Main Page | Spellguard | True River Spirit | War Master | | |||||||||||||||||
Spellguard Requirements Spells: Spontaneously cast Lv3 arcane spells OR Cast Lv4 spells of any type Skills: Concentration: 8, Spellcraft: 8, K:Arcana: 8, Spot: 2 Feats: Any One Metamagic Characters who cast arcane spells spontaneously may ignore any one skill or feat prerequisite. Skills: 4+int Concentration, Knowledge (Arcana), Listen, Spellcraft, Spot, Tumble Weapons and Armor: none Hit Die: d6
Combined Levels: The spellguard’s caster level improves by one at first and seconds levels in this class. This does not improve spells known or spells per day. New Spell: The spellguard learns a new defensive spell (DM determines if a spell is defensive. Abjuration spells are always available) from and 0-9 spell list. The spell must be in the level range specified. Defiance (su): The spellguard gains a resistance bonus to all saves. This bonus is 1/3 of the character’s CHA mod at Lv1, 2/3 at Lv2, and the full modifier at Lv3. Spell Shield (su): The spellguard gains SR=the noted amount. The character may expend a spell slot to improved this SR by the level of the slot expended. This counts as the character’s quickened spell for the round. This ability may be used anytime during the character’s turn, even as a response to a spell being cast (but not in response to an SR check penetrating the spellguard’s SR). | |||||||||||||||||
True River Spirit Requirements Spells: Able to cast 7th lv divine spells Race: River Spirit Folk Skills: 2+int Alchemy, Concentration, Craft, Heal, K:All, Perform, Profession, Spellcraft, Survival, Swim Weapons and Armor: none Hit Die: d8
New Spells: the following spells are added to the character's spell list Lv Spell 1 Trance 2 Create Spring, Invs to Spirits, Protection from Spirits, Bo of Water, Animate Water 3 Substitution 4 Dream Sight, Lesser Spirit Ally 5 Commune with Greater Spirit, Spirit Self 6 Spirit Ally, Master of the Rolling River River Metamagic: When within the given distance from his or her river, the river spirit gains the listed number of levels of free metamagics when casting divine spells. These metamagics can be chosen from those listed. Elemental Turning: Levels of this class count toward turning elementals and spirits. River Knowledge: The River Spirit gains the bardic knowledge ability for the area surrounding his or her river. Fire Aversion: The River Spirit cannot cast fire based spells, suffers a penalty to saves against fire attacks equal to the number listed, and must make a will save DC 30 to approach within 5 feet of a fire. He or she also gains a bonus to saves vs water spells equal to the number listed. Cause Rain: As the dragon ability, (creates a rain storm 2 mile radius, 2d4 hours) except only once per week. Aura of Life: Any living being within 50 + 10 ft per class level of the River Spirit who is reduced below -10 hp can make a will save DC (10 – class lv + creature’s hit dice) one round after it is killed. For each point the creature passes the save by, it is healed 1 point. If this brings the creature above -10, it is revived. If the creature died from bleeding, increase the DC by 10. The creature knows it almost died and knows who saved it from death. The creature losses a level like that other spell. Tsunami: As the dragon ability. True River Power: While within touching his or her river, the River Spirit gains spontaneous casting as a sorcerer. The character can also cast the Animate Water spell at will as a free action on his or her river. True Form: As shapechange except: Casting Time: Full Round Action Can only change into a Chiang Lung Dragon. Supernatural and Spell-like Abilities ARE gained. Max Hit Dice = Hit Dice + Con Mod When the spell ends, the character falls unconscious for a number of minutes equal to the number of rounds the spell was active. Nothing short of wish or miracle can prevent this. | |||||||||||||||||
War Master Requirements Feats: Leadership Skills: Diplomacy: 4 or Intimidate: 2; Ride: 2 Alignment: Non-chaotic Base Attack: +4 Skills: 2+int Ride, K:Tactics, Diplomacy, Intimidate, Spot, Listen, Sense Motive, Bluff, Gather Information, Innuendo, Survival Weapons and Armor: none Hit Die: d10
Tactical Augury (EX): 1/day-Augury Usable only for combat outcomes & hints Great Leader I: Leadership bonus for number of followers (only): +2 Tactical Genius: +4 Competence bonus to Knowledge (Tactics) checks. Bonus Feat:Bonus feat from the fighter list (except weapon specialization) or skill focus feat. Great Leader II: Leadership bonus for followers only: +4 (Overlaps previous Great Leader bonus) Free Augury:Use of Tactical Augury is now a free action (but it may still be used only once per day) Remain Conscious: Gain the feat, no prerequisites needed. Great Leader III: Leadership bonus for followers (only): +6 (Overlaps previous Great Leader bonuses) Stronghold: Get a free stronghold (DM figures out how it happens!) | |||||||||||||||||