a few spells based on Elden Ring, namely some of the abilities of Morgot the Omen King and Mohg Lord of Blood, hope you all enjoy, tell me what you think? I worked with a few friends to try to balance them and make sure they're usable.

Holy Daggers

School evocation; Level cleric 1, omdura 1; paladin 1, Domain light 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 0 ft.
Summons a dagger of light
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes

A luminous dagger of holy light appears in your hand shedding light like a torch.

In addition to providing illumination, the daggers can be hurled or used to attack enemies. You can strike an opponent with a melee touch attack, dealing holy damage equal to 1d4 + 1 point per caster level (maximum +5) or 1d6 +1 (maximum +10) vs evil outsiders or undead. Alternatively, you can hurl the daggers up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the daggers than a new one appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves


Fan of Holy Knives

School evocation; Level cleric 3, omdura 2, paladin 2, Domain light 3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 0 ft.
Summons multiple daggers of light
Duration 1 min./ 3 levels (D)
Saving Throw none; Spell Resistance yes

A fan of luminous daggers of holy light appears in your hand shedding light like torches.

In addition to providing illumination, the daggers can be hurled or used to attack enemies. You can strike an opponent with a melee touch attack, dealing holy damage equal to 3d4 + 1 point per caster level (maximum +5) or 3d6 +1 (maximum +10) vs evil outsiders or undead. Alternatively, you can hurl the daggers up to 120 feet as a thrown weapon. When doing so you attack with a ranged touch attack (with no range penalty) and deal 1d4 +1 per caster level (maximum +5) or 1d6 +1 per level (maximum of +10) to evil outsiders or undead.
When thrown the daggers split into 3 hitting both the primary target and 2 adjacent targets no further than 30 ft apart, each with their own ranged touch attack. These cannot target the same creature unless that creature is huge size or larger. All three daggers when thrown as a volley are considered part of the same attack for purposes of this spell. No sooner do you hurl the daggers than a new set appears in your hand and iterative attacks are possible. Each volley of attacks you make or each melee attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves


Rain of Holy Knives

School evocation; Level cleric 6, omdura 4, paladin 4, Domain light 7

CASTING

Casting Time 1 full round action
Components V, S

EFFECT

Range Close range (25 ft + 5ft every 2 levels) Radius burst centered on you 40 feet high.
Summons a rain of daggers of light
Duration 1 round/ 2 levels (D)
Saving Throw Reflex; Spell Resistance yes

A rain of luminous daggers of holy light appears in the air around you. As you thrust your weapon downwards the blades rain down around you.

You create a hail of luminous holy daggers that shed light as a Sunlight spell and deal continuous damage for a number of rounds. The spell targets all foes within the area of effect, ignoring allied and dealing 1d4 damage for every 3 caster levels to a maximum of 6d4 at 18th level and continues to deal this damage every round for every 2 caster levels the caster possesses maximum of 10 rounds at 19th level and dazzles the foe for 1 round per caster level, maximum 20 at 20th level This deals 1d8 damage every 3 caster levels to a maximum of 6d8 damage to undead and evil outsiders and blinds them for 1 round and dazzles them for 1 minute per level, maximum of 20 minutes at 20th level. A Reflex save can be made to half the damage and negate the blinding or dazzling effect. Each round the opponent remains in the effect they must make a new saving throw, though the blinding effect is reduced to Dazzled for every round beyond the first for any evil outsider or undead who remains in the effect. Any opponent who enters the effect after the first round it is cast is treated as if it were the first round for purposes of the blinding effect. The effect sheds light like a torch out to a radius of 30 ft beyond the range of the affected area and as bright as a Sunlight spell within the radius of the attack itself.


Bloodhound Step

Level: 3rd-level Conjuration (Teleportation), 3rd-level Wizard/Sorcerer, 2nd-level Ranger, 2nd-Level Magus, 2nd-level Omdura, 3rd-level Cleric, 3rd-level Druid, 3rd-level Domain: Travel


CASTING

Casting Time: 1 move action
Components: S

EFFECT

Range: Personal
Swiftly dart around in near teleport bursts
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Description: When you cast Bloodhound Step, you can momentarily pseudo-teleport to any other location within 30 feet every round during the spell's duration as a swift action. You do not truly teleport with this spell, simply willing yourself to a close by location so rapidly you appear to vanish and reappear. This can be used for strategic repositioning, escaping danger, or reaching difficult places, this cannot however allow you to pass through walls, escape binds or or otherwise reach an area you cannot physically reach, however it can be used to bypass difficult terrain and low obstacles and walls. You also cannot use this to effectively fly only being able to move 30 ft up at a time, by the time you cast it again you'll have already dropped back down though it can be used to safely climb down a steep grade or 30 ft drop.


Boodflame Splash

Level: 4th level necromancy Cleric 4, Wizard/Sorcerer 4, Omdura 3, Magus 3, Domain blood 4

School: Conjuration (Creation)

CASTING

Casting Time: 1 standard action
Components V, S, a drop of Demon or Devil blood

EFFECT

Conjures a splash of flaming blood
Range: 30-foot cone or 60 ft line
Area: cone or line shaped burst
Duration: 1 round/level (Hazard)
Saving Throw: Reflex half
Spell Resistance: Yes

Description: When you cast Bloodflame Splash, you reach into the ether and conjure a gruesome sight—a spray of flaming blood that engulfs a 30-foot cone-shaped or 60 ft line-shaped area in front of you. This vile mixture inflicts both fire damage, bleeding damage, and creates a lingering hazard.

Targets in the area take 6d6 fire damage, and 1d4 bleed damage with a successful Reflex save for half fire damage and negating the bleed effect.

Additionally, the area becomes hazardous for 1 round per caster level. Any creature entering or starting its turn in the area must make a Reflex save or take 2d4 points of fire damage and 1d4 points of bleed damage from the flaming blood hazard. A successful Reflex reduces the fire damage by half and negates the bleed damage. Subsequent rounds within the area will cause a stacking bleed effect and the target will continue to bleed unless a Heal check equal to the spell DC or a single point of magic healing is applied.

The caster is immune to the effects of this spell.


