https://dnd-wiki.org/w/api.php?action=feedcontributions&user=Surgo&feedformat=atomDungeons and Dragons Wiki - User contributions [en]2024-03-29T10:13:42ZUser contributionsMediaWiki 1.30.0https://dnd-wiki.org/w/index.php?title=Hammer_Mastery_(3.5e_Feat)&diff=368439Hammer Mastery (3.5e Feat)2024-02-14T04:21:46Z<p>Surgo: </p>
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<div>{{author<br />
|author_name=Surgo<br />
|date_created=2/13/2024<br />
|status=Complete<br />
|balance=Very High<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Hammer Mastery<br />
|types=Combat, Tactical<br />
|summary=You gain several maneuvers you can perform when wielding a hammer.<br />
|prereqs=Weapon Focus (any hammer)<br />
|benefit=You gain access to several tactical maneuvers when using a hammer:<br />
<br />
''Hammer Boomerang:'' You can throw your hammer as if it was a ranged weapon. It has a range increment of 15 feet, and returns to you at end of your turn. Throwing a two-handed hammer becomes a standard action, and throwing a one-handed hammer becomes an attack action.<br />
<br />
''Earth Shaker:'' As a full-round action, you can slam your hammer into the ground to cause it to quake. You deal your weapon damage in a ten foot cone, and anyone affected must make a reflex save (DC 10 + 1/2 character level + str modifier; any penalties to attack rolls become penalties to the save DC) or be knocked prone. A successful save halves the damage and negates the prone effect. Only creatures touching the ground are affected by this.<br />
<br />
''Storm From Above:'' You are able to make heavy overhead strikes, dealing potentially massive damage but being relatively easy to dodge. Whenever you attack with your hammer, you may take a -2 penalty to your attack roll. If you do, the critical threat of your hammer for that attack increases by 1 (so a 20/x3 weapon becomes 19-20/x3). This is calculated after any other increases like [[SRD:Improved Critical|Improved Critical]], [[SRD:Keen|Keen]], etc.<br />
}}<br />
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{{3.5e Feats Breadcrumb}}<br />
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[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Hammer_Mastery_(3.5e_Feat)&diff=368438Hammer Mastery (3.5e Feat)2024-02-14T04:21:03Z<p>Surgo: Created page with "{{author |author_name=Surgo |date_created=2/13/2024 |status=Complete |balance=Very High }} {{3.5e Feat |name=Hammer Mastery |types=Combat, Tactical |summary=You gain several..."</p>
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<div>{{author<br />
|author_name=Surgo<br />
|date_created=2/13/2024<br />
|status=Complete<br />
|balance=Very High<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Hammer Mastery<br />
|types=Combat, Tactical<br />
|summary=You gain several maneuvers you can perform when wielding a hammer.<br />
|prereqs=Weapon Focus (any hammer)<br />
|benefit=You gain access to several tactical maneuvers when using a hammer:<br />
<br />
''Hammer Boomerang:'' You can throw your hammer as if it was a ranged weapon. It has a range increment of 15 feet, and returns to you at end of your turn. Throwing a two-handed hammer becomes a standard action, and throwing a one-handed hammer becomes an attack action.<br />
<br />
''Earth Shaker:'' As a full-round action, you can slam your hammer into the ground to cause it to quake. You deal your weapon damage in a ten foot cone, and anyone affected must make a reflex save (DC 10 + 1/2 character level + str modifier) or be knocked prone. A successful save halves the damage and negates the prone effect. Only creatures touching the ground are affected by this.<br />
<br />
''Storm From Above:'' You are able to make heavy overhead strikes, dealing potentially massive damage but being relatively easy to dodge. Whenever you attack with your hammer, you may take a -2 penalty to your attack roll. If you do, the critical threat of your hammer for that attack increases by 1 (so a 20/x3 weapon becomes 19-20/x3). This is calculated after any other increases like [[SRD:Improved Critical|Improved Critical]], [[SRD:Keen|Keen]], etc.<br />
}}<br />
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{{3.5e Feats Breadcrumb}}<br />
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[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Shinespark_Weapon_(3.5e_Spell)&diff=366976Shinespark Weapon (3.5e Spell)2024-01-11T16:20:01Z<p>Surgo: </p>
