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Tuesday, May 21, 2013

PFRPG: New LeShay Racial Rules

Alternate Racial Traits
The following racial traits may be selected instead of existing leShay racial traits.

Darkvision: Though uncommon, some groups of leShay are born with darkvision, rather than low-light vision. Leshay with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Elemental Resistance: LeShay who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. LeShay with this racial trait gain elemental resistance 10 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces fey damage resistance.

Soul Bond: For some leShay, the external manifestation of their soul takes a different form. These leShay gain a familiar. This functions like the wizard's arcane bond class feature (treating their character level as their effective wizard level), except as noted here. This familiar is actually a part of the leShay’s soul. If it is killed, the leShay is no longer immortal. Their lifespan becomes that of an elf. At 3rd level or later, a leShay may transform their familiar into an Improved Familiar by taking the feat and performing a ritual which costs 100 gp in materials times the minimum arcane caster level for the improved familiar. If the leShay takes levels in a class that grants the arcane bond class feature, they may take bonded object option, gain a second familiar, or gain Improved Familiar as a bonus feat, though they may not benefit from the Improved Familiar bonus feat until they have reached character level 3rd. This racial trait replaces leShay weapon and fey damage resistance.

Suspicious: Many leShay are secretive and do not like other creatures interfering with their activities. LeShay with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces gifted linquist.

Woodcraft: LeShay know the deep secrets of the wild like no others, especially secrets of the forests. LeShay with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces leShay magic.

Weapon Training: Some leShay are not born with the innate talent to summon forth a weapon from their very essence. Such leShay choose a number of martial or exotic weapons equal to 2 + their Intelligence bonus, and gain proficiency with these weapons. In addition, these leShay take a –2 penalty on Charisma-based checks (except for Intimidate) against other leShay because “something” seems aberrant about them. This racial trait replaces leShay weapon.

Designer’s Note: A leShay who takes an alternate racial trait that is improved upon in the 
leShay archon racial class can still take levels in the class. However, any substituted racial 
traits are reduced by one “rank.” Therefore a leShay archon with the woodcraft alternate trait 
would gain the leShay magic racial trait at 5th level, lesser leShay spell-like abilities at 7th 
level, leShay spell-like abilities at level 15th, and so forth. Likewise, a leShay archon with the 
soul bond alternate racial trait would gain the leShay weapon racial trait 1st level, leShay 
armory at 3rd level, and all of her enhanced leShay armory enhancement bonuses would be 
reduced by 1. Furthermore, the same archon would gain the fey damage reduction racial trait 
at 11th level, DR 10/cold iron at 16th level, and so on. The only alternate racial trait that prevents 
a leShay from taking levels in the leShay archon class is weapon training.

Favored Class Options
The following options are available to all leShay who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Bard: Add +1 to the bard's total number of bardic performance rounds per day.

Cavalier/Samurai: Add +1 to the cavalier's mounted base speed. In combat this has no effect unless the cavalier has selected this reward five times (or another increment of five). If the cavalier ever replaces his mount, the new mount gains this bonus to its speed.

Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.

LeShay Archon: Add +1 to the leShay archon’s base speed. In combat this option has no effect unless the leShay archon has selected it five times (or another increment of five). This bonus stacks with the fast movement feature and applies under the same conditions as that feature.

Magus: The magus gains 1/6 of a new magus arcana.

Ninja: The ninja gains 1/6 of a new ninja trick.

Ranger: The ranger adds +1/2 on critical hit confirmation rolls made while using his leShay weapon (maximum bonus of +4). This bonus does not stack with the Critical Focus feat.

Rogue: The rogue gains 1/6 of a new rogue talent.

Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

LeShay Equipment
LeShay have access to the following equipment.

Basilisk’s Egg
Price greater: 750 gp, lesser: 300gp; Weight
The name of this item is actually a misnomer, as it is actually a gizzard stone of a basilisk, and not an egg. LeShay have been known to use gazeguard unguent (see below) in the harvesting of these stones. When correctly treated with an alchemical process, a basilisk’s egg grants the bearer a number of rounds of true seeing depending on its quality. A greater basilisk’s egg grants 30 rounds of true seeing and a lesser basilisk’s egg (sometimes called a cockatrice egg) grants 10 rounds of true seeing (both version expend 5 rounds per use). The true seeing granted by a basilisk’s egg only has a range of 60 feet and only pierces the spells, spell-like abilities, and supernatural abilities of fey, gnomes, elves, and drow (creatures known to have ties to the Plane of Færie). Furthermore, when a creature focuses it vision through the basilisk’s egg, it sees into the Plane of Faerie instead of the Ethereal Plane (see the true seeing spell for more information. Once all of the rounds of true seeing have been expended from a basilisk’s egg, it takes on the appearance of a piece of common quartz.

