User:Aarnott/Lego Bin 1

Spell Focus: Abjuration [General]
Benefit: Spell Focus: Abjuration feat bonuses are based on your Hit Dice.


 * 1 HD: +1 to save DCs of abjuration spells you cast.
 * 6 HD: +1 to caster level on abjuration spells you cast
 * 11 HD: You can cast abjuration spells with a duration that target either you or your allies as an immediate action. The spell only lasts 1 round if you do this, rather than its usual duration.
 * 16 HD: Abjuration spells that are a swift action or immediate action to cast are now silent and stilled as if the metamagic feats had been applied.

Greater Spell Focus: Abjuration [General]
Prerequisite: Spell Focus: Abjuration

Benefit: Greater Spell Focus: Abjuration feat bonuses are based on your Hit Dice and stack with Spell Focus: Abjuration.


 * 1 HD: +1 to save DCs of abjuration spells you cast.
 * 6 HD: You get 5 temporary HP for each ongoing abjuration spell you have cast on yourself. You can refocus for 1 minute to restore those temporary HP to their full amount. When a duration expires for an abjuration spell, you lose 5 temporary HP if you still have it.
 * 11 HD: Targeted dispel attempts can only remove up to 3 ongoing spell effects on you. The opponent gets to choose the order you make your saving throws and once you fail 3 saves, you don't have to roll for any other ongoing spell effects you have.
 * 16 HD: By increasing the spell level by 1, like a metamagic effect, you can make any harmless abjuration spell with a range of personal or with a single target and an ongoing duration instead target up to 1 creature per 2 HD you have that are within close range.

Spell Focus: Conjuration [General]
Benefit: Spell Focus: Conjuration feat bonuses are based on your Hit Dice.


 * 1 HD: +1 to save DCs of conjuration spells you cast.
 * 6 HD: +1 caster level on conjuration spells you cast
 * 11 HD: ??
 * 16 HD: ??

Greater Spell Focus: Conjuration [General]
Prerequisite: Greater Spell Focus: Conjuration feat bonuses are based on your Hit Dice and stack with Spell Focus: Conjuration.


 * 1 HD: +1 to save DCs of conjuration spells you cast.
 * 6 HD: ??
 * 11 HD: ??
 * 16 HD: ??

Spell Focus: Transmutation [General]
Benefit: Spell Focus: Transmutation feat bonuses are based on your Hit Dice.


 * 1 HD: +1 to save DCs of transmutation spells you cast.
 * 6 HD: +1 caster level on all transmutation spells.
 * 11 HD:
 * 16 HD:

Greater Spell Focus: Transmutation [General]
Prerequisite: Spell Focus: Transmutation

Benefit: Greater Spell Focus: Transmutation feat bonuses are based on your Hit Dice and stack with Spell Focus: Transmutation.


 * 1 HD: +1 to save DCs of transmutation spells you cast.
 * 6 HD: ??
 * 11 HD: ??
 * 16 HD: ??

Athletic [Skill]
Prerequisite: Climb 4 ranks, Jump 4 ranks, Swim 4 ranks, all three must be class skills

Benefit: Athletic feat bonuses are based on your ranks in the new skill it grants: Athletics.

Combine the three skills Climb, Jump, and Swim into the new skill Athletics. Combine the skill points you had spent in all three into this new skill (any points that would exceed your maximum allowed for your level are now free and can be re-spent). You can use the new skill check in place of both the old ones. If your class offers any of Climb, Jump, or Swim as a class skill, then Athletics is a class skill.


 * 8 ranks: You gain a +2 bonus to Athletics checks.
 * 13 ranks: You gain a climb speed equal to half your base land speed and you can take 10 on Athletics checks involving climbing during stressful situations.
 * 18 ranks: You gain a swim speed equal to your land speed and you can take 10 on Athletics checks involving swimming during stressful situations.
 * 23 ranks: You gain a fly speed equal to twice your land speed, but you can only fly for 5 rounds before you must land. You can take 10 on Athletics checks involving jumping during stressful situations.

Special: Bonuses to Climb, Jump, or Swim from racial abilities, class features, magic items, etc. will receive that bonus only to that part of a Athletics check.

Original idea from Hooper 

Disabler [Skill]
Prerequisite: Disable Device 4 ranks, Open Lock 4 ranks, both must be class skills

Benefit: Disabler feat bonuses are based on your ranks in the new skill it grants: Disable.

Combine the two skills Disable Device and Open Lock into the new skill Disable. Combine the skill points you had spent in both into this new skill (any points that would exceed your maximum allowed for your level are now free and can be re-spent). You can use the new skill check in place of both the old ones. If your class offers either Disable Device or Open Lock as a class skill, then Disable is a class skill.