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<div>{{author<br />
|author_name=Eiji-kun<br />
|date_created=4-28-17<br />
|status=Complete<br />
|balance=High<br />
}}<br />
<br />
<onlyinclude>{{3.5e Spell<br />
|name=Shinespark Weapon<br />
|school=Evocation<br />
|subschool=<br />
|desc=Light<br />
|lvl=Cleric 4, Duskblade 3, Paladin 2, Ranger 2<br />
|comp=V, S<br />
|casttime=1 standard action; see text<br />
|range=Touch<br />
|dur=1 round/level (D)<br />
|tsea=t<br />
|subj=One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) <br />
|save=Fortitude negates (harmless, object)<br />
|sr=Yes (harmless, object)<br />
|summary=Enhance your weapon with magical light which not only deals more damage, but leaves explosive spheres upon a miss or critical hit.<br />
}}<br />
<br />
''Your long sword lights up in ethereal starlight. As you swing, dots fill the air and burst into bright flashes.''<br />
<br />
You enhance your weapon, which deals an additional 1d10 points of magic damage per hit, and an additional 1d10 points of damage on a critical hit (or 2d10 for a x3 weapon, or 3d10 for a x4 weapon). When you miss, bright "stars" are left in your wake which explode at the beginning of your turn, dealing 1d10 points of magic damage (no save) to any creature other than yourself still within the square.<br />
<br />
You can intentionally miss attacks, leaving them hanging in mid air or on a surface. If you do so, you can delay the explosion up to 5 rounds.<br />
<br />
As part of a melee attack, you can choose to dismiss this spell early. Make a melee attack roll against any target within 120 ft. Your weapon fires a magical blade beam which deals your weapon damage entirely as magic damage, plus an additional 1d6 damage/level. This ends the spell.<br />
</onlyinclude><br />
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{{3.5e Cleric Spells Breadcrumb}}<br/><br />
{{3.5e Duskblade Spells Breadcrumb}}<br/><br />
{{3.5e Paladin Spells Breadcrumb}}<br/><br />
{{3.5e Ranger Spells Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Shinespark_Weapon_(3.5e_Spell)&diff=366975Shinespark Weapon (3.5e Spell)2024-01-11T16:19:33Z<p>Surgo: add to ranger spell list</p>
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<div>{{author<br />
|author_name=Eiji-kun<br />
|date_created=4-28-17<br />
|status=Complete<br />
|balance=High<br />
}}<br />
<br />
<onlyinclude>{{3.5e Spell<br />
|name=Shinespark Weapon<br />
|school=Evocation<br />
|subschool=<br />
|desc=Light<br />
|lvl=Cleric 4, Duskblade 3, Paladin 2, Ranger 2<br />
|comp=V, S<br />
|casttime=1 standard action; see text<br />
|range=Touch<br />
|dur=1 round/level (D)<br />
|tsea=t<br />
|subj=One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) <br />
|save=Fortitude negates (harmless, object)<br />
|sr=Yes (harmless, object)<br />
|summary=Enhance your weapon with magical light which not only deals more damage, but leaves explosive spheres upon a miss or critical hit.<br />
}}<br />
<br />
''Your long sword lights up in ethereal starlight. As you swing, dots fill the air and burst into bright flashes.''<br />
<br />
You enhance your weapon, which deals an additional 1d10 points of magic damage per hit, and an additional 1d10 points of damage on a critical hit (or 2d10 for a x3 weapon, or 3d10 for a x4 weapon). When you miss, bright "stars" are left in your wake which explode at the beginning of your turn, dealing 1d10 points of magic damage (no save) to any creature other than yourself still within the square.<br />
<br />
You can intentionally miss attacks, leaving them hanging in mid air or on a surface. If you do so, you can delay the explosion up to 5 rounds.<br />
<br />
As part of a melee attack, you can choose to dismiss this spell early. Make a melee attack roll against any target within 120 ft. Your weapon fires a magical blade beam which deals your weapon damage entirely as magic damage, plus an additional 1d6 damage/level. This ends the spell.<br />
</onlyinclude><br />
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----<br />
{{3.5e Cleric Spells Breadcrumb}}<br/><br />
{{3.5e Duskblade Spells Breadcrumb}}<br/><br />
{{3.5e Paladin Spells Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:Shinespark_Weapon_(3.5e_Spell)&diff=366930Talk:Shinespark Weapon (3.5e Spell)2024-01-11T02:15:23Z<p>Surgo: /* Ranger list */ new section</p>