Gazeguard Unguent
Price 50 gp; Weight
Prepared from the white of a cockatrice egg, the saliva of a medusa’s head-snake, or similar sources, when applied to your eyes, gazeguard unguent grants you a +5 alchemical bonus on saves against a specific type gaze attack (i.e. petrifaction or charm) for one hour. If applied to an gaze-affected creature who is not considered dead (petrified creatures are considered dead), they may make two saving throws (without the +5 bonus) to end the effect of the gaze.

Item
Cost
Weight
Craft DC
Basilisk's egg (greater)
750 gp
30
Basilisk's egg (lesser)
300 gp
25
Gazeguard unguent (vial)
50 gp
25

LeShay Feats
LeShay have access to the following feats.

LeShay Templar
Your blood courses with power, granting you greater spell-like abilities.
Prerequisites: Able to use leShay spell-like abilities, leShay.
Benefit: You use detect magic as a spell-like ability at will, and add blur and invisibility (both self only) to the spell-like abilities you may use once each per day.

Improved LeShay Templar
Your magical heritage is more potent than that of your peers, as demonstrated by your superior spell-like abilities.
Prerequisites: Cha 13, LeShay Templar, able to use leShay spell-like abilities, leShay.
Benefit: You may use arcane mark and stabilize at will, your blur (self only) ability instead becomes displacement (self only), you add dispel magic to the spell-like abilities you may use once per day, and you may now use her invisibility spell-like ability three times per day.

Greater LeShay Templar
You have mastered the lesser spell-like abilities of the leShay, demonstrating true power.
Prerequisites: Cha 13, Improved LeShay Templar, LeShay Templar, able to use leShay spell-like abilities, leShay.
Benefit: Your disguise self (any drow, elf, or half-elf) ability instead becomes alter self (any drow, elf, or half-elf), you add detect thoughts to the spell-like abilities you may use once per day, and you may now use your displacement (self only) and dispel magic spell-like abilities each three times per day.

Fey Scion
New spell-like abilities are unlocked for you as you rise to ascendency among the leShay people.
Prerequisites: Cha 13, Greater LeShay Templar, Improved LeShay Templar, LeShay Templar, able to use leShay spell-like abilities, leShay.
Benefit: Your invisibility (self only) ability instead becomes greater invisibility (self only); your alter self (any drow, elf, or half-elf) instead becomes alter self (any drow, elf, gnome, or half-elf) and you may now use it three times per day.

Improved Fey Scion
You are a master of leShay templar magic.
Prerequisites: Cha 13, Fey Scion, Greater LeShay Templar, Improved LeShay Templar, LeShay Templar, able to use leShay spell-like abilities, leShay.
Benefit: You add wood shape to the spell-like abilities you may use at a will.

Fey Travel
Your wanderlust knows few bounds when you can travel via the network of trees.
Prerequisites: Cha 13, character level 9th, leShay.
Benefit: You add tree stride to the spell-like abilities you can use once per day.

Templar Spell Resistance
Your ascension is complete; you have the spell resistance approaching that of an azata.
Prerequisites: Cha 13, character level 13th, leShay.
Benefit: Your spell resistance is equal to 11 plus your character level.

Treespeech
You gain the ability to speak with plants.
Prerequisites: Cha 13, character level 5th, leShay.
Benefit: You may converse with plants as if subject to a continual speak with plants spell.

LeShay Magic Items
LeShay have access to the following magic items.

Darkwood Grip
Aura faint evocation; CL 3rd (+1), 6th (+2), 9th (+3)
Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2), 100,800 gp (+3); Weight 2 lbs
Description
A darkwood grip is rod about one foot in length, often with a crosspiece at one end. A leShay with the ability to summon a leShay weapon channels their leShay weapon through the darkwood grip when summoning it. This does not otherwise alter the action needed to summon a leShay weapon, the summoner must simply be wielding the darkwood grip and choose to manifest the leShay weapon through the grip. One-hand, two-hand, and ranged leShay weapons can all be channeled through a darkwood grip.
Darkwood grips have 45 hit points and a hardness of 15.
When a leShay weapon is formed in this manner, the enhancement bonus and maximum enhancement bonus of the leShay weapon is increased by the enhancement bonus of the darkwood grip.
Characters wielding two leShay weapons only gain the enhancement bonus on the leShay weapon channeled through the darkwood grip. If manifesting your leShay armory into two one-hand weapons, only one is altered by the darkwood grip unless you are wielding two darkwood grips.
Construction
Requirements Craft Rod, ability to form a leShay weapon; Cost 5,600 gp (+1), 22,400 gp (+2), 50,400 gp (+3)