Bloodflame Rain

Level: 6th-level conjuration, 6th-level Wizard/Sorcerer, 6th-level Cleric, 4th-level Omdura, 4th-level Magus, Domain blood 6

School: Conjuration (Creation)

CASTING

Casting Time: 1 standard action
Components: V, S, a drop of demon or devil blood

EFFECT
Range: 40-ft cone
Conjures a shower of flaming blood
Area: 40-ft cone starting 40-ft above the caster spraying the area directly below you
Duration: 1 round/2 levels, 1 round/level (Hazard)
Saving Throw: Reflex half
Spell Resistance: Yes

Description: When you cast Bloodflame Rain, you stab into the ether above you, causing a continuous cascade of flaming blood to pour down from above, covering a 40-foot-radius cone shaped area starting from a point 40 feet above you for a number of rounds equal to your 1/2 your caster level and creating a hazard for a number of rounds equal to your level. This grotesque spectacle deals fire damage, bleeding damage, and creates a hazardous zone.

The initial damage from the spell is 6d6 points of fire damage and 2d4 bleed damage as the area is engulfed in bloodfire. A successful Reflex save halves the fire damage and negates the bleed effect.

As the bloodfire sprays down, at the beginning of each affected creature's turn within the area of effect, or any creature entering the effect must make a Reflex save or take an additional 3d6 points of fire damage and 1d4 bleed damage while the blood rains down and an additional 2d4 points of fire damage and 1d4 points of bleed damage from the flaming blood hazard. The blood sprays down for a number of rounds equal to 1/2 your level to a maximum of 10 rounds at level 19, and the hazard remains for a number of rounds equal to your caster level. A successful Reflex reduces the fire damage by half and negates the bleed damage. The same Reflex save affects both effects.

Subsequent rounds within the area will cause a stacking bleed effect and the target will continue to bleed unless a Heal check equal to the spell DC or a single point of magic healing is applied.

The caster is immune to the effects of this spell.
 
Last edited:

Obly99

Hero
So I made a few spells based on Elden Ring, namely some of the abilities of Morgot the Omen King and Mohg Lord of Blood, hope you all enjoy, tell me what you think? I worked with a few friends to try to balance them and make sure they're usable.

Holy Daggers

School evocation; Level cleric 1, omdura 1; paladin 1, Domain light 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 0 ft.
Summons a dagger of light
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes

A luminous dagger of holy light appears in your hand shedding light like a torch.

In addition to providing illumination, the daggers can be hurled or used to attack enemies. You can strike an opponent with a melee touch attack, dealing holy damage equal to 1d4 + 1 point per caster level (maximum +5) or 1d6 +1 (maximum +10) vs evil outsiders or undead. Alternatively, you can hurl the daggers up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the daggers than a new one appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves


Fan of Holy Knives

School evocation; Level cleric 3, omdura 2, paladin 2, Domain light 3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 0 ft.
Summons a multiple daggers of light
Duration 1 min./ 3 levels (D)
Saving Throw none; Spell Resistance yes

A fan of luminous daggers of holy light appears in your hand shedding light like torches.

In addition to providing illumination, the daggers can be hurled or used to attack enemies. You can strike an opponent with a melee touch attack, dealing holy damage equal to 3d4 + 1 point per caster level (maximum +5) or 3d6 +1 (maximum +10) vs evil outsiders or undead. Alternatively, you can hurl the daggers up to 120 feet as a thrown weapon. When doing so you attack with a ranged touch attack (with no range penalty) and deal 1d4 +1 per caster level (maximum +5) or 1d6 +1 per level (maximum of +10) to evil outsiders or undead.
When thrown the daggers split into 3 hitting both the primary target and 2 adjacent targets no further than 30 ft apart, each with their own ranged touch attack. These cannot target the same creature unless that creature is huge size or larger. All three daggers when thrown as a volley are considered part of the same attack for purposes of this spell. No sooner do you hurl the daggers than a new set appears in your hand and iterative attacks are possible. Each volley of attacks you make or each melee attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves


Rain of Holy Knives

School evocation; Level cleric 6, omdura 4, paladin 4, Domain light 7

CASTING

Casting Time 1 full round action
Components V, S

EFFECT

Range Close range (25 ft + 5ft every 2 levels) Radius burst centered on you 40 feet high.
Summons a rain of daggers of light
Duration 1 round/ 2 levels (D)
Saving Throw Reflex; Spell Resistance yes

A rain of luminous daggers of holy light appears in the air around you. As you thrust your weapon downwards the blades rain down around you.

You create a hail of luminous holy daggers that shed light as a Sunlight spell and deal continuous damage for a number of rounds. The spell targets all foes within the area of effect, ignoring allied and dealing 1d4 damage for every 3 caster levels to a maximum of 6d4 at 18th level and continues to deal this damage every round for every 2 caster levels the caster possesses maximum of 10 rounds at 19th level and dazzles the foe for 1 round per caster level, maximum 20 at 20th level This deals 1d8 damage every 3 caster levels to a maximum of 6d8 damage to undead and evil outsiders and blinds them for 1 round and dazzles them for 1 minute per level, maximum of 20 minutes at 20th level. A Reflex save can be made to half the damage and negate the blinding or dazzling effect. Each round the opponent remains in the effect they must make a new saving throw, though the blinding effect is reduced to Dazzled for every round beyond the first for any evil outsider or undead who remains in the effect. Any opponent who enters the effect after the first round it is cast is treated as if it were the first round for purposes of the blinding effect. The effect sheds light like a torch out to a radius of 30 ft beyond the range of the affected area and as bright as a Sunlight spell within the radius of the attack itself.


Bloodhound Step

Level: 3rd-level Conjuration (Teleportation), 3rd-level Wizard/Sorcerer, 2nd-level Ranger, 3rd-level Cleric, 3rd-level Druid, 3rd-level Domain: Travel

Casting Time: 1 standard action

Range: Personal

Duration: 1 round/level

Saving Throw: None

Spell Resistance: No

Description: When you cast Bloodhound Step, you momentarily teleport to any other location within 30 feet as a move action during the spell's duration as a swift action. This can be used for strategic repositioning, escaping danger, or reaching difficult places. You cannot use this to effectively fly only being able to move 30 ft up at a time, by the time you cast it again you'll have already dropped back down.