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<div>== Ranger list ==<br />
<br />
This is on Duskblade and Paladin lists; could it be added to Ranger as well? [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 02:15, 11 January 2024 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Rapier_Dueling_School_(3.5e_Feat)&diff=365707Rapier Dueling School (3.5e Feat)2023-11-30T06:08:12Z<p>Surgo: </p>
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<div>{{author<br />
|author_name=Surgo<br />
|date_created=2023/11/30<br />
|status=In progress, needs a couple more<br />
|balance=High<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Rapier Dueling School<br />
|types=Tactical, Fighter<br />
|summary=You gain several <br />
|prereqs=Weapon Focus (Rapier)<br />
|fluff=You're a true expert when it comes to wielding a rapier.<br />
|benefit=You gain several tactical maneuver while wielding a rapier:<br />
<br />
''Cut and Thrust'': You deal both slashing and piercing damage with a rapier, rather than just slashing.<br />
<br />
''Arterial Strike'': Your hits with a rapier deal 1 point of [[Bleedout (3.5e Condition)|bleed]], or 2 points on a critical threat (confirmed or not).<br />
}}<br />
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{{3.5e Feats Breadcrumb}}<br />
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[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Rapier_Dueling_School_(3.5e_Feat)&diff=365706Rapier Dueling School (3.5e Feat)2023-11-30T06:07:59Z<p>Surgo: Created page with "{{author |author_name=Surgo |date_created=2023/11/30 |status=In progress, needs a couple more |balance=High }} {{3.5e Feat |name=Rapier Dueling School |types=Tactical, Fighte..."</p>
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<div>{{author<br />
|author_name=Surgo<br />
|date_created=2023/11/30<br />
|status=In progress, needs a couple more<br />
|balance=High<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Rapier Dueling School<br />
|types=Tactical, Fighter<br />
|summary=You gain several <br />
|prereqs=Weapon Focus (Rapier)<br />
|fluff=You're a true expert when it comes to wielding a rapier.<br />
|benefit=You gain several tactical maneuver while wielding a rapier:<br />
''Cut and Thrust'': You deal both slashing and piercing damage with a rapier, rather than just slashing.<br />
<br />
''Arterial Strike'': Your hits with a rapier deal 1 point of [[Bleedout (3.5e Condition)|bleed]], or 2 points on a critical threat (confirmed or not).<br />
}}<br />
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----<br />
{{3.5e Feats Breadcrumb}}<br />
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[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:Malconvoker_(3.5e_Feat)&diff=364433Talk:Malconvoker (3.5e Feat)2023-10-11T22:40:31Z<p>Surgo: </p>
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<div>== Ratings ==<br />
{{Rating |rater=The bluez in the dungeon<br />
|rating=favor<br />
|reason=This is nice, could be used with or without the malconvoker prc with good effectiveness<br />
}}<br />
<br />
== "without risking an alignment change" ==<br />
<br />
So a good-aligned wizard researches an [evil] summon fire elemental spell and uses it to burn down orphanages and destroy good holy relics. Since he has this feat and used an [evil] spell, it doesn't affect his alignment?<br />
<br />
If that was what you intended, then that sentence should be split into two. The bit about avoiding casting restrictions would be in a separate sentence. <br />
<br />
If that was not what you intended, then clarification is needed. <br />
<br />
I have to wonder if you intended this as a reference to a rule in some book I don't own. Perhaps the Book of Vile Darkness?<br />
<br />
Or perhaps to that wonky houserule/misinterpretation that causes some online forum claims that paladins will fall if they cast a [[SRD:Deathwatch|Specific spell on the paladin list]]? --[[User:Ideasmith|Ideasmith]] ([[User talk:Ideasmith|talk]]) 12:35, 28 April 2022 (UTC) <br />
<br />
<br />