Darkwood Disc
Aura faint evocation; CL 3rd (+1), 6th (+2), 9th (+3)
Slot shield; Price 5,600 gp (+1), 22,400 gp (+2), 50,400 gp (+3); Weight 2 lbs
Description
A darkwood disc looks like a small shield, though too small to actually provide any protection. A leShay archon channels their leShay armory buckler through the darkwood disc when summoning it. This does not otherwise alter the action needed to summon a leShay armory buckler, the summoner must simply be wielding the darkwood disc and choose to manifest the leShay armory buckler through the disc.
Darkwood discs have 45 hit points and a hardness of 15.
When a leShay armory buckler is formed in this manner, the enhancement bonus and maximum enhancement bonus of the leShay armory buckler is increased by the enhancement bonus of the darkwood grip.
Characters wielding a one-hand leShay weapon and a leShay armory buckler together only gain the enhancement bonus on the leShay armory buckler. If manifesting your leShay armory into a one-hand weapon and a buckler, only the buckler is altered by the darkwood disc unless you are wielding a darkwood grip and a darkwood disc together.
Construction
Requirements Craft Rod, leShay armory class feature; Cost 2,800 gp (+1), 11,200 gp (+2), 25,200 gp (+3)

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On a side note, I think I am going to try to post once a week for the next couple of weeks. Depending on my various workloads, this may or may not be achievable.

--Tim

Tuesday, May 14, 2013

PFRPG: Multi-Variable Spells: Cure and Inflict Spells


If you missed the blurb on how multi-variable spell function, please check out the first post in this series.

Cure Light Wounds
School conjuration (healing); Level bard 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Diminished Effect: The spell stabilizes a living creature that has –1 or fewer hit points.
Heightened Effect: The spell cures 2d8 points of damage + 1 point per caster level (maximum +10).

Cure Critical Wounds
School conjuration (healing); Level bard 4, cleric 4, druid 4, inquisitor 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
This spell functions like cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +20).
Diminished Effect: The spell cures 3d8 points of damage + 1 point per caster level (maximum +15).
Heightened Effect: The spell cures 5d8 points of damage + 1 point per caster level (maximum +25).

Inflict Light Wounds
School necromancy; Level antipaladin 1, cleric 1, inquisitor 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Diminished Effect: The spell causes a stabilized living creature that has –1 or fewer hit points to begin dying, taking 1 point of damage per round.
Heightened Effect: The spell deals 2d8 points of damage + 1 point per caster level (maximum +10).

Inflict Critical Wounds
School necromancy; Level cleric 4, inquisitor 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
This spell functions like inflict light wounds, except that it deals 4d8 points of damage + 1 point per caster level (maximum +20).
Diminished Effect: The spell deals 3d8 points of damage + 1 point per caster level (maximum +15).
Heightened Effect: The spell deals 5d8 points of damage + 1 point per caster level (maximum +25).

Cure Light Wounds, Mass
School conjuration (healing); Level bard 5, cleric 5, druid 6, inquisitor 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
Diminished Effect: The spell stabilizes each selected living creature that has –1 or fewer hit points.
Heightened Effect: The spell cures 2d8 points of damage + 1 point per caster level (maximum +30).

Cure Critical Wounds, Mass
School conjuration (healing); Level cleric 8, druid 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
This spell functions like mass cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +40).
Diminished Effect: The spell cures 3d8 points of damage + 1 point per caster level (maximum +35).
Heightened Effect: The spell cures 5d8 points of damage + 1 point per caster level (maximum +45).

Inflict Light Wounds, Mass
School necromancy; Level cleric 5, inquisitor 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
You channel negative energy to deal 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other inflict spells, mass inflict light wounds cures damage to undead in its area rather than harming them.
Diminished Effect: The spell causes each selected stabilized living creature that has –1 or fewer hit points to begin dying, taking 1 point of damage per round.
Heightened Effect: The spell deals 2d8 points of damage + 1 point per caster level (maximum +30).

Inflict Critical Wounds, Mass
School necromancy; Level cleric 8
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage + 1 point per caster level (maximum +40).
Diminished Effect: The spell deals 3d8 points of damage + 1 point per caster level (maximum +35).
Heightened Effect: The spell deals 5d8 points of damage + 1 point per caster level (maximum +45).

Heal
School conjuration (healing); Level cleric 6, druid 7, inquisitor 6
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confuseddazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.
Diminished Effect: The spell’s range becomes personal, only cures 4d8 points of damage + 1 point per caster level (maximum +25), and only removes the following conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. In addition, the spell functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.
Heightened Effect: The spell also restores all points permanently drained from a single ability score (your choice if more than one is drained).

Heal, Mass
School conjuration (healing); Level cleric 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one or more creatures, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250.
Diminished Effect: The spell only cures 150 points of damage, and only removes the following conditions affecting the targets: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened.

Harm
School necromancy; Level cleric 6, inquisitor 6
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target's hit points to less than 1.
If used on an undead creature, harm acts like heal.
Diminished Effect: The spell’s range becomes personal and only effects creatures healed by negative energy. It only cures 4d8 points of damage + 1 point per caster level (maximum +25), and only removes the following conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. In addition, the spell functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.
Heightened Effect: In addition, the spell functions as major curse um.