Boodflame Splash

Level: 4th level necromancy Cleric 4, Wizard/Sorcerer 4, Omdura 3, Magus 3, Domain blood 4

School: Conjuration (Creation)

CASTING

Casting Time: 1 standard action
Components V, S, a drop of Demon or Devil blood

EFFECT

Conjures a splash of flaming blood
Range: 30-foot cone or 60 ft line
Area: cone or line shaped burst
Duration: 1 round/level (Hazard)
Saving Throw: Reflex half
Spell Resistance: Yes

Description: When you cast Bloodflame Splash, you reach into the ether and conjure a gruesome sight—a spray of flaming blood that engulfs a 30-foot cone-shaped or 60 ft line-shaped area in front of you. This vile mixture inflicts both fire damage, bleeding damage, and creates a lingering hazard.

Targets in the area take 6d6 fire damage, and 1d4 bleed damage with a successful Reflex save for half fire damage and negating the bleed effect.

Additionally, the area becomes hazardous for 1 round per caster level. Any creature entering or starting its turn in the area must make a Reflex save or take 2d4 points of fire damage and 1d4 points of bleed damage from the flaming blood hazard. A successful Reflex reduces the fire damage by half and negates the bleed damage. Subsequent rounds within the area will cause a stacking bleed effect and the target will continue to bleed unless a Heal check equal to the spell DC or a single point of magic healing is applied.

The caster is immune to the effects of this spell.


Bloodflame Rain

Level: 6th-level conjuration, 6th-level Wizard/Sorcerer, 6th-level Cleric, 4th-level Omdura, 4th-level Magus, Domain blood 6

School: Conjuration (Creation)

CASTING

Casting Time: 1 standard action
Components: V, S, a drop of demon or devil blood

EFFECT
Range: 40-ft cone
Conjures a shower of flaming blood
Area: 40-ft cone starting 40-ft above the caster spraying the area directly below you
Duration: 1 round/2 levels, 1 round/level (Hazard)
Saving Throw: Reflex half
Spell Resistance: Yes

Description: When you cast Bloodflame Rain, you stab into the ether above you, causing a continuous cascade of flaming blood to pour down from above, covering a 40-foot-radius cone shaped area starting from a point 40 feet above you for a number of rounds equal to your 1/2 your caster level and creating a hazard for a number of rounds equal to your level. This grotesque spectacle deals fire damage, bleeding damage, and creates a hazardous zone.

The initial damage from the spell is 6d6 points of fire damage and 2d4 bleed damage as the area is engulfed in bloodfire. A successful Reflex save halves the fire damage and negates the bleed effect.

As the bloodfire sprays down, at the beginning of each affected creature's turn within the area of effect, or any creature entering the effect must make a Reflex save or take an additional 3d6 points of fire damage and 1d4 bleed damage while the blood rains down and an additional 2d4 points of fire damage and 1d4 points of bleed damage from the flaming blood hazard. The blood sprays down for a number of rounds equal to 1/2 your level to a maximum of 10 rounds at level 19, and the hazard remains for a number of rounds equal to your caster level. A successful Reflex reduces the fire damage by half and negates the bleed damage. The same Reflex save affects both effects.

Subsequent rounds within the area will cause a stacking bleed effect and the target will continue to bleed unless a Heal check equal to the spell DC or a single point of magic healing is applied.

The caster is immune to the effects of this spell.
Very nice, I have a questions:
For Morgott-inspired spells that deal holy damage and have extra effects against undead and evil outsiders, why did you decide not to give the [good] descriptor?

The only thing I have a bit of doubt about in terms of balance is the Bloodhound Step: having a 3rd level spell that allows you to teleport as a swift action to any point within 30 ft. it's a little strong. I would put it that you can't teleport through matter (even just a glass window blocks you) and is a move action as a 4th level spell or I would put it as a 6th level.
 

Very nice, I have a questions:
For Morgott-inspired spells that deal holy damage and have extra effects against undead and evil outsiders, why did you decide not to give the [good] descriptor?
For the same reason I didn't make it not hurt good aligned beings. I based it more on searing light vice say something like holy smite.

The only thing I have a bit of doubt about in terms of balance is the Bloodhound Step: having a 3rd level spell that allows you to teleport as a swift action to any point within 30 ft. it's a little strong. I would put it that you can't teleport through matter (even just a glass window blocks you) and is a move action as a 4th level spell or I would put it as a 6th level.
Good call, I'll add an addendum to it. I put it as 3rd because functionally it would basically add 30ft of movement to your character and allow them to more quickly and effectively dart around the battlefield, like bloodhound step from the game. I didn't put it higher because we already had dimension door which is actual teleport but like 800 feet of teleportation, through walls etc. So effectively this would be more like an upgraded version of expeditious retreat
 

Obly99

Hero
This class is based on the final boss of an old campaign I played.

Puppet Master

Hit Die: d8.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Intuitive.

Class Skills
The Puppet Master’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

Table: Puppet Master
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+0​
+0​
+0​
+2​
AC bonus, cantrip, doublespeak, marionettes (standard action), pinocchio, spellcasting, will of the master​
2nd​
+1​
+0​
+0​
+3​
Behind the mask (darkvision and masks), manipulator’s wiles +1​
3rd​
+2​
+1​
+1​
+3​
Ego​
4th​
+3​
+1​
+1​
+4​
Musical anthem​
5th​
+3​
+1​
+1​
+4​
Marionettes​
6th​
+4​
+2​
+2​
+5​
Manipulator’s wiles +2​
7th​
+5​
+2​
+2​
+5​
Marionettes (move action)​
8th​
+6​
+2​
+2​
+6​
Marionettes​
9th​
+6​
+3​
+3​
+6​
Behind the mask (magical darkness)​
10th​
+7​
+3​
+3​
+7​
Manipulator’s wiles +3​
11th​
+8​
+3​
+3​
+7​
Marionettes​
12th​
+9​
+4​
+4​
+8​
Behind the mask (blindsight)​
13th​
+9​
+4​
+4​
+8​
Marionettes (swift action), marionettes​
14th​
+10​
+4​
+4​
+9​
Manipulator’s wiles +4​
15th​
+11​
+5​
+5​
+9​
Puppet show​
16th​
+12​
+5​
+5​
+10​
Marionettes​
17th​
+12​
+5​
+5​
+10​
The great show​
18th​
+13​
+6​
+6​
+11​
Manipulator’s wiles +5​
19th​
+14​
+6​
+6​
+11​
Behind the mask (x-ray vision)​
20th​
+15​
+6​
+6​
+12​
Master puppeteer​

Class Features
All of the following are class features of the Puppet Master.