: You can cast ''Summon Monster'' to summon a fiendish viper without effectively committing an evil act. This is a feat version of the Malconvoker PrC from Complete Scoundrel. If that is a misunderstanding, then it does not matter, because a similar clause is found on that class and its official WotC. As far as wording, I don’t see the need for clarification, but I will take the feedback in consideration and ask others. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 02:05, 28 April 2022 (UTC)<br />
<br />
:::I am well aware that 3.5 lets casters "cast ''Summon Monster'' to summon a fiendish viper without effectively committing an evil act". I'm not sure why you felt moved to point that out. Was the feat's wording intended to say that tthey still can, even with this feat? Just in case someone might think otherwise? <br />
<br />
:::If information in the Complete Scoundrel is needed to understand this feat, shouldn't readers be informed of that on the feat webpage?[[User:Ideasmith|Ideasmith]] ([[User talk:Ideasmith|talk]]) 00:34, 4 May 2022 (UTC) <br />
<br />
::In standard WoTC rules casting spells with the [Evil] descriptor is an evil act in itself, whether you use their effects for good or evil purposes. This feat is meant to prevent a non-evil caster to suffer alignment-related consequences from summoning or calling evil creatures, tying itself to the Malconvoker PrC's lore (cleverly, if I might say). Having said that, it may be confusing to some people and I suggest to clarify with something like this: "This feat allows the caster to avoid moral consequences due to the act of casting an [Evil] spell, but not to avoid the consequences of following events or effects". --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 11:32, 28 April 2022 (UTC)<br />
<br />
:::I don't know what allegedly "standard" rules you could be referring to. They could not possibly be as standard for 3.5 as the rules in the PH (page 104 "GOOD VS. EVIL"). (See also [[SRD:Alignment|SRD Alignment]]) Therefore, the questions for determining whether an action is Evil in standard 3.5 are are:<br />
<br />
::::Does the action "debase or destroy innocent life, whether for fun or profit"?<br />
::::Does the action involve "hurting, oppressing, and killing others"?<br />
::::Is the action intended to "debase or destroy innocent life, whether for fun or profit"?<br />
::::Is the action intended to cause "hurting, oppressing, and killing others"?<br />
::::(These questions are not in order of importance, since the PH does not specify order of importance.)<br />
<br />
:::Naturally, DMs can use rules from other sources, and can and should houserule to suit their personal style, players, and plans. But when posting rules for complete strangers to download, one should warn them of such nonstandard assumptions. <br />
<br />
:::I don't find your suggested clarification at all clarifying. [[User:Ideasmith|Ideasmith]] ([[User talk:Ideasmith|talk]]) 00:34, 4 May 2022 (UTC)<br />
<br />
:::: It might not be in the SRD, frankly I don't care enough to dig it up. But it is on the Malconvoker PrC, so it is officially in WotC content. You are free to just ignore it, most people do. The passage is there just in case a group does use this rule, and it is just vague as the WotC’s. I feel that adding additional endless calcification will just make the feat an obnoxious wall of text. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 00:57, 4 May 2022 (UTC)<br />
<br />
:::::Ideasmith, casting a spell with the [Evil] descriptor is an evil act in itself, so much that clerics with a good alignment can't do it without losing favor with their deity. It doesn't matter if the cleric did it to save an old lady or perform any sort of act generally considered to be good. This feat allows non evil clerics to use some conjuration spells without risking their divine magic. It can reasonably be argued that this should not be the case, but as far as the PH is concerned casting a spell with an alignment description is considered to act accordingly to that alignment, with no regard to circumstances. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 06:10, 4 May 2022 (UTC)<br />
<br />
::::::'''Leziad:''' If by 'it' , you mean some rule that makes the [evil] descriptor inherently evil, then in addition to not being in the SRD, it is also not in the PH, the DMG or the MM. <br />
<br />