 * 8 ranks: You gain a +2 bonus to Disable checks.
 * 13 ranks: Whenever you are struck by a trap triggered by a Disable check, you get +1 to AC and saving throws against the trap.
 * 18 ranks: Once per day, you can critically hit (and apply precision damage) to a construct. This benefit lasts 5 rounds.
 * 23 ranks: Once every 5 minutes as a swift action that does not provoke attacks of opportunity, you can cast a targeted greater dispel magic against a target within your reach. The caster level for this effect is equal to your ranks in Disable.

Special: Bonuses to Disable Device or Open Lock from racial abilities, class features, magic items, etc. will receive that bonus only to that part of a Disable check.

Original idea from Hooper 

Librarian [Skill]
TODO: Better names for stuff

You are an expert with formal paperwork, ancient texts, and obscure documents.

Prerequisite: Decipher Script 4 ranks, Forgery 4 ranks, both must be class skills

Benefit: Librarian feat bonuses are based on your ranks in the new skill it grants: Lore.

Combine the two skills Decipher Script and Forgery into the new skill Lore. Combine the skill points you had spent in both into this new skill (any points that would exceed your maximum allowed for your level are now free and can be re-spent). You can use the new skill check in place of both the old ones. If your class offers either Decipher Script or Forgery as a class skill, then Lore is a class skill.


 * 8 ranks: You gain a +2 bonus to Lore checks.
 * 13 ranks: You can make a Lore check DC 30 to read a language you do not understand.
 * 18 ranks: You can add +8 to a Lore check to forge a document in a language you do not understand.
 * 23 ranks: Lore Can be used to give a synergy bonus to Knowledge checks.

Special: Bonuses to Decipher Script or Forgery from racial abilities, class features, magic items, etc. will receive that bonus only to that part of a Lore check.

Original idea from Hooper 

Improved Ignite [General]
Prerequisite: Ignite class feature

Benefit: Improved Ignite feat bonuses are based on your Hit Dice.


 * 2 HD: You may Ignite all creatures within 5ft. of you instead of a single target.
 * 6 HD: Ignite deals 2d6 fire damage per round.
 * 10 HD: You may Ignite all creatures within 10ft. of you.
 * 14 HD: The Reflex save to put the fires out becomes (DC 10 + 1⁄2 Level + Charisma Modifier).

Extra Domain Power [Divine]
Prerequisite: One or more cleric domains

Benefit: You gain the granted ability of another domain your deity grants. You do not add the additional spells to your spell list, however.

Greater Turning [General]
Prerequisites: Improved Turning, ability to turn/rebuke as a 6th level cleric

Benefit: You are treated as one cleric level higher for the purposes of turning/rebuking for every 4 Hit Dice you have. This benefit stacks with Improved Turning.

Ember Strike
3e Summary::Your weapon transforms into a burst of blue-white flame, searing your enemies.

You cast this spell during an attack action and it does not provoke attacks of opportunity. This spell only applies to a single attack.

Your weapon deals fire damage instead of its normal damage types. Any creature that takes at least 1 fire damage as a result of this spell catches on fire. A creature on fire suffers 1d6 of fire damage per round, and the creature can attempt to put itself out as a full-round action with a reflex save.

As a full-round action, a spellcaster can gain back the spell slot used to cast Ember Strike. The regained spell slot can only be used to cast Ember Strike again.

Static Strike
3e Summary::Your weapon transforms into an arc of lightning, sending a jolt of raw power through your enemy.

You cast this spell during an attack action and it does not provoke attacks of opportunity. This spell only applies to a single attack.

Your weapon deals electricity damage instead of its normal damage types. Any creature that takes at least 1 electricity damage as a result of this spell is dazed until it makes a successful Will save. It can attempt this at the start of each of its turns.

As a full-round action, a spellcaster can gain back the spell slot used to cast Static Strike. The regained spell slot can only be used to cast Static Strike again.

Glacial Strike
3e Summary::Your weapon transforms into ice, freezing your enemy with its glacial touch.

You cast this spell during an attack action and it does not provoke attacks of opportunity. This spell only applies to a single attack.

Your weapon deals cold damage instead of its normal damage types. Any creature that takes at least 1 cold damage as a result of this spell is slowed until it makes a successful Fortitude save. It can attempt this at the start of each of its turns.

As a full-round action, a spellcaster can gain back the spell slot used to cast Glacial Strike. The regained spell slot can only be used to cast Glacial Strike again.

Spell Misdirection
3e Summary::A spell that was aimed at one target instead, guided by your magic, affects a different target.

You can only cast this spell in response to another spell being cast, before it is resolved, but after you have identified the spell with a spellcraft check. The spell must only target a single target. If you defeat the caster of the spell with a caster level check, you can decide a different target for the spell.