Weapon and Armor Proficiency
A puppet master is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Puppet masters are also proficient with light armor and shields (except tower shields). A puppet master cast puppet master spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a puppet master wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass puppet master still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting
Table: Puppet Master Spells Per Day

Level
1st
2nd
3rd
4th
5th
6th
1st​
1​
–​
–​
–​
–​
–​
2nd​
2​
–​
–​
–​
–​
–​
3rd​
3​
–​
–​
–​
–​
–​
4th​
3​
1​
–​
–​
–​
–​
5th​
4​
2​
–​
–​
–​
–​
6th​
4​
3​
–​
–​
–​
–​
7th​
4​
3​
1​
–​
–​
–​
8th​
4​
4​
2​
–​
–​
–​
9th​
5​
4​
3​
–​
–​
–​
10th​
5​
4​
3​
1​
–​
–​
11th​
5​
4​
4​
2​
–​
–​
12th​
5​
5​
4​
3​
–​
–​
13th​
5​
5​
4​
3​
1​
–​
14th​
5​
5​
4​
4​
2​
–​
15th​
5​
5​
5​
4​
3​
–​
16th​
5​
5​
5​
4​
3​
1​
17th​
5​
5​
5​
4​
4​
2​
18th​
5​
5​
5​
5​
4​
3​
19th​
5​
5​
5​
5​
5​
4​
20th​
5​
5​
5​
5​
5​
5​

Table: Puppet Master Spells Known
Level
0th
1st
2nd
3rd
4th
5th
6th
1st​
4​
2​
–​
–​
–​
–​
–​
2nd​
5​
3​
–​
–​
–​
–​
–​
3rd​
6​
4​
–​
–​
–​
–​
–​
4th​
6​
4​
2​
–​
–​
–​
–​
5th​
6​
4​
3​
–​
–​
–​
–​
6th​
6​
4​
4​
–​
–​
–​
–​
7th​
6​
5​
4​
2​
–​
–​
–​
8th​
6​
5​
4​
3​
–​
–​
–​
9th​
6​
5​
4​
4​
–​
–​
–​
10th​
6​
5​
5​
4​
2​
–​
–​
11th​
6​
6​
5​
4​
3​
–​
–​
12th​
6​
6​
5​
4​
4​
–​
–​
13th​
6​
6​
5​
5​
4​
2​
–​
14th​
6​
6​
6​
5​
4​
3​
–​
15th​
6​
6​
6​
5​
4​
4​
–​
16th​
6​
6​
6​
5​
5​
4​
2​
17th​
6​
6​
6​
6​
5​
4​
3​
18th​
6​
6​
6​
6​
5​
4​
4​
19th​
6​
6​
6​
6​
5​
5​
4​
20th​
6​
6​
6​
6​
6​
5​
5​

A puppet master casts arcane spells drawn from the puppet master spell list. He can cast any spell he knows without preparing it ahead of time. Every puppet master spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a puppet master must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a puppet master’s spell is 10 + the spell level + the puppet master’s Charisma modifier.

Like other spellcasters, a puppet master can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Puppet Master Spells Per Day. In addition, he receives bonus spells per day if he has a high Charisma score.)

The puppet master’s selection of spells is extremely limited. A puppet master begins play knowing four 0-level spells and two 1st-level spells of the puppet master’s choice. At each new puppet master level, he gains one or more new spells, as indicated on Table: Puppet Master Spells Known. (Unlike spells per day, the number of spells a puppet master knows is not affected by his Charisma score.

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a puppet master can choose to learn a new spell in place of one he already knows. In effect, the puppet master “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level puppet master spell the puppet master can cast. A puppet master may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A puppet master need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Puppetmaster Spells

Puppetmasters gain access to the following spells.

0-Level Puppetmaster Spells: arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, mending, prestidigitation, read magic.

1st-Level Puppetmaster Spells: adoration, air bubble, alarm, animate rope, beguiling gift, break, bungle, cause fear, charm person, comprehend languages, crafter’s curse, crafter’s fortune, cure light wounds, dancing lantern, delusional pride, detect secret doors, disguise self, enlarge person, floating disk, forced quiet, hideous laughter, hold portal, hypnotism, identify, illusion of calm, invigorate, jury-rig, lighten object, lock gaze, mage armor, magic mouth, make whole, memory lapse, moment of greatness, negative reaction, obscure object, obscuring mist, reduce person, reinforce armaments, sculpt corpse, silent image, sleep, unseen servant, vanish, ventriloquism, vocal alteration, youthful appearance.

2nd-Level Puppetmaster Spells: blur, calm emotions, cat’s grace, compassionate ally, create treasure map, cure moderate wounds, darkness, darkvision, daze monster, detect thoughts, disguise other, eagle’s splendor, enter image, enthrall, fox’s cunning, glitterdust, heroic fortune, heroism, hold person, honeyed tongue, hypnotic pattern, invisibility, levitate, locate object, masterwork transformation, minor image, mirror image, misdirection, miserable pity, pyrotechnics, rage, reckless infatuation, reinforce armaments (communal), returning weapon, rope trick, share language (communal), shatter, silence, snapdragon fireworks, steal voice, suggestion, tongues.

3rd-Level Puppetmaster Spells: blink, bestow curse, charm monster, confusion, control summoned creature, coordinated effort, crushing despair, cure serious wounds, curse of disgust, daylight, deep slumber, dispel magic, displacement, enlarge person (mass), fear, gaseous form, geas (lesser), glibness, good hope, haste, hostile levitation, invigorate (mass), invisibility sphere, jester’s jaunt, keen edge, lover’s vengeance, major image, malicious spite, overwhelming grief, reduce person (mass), remove curse, scrying, see invisibility, seek thoughts, slow, terrible remorse, witness.