::::::I don't know whether such a rule is in the Complete Scoundrel, since I didn't know that book existed until you mentioned it. As I implied above, I expect that many 3.5 groups don't have it, and likely haven't heard of the rule you are referencing. I don't think someone who has never heard of a rule will be able to identify references to said rule, and I therefore don't think said someone will know to ignore them as references to that rule.<br />
<br />
::::::While there is such a thing as too much explanation, there is also such a thing as too little. <br />
<br />
::::::'''The bluez in the dungeon:''' Your claims about what the PH says contradict what I see when I read the PH. Since you are forcing a choice, I believe my own eyes rather than your claims. <br />
<br />
::::::As for some Clerics being unable to cast [evil] descriptor spells, (PH page 33):<br />
<br />
::::::First, as with the immediately preceding rules for spontaneous casting, this seems to only apply to Cleric spells, (with an equivalent rule for Druid spells). So a good multiclass Wizard/Cleric could prepare and cast ''protection from evil'' as a WIzard Spell, but could not channel the slot so used into ''cure light wounds''.<br />
<br />
::::::Second, they are only prohibited from casting the spells, not from using any [evil] descriptor spell-trigger items the DM might include in the game. <br />
<br />
::::::Third, casting an [evil] descriptor spell isn't inherently evil (per the rulebooks in existence about when the PH was published). <br />
<br />
::::::Fourth, the rulebooks, as usual, don't give an in-game reason for the restriction, leaving that for the DM to decide. <br />
<br />
::::::Judging by the above, Cleric casting is so restricted for some other reason That doesn't stop individual DMs from making that the reason in their worlds; doing so just calls for some house rules. Adjusting the rules to fit the world the DM created is part of D&D. <br />
<br />
::::::'''Oops:''' On going back and looking at the online argument I was referencing, it was not the Paladin that allegedly got in trouble for casting a spell on it's list, but two classes from books I don't own. The double-checking there was not up to my usual standards. My apologies for the error. [[User:Ideasmith|Ideasmith]] ([[User talk:Ideasmith|talk]]) 12:43, 19 May 2022 (UTC)<br />
<br />
::::::: I actually looked into it, and casting an evil spell is an evil action as per Book of Vile Darkness (page 8) in addition to the reference in Complete Scoundrel. So there we go, a reference in 3.0 and 3.5e. As far as my feat, it specifically says you can ''cast'' such spells without risking an alignment change. The action of casting precedes any action undertaken after the casting the spell. Since casting has a very strict definition in DnD and this feat only mentions casting. Therefore the feat does not cover anything happening after the casting, such as burning an orphanage or whatever. I actually do see a weakness in my wording, BoVD also says that consorting with evil outsiders is inherently evil. So I needed to add that in. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 16:00, 19 May 2022 (UTC)<br />
<br />
::::::::I pulled this from a forum so you might want to double check it:<br />
<br />
::::::::"Player's Handbook, 174 (Descriptor): The descriptors are ... evil .... Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with ... alignment, and so on.<br />
<br />
::::::::Player's Handbook, 32 (Cleric, Spells): However, his alignment may restrict hom from casting certain spells opposed to his moral or ethical beliefs.<br />
<br />
::::::::Player's Handbook, 33 (Cleric, ... Evil ... Spells): A cleric can't cast spells of an alignment opposed to his own or hos deity's. For example, a good cleirc cannot cast evil spells.<br />
<br />
::::::::Book of Vile Darkness, 77 (Evil Spells): Spells that have the evil descriptor because they do one or more of the following things: they cause undue suffering or negative emotions; they call upon evil gods or energies; they create, summon, or improve undead or other evil monsters; they harm souls; they involve unsavory practices such as cannibalism or drug use."<br />
<br />
::::::::Anyway imo it should have been sufficient to say that performing a thing that has an EVIL tag slapped onto it should be evil in itself, especially considering black and white approach that DnD has. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 17:40, 19 May 2022 (UTC)<br />
<br />
:::::::::'''Leziad:'''<br />