4th-Level Puppetmaster Spells: black tentacles, break enchantment, cure critical wounds, daze (mass), denounce, detect scrying, dominate person, fabricate, freedom of movement, hallucinatory terrain, heroic fortune (mass), hold monster, invisibility (greater), locate creature, malfunction, minor creation, modify memory, possess object, rapid repair, serenity, shadow step, shocking image, suffocation, summoner conduit, treasure stitching, unbreakable construct, utter contempt, zone of silence.

5th-Level Puppetmaster Spells: animate objects, banish seeming, cloak of dreams, cure light wounds (mass), dismissal, dispel magic (greater), dream, false vision, feeblemind, heroism (greater), joyful rapture, legend lore, magic jar, major creation, mind fog, mirage arcana, mislead, nightmare, persistent image, possess object, secret chest, seeming, shadow walk, smug narcissism, soothe construct, suggestion (mass), unwilling shield, vengeful outrage.

6th-Level Puppetmaster Spells: analyze dweomer, cat’s grace (mass), charm monster (mass), cure moderate wounds (mass), eagle’s splendor (mass), euphoric tranquility, eyebite, fool’s forbiddance, fox’s cunning (mass), geas, heroes’ feast, hold person (mass), overwhelming presence, permanent image, programmed image, project image, scrying (greater), statue, trap the soul, veil, waves of ecstasy

Cantrips
Puppet master’s learn a number of cantrips, or 0-level spells, as noted on Table: Puppet Master Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

AC Bonus (Ex)
When unarmored and unencumbered, the puppet master adds his Charisma bonus (if any) to his AC and his CMD. In addition, a puppet master gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every puppet master levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the puppet master is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Doublespeak (Su)
A puppetmaster can hide words within words, effectively speaking two words at the same time. He chooses which layer of speech each creature within his line of sight hears - the base layer or the hidden layer. Creatures he cannot see hear the base layer. A puppet master can use this ability for a number of minutes per day equal to his class level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Marionettes (Su)
The calling card of a puppet master, he can attempt to manipulate as a standard action another creature within 30 ft. plus 10 ft. for every level after the 3rd, causing ghostly threads to appear above the creature in question that connect to it, transforming it into a puppet under his control. This ability require at least 1 free hand. If the subject of a puppet master’s manipulation fails a Will save (DC 10 + ½ the puppet master’s class level + the puppet master’s Charisma modifier), the puppet master can force them to take certain actions based on his level:

At 1st level:
  • Attack: As a full-round action, manipulate a subject into making a single attack with any weapon it is currently wielding (including any free actions necessary to the attack, such as knocking an arrow) or any natural attack it may possess. When manipulating a creature into making an attack, the puppet master makes a Perform (puppetry) check in place of the creature’s attack roll. If the manipulation check hits the target’s AC, the manipulated attack hits and the subject rolls weapon damage as normal. If penalties would apply to an attack roll replaced by a manipulation check (for instance, manipulating a subject that does not have the Precise Shot feat into firing a bow into melee combat), those penalties apply to the puppet master’s manipulation check. Bonuses to damage that require active player input on behalf of the subject (such as arcana abilities, Cleave and Power Attack) do not apply to the damage result of manipulated attacks; however, bonuses to damage that occur automatically (such as sneak attack, Dervish Dance and Weapon Focus) apply as normal.
  • Guiding Hand: As a readied action, subtly manipulate a willing creature to grant them a +1 bonus per 3 puppet master levels (minimum +1) to one attack roll, a check, or one saving throw during their turn.
  • Manipulate Movement: As a standard action, force a creature to move up to one of his movement speed. If this movement would expose the subject to immediate peril (such as a cliff or an attack of opportunity), the subject can attempt a new save to negate manipulation with a +4 bonus. This save can only be attempted once per 5 feet moved and cannot be attempted until the subject’s next step would expose them to peril. If the subject exit the range of the puppet master when this movement begins; manipulate movement does not automatically end if the subject is manipulated into moving beyond the normal range of the puppet master’s manipulation.
  • Speech: As a free action, manipulate a creature into speaking up to 10 words of the puppet master’s device. A puppet master can only use this ability once per round.
At 5th level:
  • Attack: This is now a standard action.
  • Enchanting Rehearsal: As a free action, grant a willing subject the ability to reroll a single non-manipulated attack against the same target. A puppet master can only use this ability once per round and its effects last for 1 round.
  • Handy Manipulation: As a standard action, manipulate a willing creature into taking a single action that does not require a class feature, feat or special ability, is not an attack or movement and requires less than a full-round action to perform. Common applications of this wonder include: drawing a weapon, retrieving an object, manipulating an object, standing up, dismissing a spell, lowering spell resistance, drinking a potion and making a gesture.
  • Zealous Manipulation: Before manipulating a creature into making attacks, a puppet master can take a -2 penalty to Perform (puppetry) checks made to attacks to grant the subject a +2 bonus to the damage rolls of resulting attacks. This bonus increases by half (+50%) if the subject is making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times the subject’s Strength modifier to damage rolls. This bonus is halved if the subject is making an attack with an off-hand weapon or secondary natural weapon. When a puppet master’s class level reaches 8, and every 4 levels thereafter, the penalty increases by -1 and the bonus to damage increases by +2. A puppet master must choose to use this wonder before making a Perform (puppetry) check made to attack, and its effects last until the start of his next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
At 8th level:
  • Fervent Manipulation: Can increase the attack option time to a full-round action, for force a creature that he manipulates into making a second attack with any weapon it is currently wielding by making a second Perform (puppetry) check at a -5 penalty. A puppet master cannot manipulate an individual natural weapon into making more than one attack per turn.
  • Manipulate Movement: This is now a move action.
  • Rescue in the Extreme: As an immediate action, grant a willing subject that he manipulate the ability to reroll a failed saving throw.
At 11th level:
  • Now a creature, for see the ghostly threads must make a Perception check against a Perform (puppetry) check made by the puppet master when he start using it.
  • Defiant Manipulation: As a standard action, manipulate a willing creature that is unable to act normally, allowing it to act normally in its turn. This manipulation does not enable a subject to overcome physical restraints such as rope, but it does enable a subject to overcome mental and emotional restraints such as the panicked condition or a hold person spell. This does not remove or counter dominate or charm.
  • Improved Guiding Hand: When using guiding hand, the bonus increase to +2 per 4 puppet master levels.
  • Improved Rescue in the Extreme: when using rescue in the extreme, the subject adds the puppet master Charisma modifier (if any) as an insight bonus to the saving throw.
  • Defiant Manipulation: As a standard action, manipulate a willing creature, enabling it to take a single standard action or move action during its turn in spite of being dazed, paralyzed or stunned.
At 13th level:
  • Freedom Manipulation: As a standard action, manipulate a creature under a non-instantaneous charm, compulsion, mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding but not temporal stasis or imprisonment), to reroll the saving throws with an insight bonus equal to the puppet master Charisma modifier (if any).
  • Improved Fervent Manipulation: When using fervent manipulation, can force a creature that he manipulates into making a third attack with any weapon it is currently wielding by making a third Perform (puppetry) check at a -10 penalty.
  • Improved Speech: When using speech, can increase the time of use to a full-round action to manipulate a creature into speaking up to 10 words of the puppet master’s device x puppet master level.
  • Poisonous Suggestion: If the target is not aware of the fact that the puppet master is an enemy or its presence (usually with a Disguise and/or Bluff check for the first case and Stealth for the second), fails its Perception check for see the ghostly threats, and also fail the initial saving throw against Marionettes, as an immediate action, the puppet master can instill thoughts into the target creature by making it believe they are actually its thoughts. Immediately afterwards Marionettes ends and the target has no memories of what just happened. Other spectators who have passed the Perception check notice what happened as usual. A Will save DC 10 + ½ the puppet master’s class level + the puppet master’s Charisma modifier negate this effect. When the subject speak or carried out the instilled thoughts, a Sense Motive check against DC 25 can determine that the subject’s behavior is being influenced by an external effect (see the Sense Motive skill description). Dispel Evil and Break Enchantment (caster level equal to the puppet master level) can terminate this effect. Puppet masters loves to instill poisonous suggestions and words in the minds of people and bring about their downfall. This is a mind-affecting effect.
  • Total Manipulation: As a full-round action, manipulate a helpless creature that has at least 1 hit point remaining as if it was a willing subject that could act normally. This manipulation does not enable a subject to overcome physical restraints such as rope, but it does enable a subject to overcome mental and emotional restraints such as sleep or a hold person spell. While under the effects of this wonder, a subject suffers a -10 penalty to Perception checks (in addition to the -10 penalty for being asleep, if applicable). Each time a sleeping subject is forced to make any action other than move, it receive a DC 0 Perception check to wake up.
At 16th level:
  • Manipulate Magic: As a full-round action, manipulate a willing creature into casting a spell, using a spell-like ability or using a supernatural ability that is available to it and requires less than a full-round action to cast or use. The puppet master must succeed at a Perform (puppetry) check (DC 15 + twice the spell level, or DC 15 + the subject’s HD if attempting to manipulate an ability without a spell level) to enable the subject to cast a spell or use an ability. The subject resolves all effects of a manipulated spell or ability as if it had cast or used it normally. If a spell or ability has a verbal component, then the puppet master must use the speech wonder to enable the subject to cast or use it. The puppet master must make Perform (puppetry) in place of attack rolls for touch spells and rays as normal. A puppet master must know that a subject has a spell or ability to enable them to cast or use it. If a puppet master knows that a subject has a spell or ability but has never seen them cast or use it, he must succeed at a Use Magic Device check to activate the spell or ability blindly (DC 25) before making his manipulation check.
Marionettes can affect incorporeal creatures as if they are corporeal (without the 50% change of failing). At 7th level, a puppet master can start a marionettes as a move action instead of a standard action. At 13th level, a puppet master can start a marionettes as a swift action. A puppet master can manipulate only one creature at a time. If the creature under Marionettes is an ally of the puppet master, in his turn can take his actions as always. If the creature under Marionettes is a foe of the puppet master, he can attempt a new saving throw at the start of his turn for break free from the effect. If he fail, he remain under marionettes and cannot take any physical action (but he can take purely mental actions like casting a still spell or a psychic spell). Another creature can target the ghostly threads above the subject to break them with a slashing weapon. The threads are incorporeal (full damage with ghost touch weapons, half damage with magic weapons, no damage for mundane weapons), with an AC equal to the touch AC of the puppet master, hardness equal to the puppet master level, 3 hp x puppet master level and heal 3 hp per round. If the creature under marionettes exit an area with radius of 30 ft. plus 10 ft. for every puppet master level after the 1st centered on the puppet master, marionettes is automatically break. Protection from evil and similar effects offer no protection from marionettes but give the creature a +4 insight bonus against it. Marionettes is not a compulsion/mind-affecting/possession or any other effect of that type (with the exception of poisonous suggestion), it’s pure forced manipulation of the victim body using the threads.

Pinocchio (Ex)
The puppet master gains a construct companion. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature) with the following exception:
  • the construct companion is a construct with a humanoid shape and 2 functional hands
  • the construct companion has the same alignment of the puppet master
  • the construct companion use the d10 for hit points instead of the d8
  • the construct companion does not gains bonus hit point based on size like a normal construct, it instead consider the puppet master Charisma score as its Constitution score for the purpose of its hit points and Fortitude save
  • the construct companion has full BaB progression
  • the construct companion has good Fortitude and Will saves
  • the construct companion gains 2 + Int skill points for HD
  • the construct companion treat any skill in which the puppet master has put at least one rank as class skills
  • the construct companion doesn’t gains bonus tricks
The puppet master effective druid level is equal to his puppet master level. The puppet master must chose one of the 2 possible options for the form of his construct companion. If the puppet master cast make whole on his own construct companion, the casting time is only 1 minute and the spell repairs increases to 2d6 points of damage per caster level (maximum 10d6). The puppet master can repair its construct companion as if he possess the Craft Construct feat but with the following differences:
  • the time is always only 8 hours
  • the cost is 10 gp x pupper master level
  • the check is Craft (puppet) DC 10 + HD of the construct companion
  • a successfully check heal the construct companion of 1d8 points x pupper master level
  • the puppet master can repair his construct companion even if completely destroyed but in this case the time increase to 1 day of work and in case of successfully check, the construct companion return to 1 hit point
Construct Companion 1st option
STARTING STATISTICS
Size Small; Speed 30 ft.; AC +4 natural armor; Attack 2 slam (1d4); Ability Scores Str 10, Dex 17, Con –, Int 10, Wis 10, Cha 10; SQ construct traits, infiltrator.
4TH-LEVEL ADVANCEMENT
AC +3 natural armor; Ability Scores Str +4, Dex –2, Int +2.
Infiltrator (Ex)
Select a single small humanoid subtype (like halfling or gnome). The construct companion can pass for a humanoid of the chosen subtype without using the Disguise skill.

Construct Companion 2nd option
STARTING STATISTICS
Size Medium; Speed 30 ft.; AC +4 natural armor; Attack 2 slam (1d6); Ability Scores Str 15, Dex 13, Con –, Int 10, Wis 10, Cha 10; SQ construct traits, infiltrator.
4TH-LEVEL ADVANCEMENT
AC +3 natural armor; Ability Scores Str +2, Int +2.
Infiltrator (Ex)
Select a single medium humanoid subtype (like human or elf). The construct companion can pass for a humanoid of the chosen subtype without using the Disguise skill.

The puppet master can, as a standard action, share the senses of his construct companion, hearing, seeing, smelling, tasting, and touching everything the companion does. He can use this ability a number of minutes per day equal to his puppet master level. This duration need not be consecutive, but it must be used in 1-minute increments. There is no maximum range to this effect, but the construct companion and the puppet master must be on the same plane. The puppet master can end this effect as a free action.
The puppet master can use Marionettes from his construct companion (even out his normal range but only when using the senses of his companion), using the construct companion as a starting point for the effect, making it look that it’s the user unless an observer succeed a Perception check opposed by a Perform (puppetry) of the puppet master.

Will of the Master (Ex)
The puppet master receives an untyped bonus to AC and CMD equal to ½ his Charisma modifier (if positive). This bonus does not stack with any armor or shield bonuses he may receive. This bonus to AC apply even against touch attacks or when the puppet master is flat-footed. He loses this bonus when he is immobilized, helpless, or when he carries a medium or heavy load. This bonus stack with AC bonus. The puppet master can use his Charisma modifier in place of his Wisdom modifier for his Will saving throws.

Behind the Mask (Su)
Beginning at 2nd level, the puppet master gains a supernatural second sight. He gains darkvision to a range of 60 feet or increase any existing dakvision by 60 ft. Additionally, he can see through any mask, veil, hood, or similar facial accessory that he wears, even if it has no holes to see through. At 9th level, his dark senses grow more acute, and he is able to see perfectly in darkness of any kind, including magical darkness. At 12th level, he gains blindsight to a range of 60 feet. Finally, at 19th level, he can see through objects, as though with a ring of X-ray vision, for a number of minutes per day equal to his puppet master level. These minutes need not be spent consecutively, but must be spent in 1-minute increments.

Manipulator’s Wiles (Su)
At 2nd level, a puppet master gains a +1 bonus to Bluff checks, Perform (puppetry) checks and all class specific checks related to the use of puppets (manipulation checks, story checks, etc.). This bonus increases by +1 every 4 levels thereafter (6th level, 10th, 14th, 18th).

Ego (Su)
At 3rd level, a puppet master gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.

Musical Anthem (Su)
At 4th level, an area of 10 ft. x Charisma modifier of the puppet master is filled with a music of the puppet master choice (a haunting melody, military march, heroic theme, unsettling cackels, the voice of a child singing a nursery rhymes, etc.). Once chose, this music cannot be changed and is the calling card of the specific puppet master. It cannot be used to communicate or be influenced to any great degree by the puppet master. All Perception checks based on sound for enemies in the area of the musical anthem are made with a penalty equal to ½ the puppet master level. A puppet master can suppress or resume this ability as a move action.

Puppet Show (Sp)
At 15th level, a puppet master can cast greater animate object with caster level equal to his puppet master level once per day, this work as animate object except it animate two Small objects per caster level instead of one and the duration is 1 minute/level. This is equivalent to an 8th level spell.

The Great Show (Sp)
At 17th level, a puppet master can cast perfect animate object with caster level equal to his puppet master level once per day, this work as animate object except it animate four Small objects per caster level instead of one, the duration is 10 minutes/level and the animate objects get the maximum number of hit points per level. This is equivalent to a 9th level spell.

Master Puppeteer (Su)
At 20th level, a puppet master reach now height of powers and gains the following abilities:
  • When using fervent manipulation for make a full-attack, can force a creature that he manipulates into making a fourth attack with any weapon it is currently wielding by making a fourth Perform (puppetry) check at a -15 penalty and if the creature has Two-Weapon Fighting or similar abilities, he can use them, applying the penalty to attack roll to his Perform (puppetry) check for attack. Now, with fervent manipulation, can force a creature that he manipulates into making all his natural attacks. The puppet master take a -5 to Perform (puppetry) check when attacking with the secondary natural weapons of the creature, unless the creature has Multiattack or similar abilities for reduce the penalty.
  • Can use manipulate magic even if the target is unwilling (he must make Perform (puppetry) in place of attack rolls for touch spells and rays as normal), and the time required is a full-round or more, but in that case he must consume an equivalent amount of actions (if a spell has casting time 1 minute, he must pass 1 minute to controlling the creature casting it [even if the creature in its turn take its mental actions, the casting is not disrupted unless it break free from the effect]).
  • Can use any ability of the target creature, even the feats like Power Attack or Vital Strike (but still limited by how many actions the creature can do in a turn). At the effective, the puppet master has access to the creature's entire sheer and can use it to his advantage. For actions that are not covered by the above options, the puppet master must consume an equivalent amount of actions.
  • When using successfully poisonous suggestion, a puppet master can make a Perform (puppetry) check. The Sense Motive DC is 25 or the Perform (puppetry) result, whichever is higher. A successfully Sense Motive check only allows the creature to figure out that "something is wrong" rather than figure out exactly that there is an external source manipulating it. Also, now the instilled thoughts are more hard to be removed: the only way for remove them is miracle or wish and even than, they must make a caster level check against a DC of 11 + puppet master level.
  • Artisan Guidance: when using guiding hand, the bonus increase to +3 per 4 puppet master levels.
 