<br />
:::::::::'''"So there we go, a reference in 3.0":''' I was flabbergasted to read this: I was taking it for granted that books written for previous versions of D&D were not standard for 3.5. This turns out to be confirmed in the PH, on page 5: The list of books needed for play on that page contains no 3.0 books (although page 4 does establish that 3.0 books "can" be used). So even if the BoVD is 3.0, that does not make it more standard for 3.5 than the rules in the PH . <br />
<br />
:::::::::I suggest adding the following wordage to the summary: 'This feat uses alignment rules from the Book of Vile Darkness.' (I gather that someone who knows the Book of Vile Darkness alignment system would understand this feat just fine. )<br />
<br />
:::::::::'''"casting has a very strict definition in DnD and this feat only mentions casting":''' Good point, and my apologies for the poor example. New Example: Now the wizard is using ''dispel good'' to banish a good outsider who is guarding an orphanage he wants to burn down. <br />
<br />
:::::::::'''The bluez in the dungeon:'''<br />
<br />
:::::::::'''"Player's Handbook, 174":''' Some descriptors, including [evil], do interact with alignment: The alignment of a Cleric or Druid determines whether they can cast spells with that descriptor. That is the sort of thing this rule is referring to. Other interactions may be mentioned in books that D&D 3.5 DMs might or might not use, might or might not have read, might or might not own, and might or might not care to shell out money for. <br />
<br />
:::::::::'''"Player's Handbook, 32":''' This does indicate some relationship between alignments and the descriptors which are named after them. It is vague about what that relationship might be. The fact that an [evil] spell is on the Paladin spell list makes it clear that casting an [evil] spell is not always an [evil] act. <br />
<br />
:::::::::'''"Player's Handbook, 33":''' It is clear from the context here that they are referring to descriptors rather than alignment. Spelling out that they were doing so would have grated on the reader: I am sure that the designers knew that when choosing the wording. <br />
<br />
:::::::::'''"Book of Vile Darkness":''' The Book of Vile Darkness clearly counts as a book that D&D 3.5 DMs might or might not use, might or might not have read, might or might not own, and might or might not care to shell out money for. <br />
<br />
:::::::::'''"performing a thing that has an EVIL tag slapped onto it should be evil in itself":''' That is a rather melodramatic description of the [evil] descriptor. Do you apply the same logic to other descriptors, such as [water]?<br />
<br />
:::::::::'''"black and white approach that DnD has":''' I'm not seeing what you mean by "black and white approach", why you think D&D has one, or what that has to do with descriptor/alignment interactions.<br />
<br />
(resetting indentation, or whatever.)<br />
Why are you bothering after more than a year since the last reply? Anyway Book of Exalted Deeds also has a reference on aligned spells, much like BovD. Frankly this is all rather meaningless, you are pulling hairs. Here is the passage from Complete Scoundrel (definitely 3.5), which this feat is based on:<br />
<br />
"''In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a good cleric who becomes a malconvoker could cast summon monster I to summon a fiendish raven (whose alignment gives the spell the evil descriptor).''"<br />
<br />
No matter what you think, no matter what you write: WotC decided to include this clause in. So I added it in too. That's it. Btw your dispel good example is absolutely nonsensical. For one it isn't a conjuration [calling] or [summoning], second you could use the banishment spell for the same purpose, and it would have the same moral implications. So I don't see what it has to do with this feat. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 00:01, 18 September 2023 (UTC)<br />
<br />
:What Leziad said -- [[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 12:05, 18 September 2023 (UTC)<br />
<br />
<br />
::'''"Why are you bothering after more than a year since the last reply? ": '''With written conversation, I prefer more thought/double-checking rather than more speed. This page wasn't likely to go away. <br />
<br />
::'''"Book of Exalted Deeds also": '''And is also irrelevant, for the same reasons as the BovD. <br />
<br />
::'''"pulling hairs":''' I haven't seen/heard this idiom before. When I googled it, all the hits were about some medical condition. <br />
<br />
::'''"In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment.": '''It sure doesn't, but I don't think that's what you intended to write. I don't know why you were quoting (or trying to quote?) from the Complete Scoundrel anyway.<br />
<br />
::'''"WotC decided to include this clause in.": '''It didn't include the clause in any book needed to play 3.5. It included the clause in some splatbooks that many have happily ignored so far, and intend to continue ignoring. <br />
<br />
::'''"For one it isn't a conjuration [calling] or [summoning],": '''My apologies for not rereading the feat conscientiously enough to catch that. <br />
<br />
::So a DM who learns this feat enough to allow it in his/her game will simply find some of the wording redundant (and perhaps have made guesses as to why it was included). Not nearly as bad as I thought, though still a bit annoying. <br />
<br />
::'''"it would have the same moral implications": '''This looks like a huge exception to the splatbook rule under discussion. There are a lot of uses of [evil] spells that have the same moral implications as a not-[evil] spell which exist or could be researched. <br />
<br />
<br />
::Whether you approve of it or not, many 3.5 groups use WotC's list of books needed for play rather than yours, and many of those don't use the splatbooks you mentioned. When someone from such a group sees your feat, do you care whether they think you don't understand the standard alignment system? If you don't, then you can leave the feat as is.[[User:Ideasmith|Ideasmith]] ([[User talk:Ideasmith|talk]]) 20:35, 1 October 2023 (UTC)<br />
<br />
:::Ideasmith, you are using mainly the argument that the explanation given in a splatbook isn't as valid as the core material since players can simply ignore it. Beside the merit of the point itself, you are arguing that on a homebrew wiki: to make content oriented to the maximum number of players isn't the goal of the site, because the use of an extensive homebrew wiki is even more niche than a splatbook (and who even plays 3.5e nowadays). So, for the public this is intended for, mostly wiki-users, and more generally those that are knowledgeable about the system, this is pretty straightforward content, being just a feat version of a prc concept. And even if someone doesn't know about the prc and finds this feat by chance, it should be a time to learn, not argue. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 21:26, 1 October 2023 (UTC)<br />
<br />
:::: I think some material being vague can actually be somewhat helpful, at least within reason. It allows each group to make an individual decision on the material in question that isn't binding to other groups. In this case, what I wrote isn't at all vague. "You are able to cast conjuration (summoning) and conjuration (calling) spells with the [evil] descriptor without risking an alignment change and may cast such spells even if it would be prohibited by your alignment (such as being a cleric). You also do not commit any inherent evil act by consorting with evil creature you conjure, '''as long as you do not use their aid for an evil act, or further the goals of evil as payment.'''" The second sentence here should end any doubt that you can burn down an orphanage with an evil fire elemental. <br />
<br />
:::: As far as the idiom I mixed a French and an English one. What I meant is splitting hairs. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 21:44, 1 October 2023 (UTC)<br />
<br />
<br />
::::: '''The bluez in the dungeon:'''<br />
<br />
::::: '''"you are using mainly the argument that the explanation given in a splatbook isn't as valid as the core material since players can simply ignore it"'''<br />
<br />
::::: That is not an argument I am using. My actual reasons for calling splatbooks less valid (for some value of the word 'valid'): <br />
<br />
::::: 1. WotC indicated that they were less valid. (Players Handbook, page 5, "WHAT YOU NEED TO PLAY")<br />
<br />
::::: 2. Splatbook material is much more likely to be ignored than core material. <br />
<br />