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Obly99

Hero
This archetype is based on the spellcasting of D&D 2nd edition that will become the Psionic manifestation of 3rd edition.

Follower of the Ancient Ways (Spellcaster Archetype)

Alters spellcasting

Many ancient mages didn't have a limited number of slots but a huge energy they could draw from to cast their spells.

Spellcasting: You no longer have daily spell slots. You have “arcs”, an interpretation of how much you can draw from magic itself to cast your spells. Each spell cast costs a number of arcs equal to its level. This also applies to level increase with metamagic feats. Eg. a fireball consume 3 arcs, while a maximized fireball consume 6 arcs.

You still cannot apply metamagic feats that increase the final level higher than the higher spell level you have access. Cantrips, knacks, and orisons cost 0 arcs.

You no longer study the spellbook, meditate, pray or so on for prepare the spells or slots, you do the same thing for connect with the magic. If you are a prepared caster, you become spontaneous. If you need an outsider source for your spells (like a wizard/magus spellbook, a witch familiar, an alchemist formulae, etc.) you need to be in physical possession of it at the time of casting for cast the spells contained in it.

If the class gives extra slots of a given level, you instead gains a number of bonus arcs equal to the level of the slot. If the class gives extra slots of a given level that you can only use to cast a given spell (like a dominion of a Cleric), you instead gains a number of bonus arcs equal to the level of the slots, but you can only use them for cast that spells (remember that you can apply metamagic feats to domain spells consuming the appropriate slots or in this case number of arcs); remember that because instead of slots you have arcs, you can cast multiple times the same spell (eg. a 20th level cleric has 45 bonus arcs from the domain slots [1+2+3+4+5+6+7+8+9=45], he can cast 5 times the 9th level spell instead of casting one time each the spell of each level).

In addition, you receive bonus arcs per day if you have a high spellcasting score (Int for wizards, wisdom for clerics, and so on) (see Table: Ability Modifiers and Bonus Arcs).

Table: Ability Modifiers and Bonus Arcs
Ability Score
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21th+
10-11​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
+0​
12-13​
0​
0​
0​
1​
1​
1​
1​
2​
2​
2​
2​
3​
3​
3​
3​
4​
4​
4​
4​
5​
+1/4​
14-15​
0​
1​
1​
2​
2​
3​
3​
4​
4​
5​
5​
6​
6​
7​
7​
8​
8​
9​
9​
10​
+1/2​
16-17​
0​
1​
2​
3​
3​
4​
5​
6​
6​
7​
8​
9​
9​
10​
11​
12​
12​
13​
14​
15​
+3/4​
18-19​
1​
2​
3​
4​
5​
6​
7​
8​
9​
10​
11​
12​
13​
14​
15​
16​
17​
18​
19​
20​
+1​
20-21​
1​
2​
3​
5​
6​
7​
8​
10​
11​
12​
13​
15​
16​
17​
18​
20​
21​
22​
23​
25​
+5/4​
22-23​
1​
3​
4​
6​
7​
9​
10​
12​
13​
15​
16​
18​
19​
21​
22​
24​
25​
27​
28​
30​
+3/2​
24-25​
1​
3​
5​
7​
8​
10​
12​
14​
15​
17​
19​
21​
22​
24​
26​
28​
29​
31​
33​
35​
+7/4​
26-27​
2​
4​
6​
8​
10​
12​
14​
16​
18​
20​
22​
24​
26​
28​
30​
32​
34​
36​
38​
40​
+2​
28-29​
2​
4​
6​
9​
11​
13​
15​
18​
20​
22​
24​
27​
29​
31​
33​
36​
38​
40​
42​
45​
+9/4​
30-31​
2​
5​
7​
10​
12​
15​
17​
20​
22​
25​
27​
30​
32​
35​
37​
40​
42​
45​
47​
50​
+10/4​
32-33​
2​
5​
8​
11​
13​
16​
19​
22​
24​
27​
30​
33​
35​
38​
41​
44​
46​
49​
52​
55​
+11/4​
34-35​
3​
6​
9​
12​
15​
18​
21​
24​
27​
30​
33​
36​
39​
42​
45​
48​
51​
54​
57​
60​
+3​
36-37​
3​
6​
9​
13​
16​
19​
22​
26​
29​
32​
35​
39​
42​
45​
47​
52​
55​
58​
61​
65​
+13/4​
38-39​
3​
7​
10​
14​
17​
21​
24​
28​
31​
35​
38​
41​
45​
49​
52​
56​
59​
63​
66​
70​
+14/4​
40-41​
3​
7​
11​
15​
18​
22​
26​
30​
33​
37​
41​
44​
47​
52​
56​
60​
63​
67​
71​
75​
+7/2​
42+​
+1/4​
+1/2​
+3/4​
+1​
+5/4​
+3/2​
+7/4​
+2​
+9/4​
+10/4​
+11/4​
+3​
+13/4​
+7/2​
+15/4​
+4​
+17/4​
+9/2​
+19/4​
+5​

Caster of 9th level (cleric/druid/wizard/etc.)
Spellcaster level
No. of Arcs
1​
2​
2​
5​
3​
9​
4​
12​
5​
15​
6​
19​
7​
26​
8​
34​
9​
44​
10​
54​
11​
66​
12​
75​
13​
91​
14​
100​
15​
115​
16​
130​
17​
145​
18​
160​
19​
175​
20​
190​
21+​
+15 arcs every level​

Caster of 6th level (alchemist/magus/warpriest/etc.)
Spellcaster level
No. of Arcs
1​
2​
2​
4​
3​
6​
4​
8​
5​
11​
6​
13​
7​
16​
8​
22​
9​
27​
10​
33​
11​
42​
12​
51​
13​
60​
14​
68​
15​
76​
16​
82​
17​
91​
18​
100​
19​
109​
20​
120​
21+​
+9 arcs every level​

Caster of 4th level (paladin/ranger/etc.)
Spellcaster level
No. of Arcs
1​
–​
2​
–​
3​
–​
4​
2​
5​
4​
6​
6​
7​
8​
8​
11​
9​
13​
10​
17​
11​
22​
12​
27​
13​
32​
14​
37​
15​
43​
16​
48​
17​
53​
18​
58​
19​
63​
20​
68​
21+​
+5 arcs every level​
 
Last edited:

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