::::: '''"you are arguing that on a homebrew wiki: to make content oriented to the maximum number of players isn't the goal of the site" '''<br />
<br />
::::: People who post homebrew here want it to be used. Homebrew that more people can use is more apt to be used. <br />
<br />
::::: '''"the use of an extensive homebrew wiki is even more niche than a splatbook"'''<br />
<br />
::::: I've seen this claim made on the internet before. Do you have actual evidence?<br />
<br />
::::: '''"(and who even plays 3.5e nowadays)" '''<br />
<br />
::::: Enough people to make this conversation worth having. <br />
<br />
::::: '''"for the public this is intended for," '''<br />
<br />
::::: Which appears to be all players/DMs of the listed editions of D&D. No splatbook purchase requirements are implied. If splatbook purchase requirements were intended for using this wiki, wouldn't the Main Page of this wiki have said so? <br />
<br />
::::: '''"mostly wiki-users, and more generally those that are knowledgeable about the system"'''<br />
<br />
::::: Whether one understands this feat does not depend on whether one is a wiki-user or knowledgeable about 3.5, but rather one's splat-book purchases. <br />
<br />
::::: '''"it should be a time to learn" '''<br />
<br />
::::: I in fact am learning from this discussion. <br />
<br />
::::: '''"not argue"'''<br />
<br />
::::: I find argument useful for learning. <br />
<br />
::::: '''Leziad: '''<br />
<br />
::::: '''"some material being vague can actually be somewhat helpful, at least within reason. It allows each group to make an individual decision on the "'''<br />
<br />
::::: While unclear rules can certainly have this benefit, and writing rules that do this is very appropriate for D&D, I question whether inclarity about which alignment system this feat assumes has this benefit. <br />
<br />
::::: '''"any doubt that you can burn down an orphanage with an evil fire elemental"'''<br />
<br />
::::: I now agree that on a careful reading there isn't any, and that your feat's opening wording is merely weirdly redundant. I am taking your word that using the splatbooks you mention would make it unredundant, since I don't care whether or not they would. (Certainly not enough to acquire PDFs of them.)<br />
<br />
::::: My apologies for the uncareful reading that started this conversation in the manner it did.<br />
<br />
::::: '''"What I meant is splitting hairs"'''<br />
<br />
::::: In that case: What distinctions are you calling small and unnecessary? [[User:Ideasmith|Ideasmith]] ([[User talk:Ideasmith|talk]]) 22:05, 11 October 2023 (UTC)<br />
<br />
::::::I legitimately don't understand what your problem is here, Ideasmith. If you don't like the idea of casting [Evil] spells risking an alignment change, take your umbrage to WotC who printed it in Complete Scoundrel under the Malconvoker class (which this feat is designed to replace). If your playgroup doesn't use that rule, great! Ignore it! [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 22:39, 11 October 2023 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:Malconvoker_(3.5e_Feat)&diff=364432Talk:Malconvoker (3.5e Feat)2023-10-11T22:39:46Z<p>Surgo: /* "without risking an alignment change" */</p>
<hr />
<div>== Ratings ==<br />
{{Rating |rater=The bluez in the dungeon<br />
|rating=favor<br />
|reason=This is nice, could be used with or without the malconvoker prc with good effectiveness<br />
}}<br />
<br />
== "without risking an alignment change" ==<br />
<br />
So a good-aligned wizard researches an [evil] summon fire elemental spell and uses it to burn down orphanages and destroy good holy relics. Since he has this feat and used an [evil] spell, it doesn't affect his alignment?<br />
<br />
If that was what you intended, then that sentence should be split into two. The bit about avoiding casting restrictions would be in a separate sentence. <br />
<br />
If that was not what you intended, then clarification is needed. <br />
<br />
I have to wonder if you intended this as a reference to a rule in some book I don't own. Perhaps the Book of Vile Darkness?<br />
<br />
Or perhaps to that wonky houserule/misinterpretation that causes some online forum claims that paladins will fall if they cast a [[SRD:Deathwatch|Specific spell on the paladin list]]? --[[User:Ideasmith|Ideasmith]] ([[User talk:Ideasmith|talk]]) 12:35, 28 April 2022 (UTC) <br />
<br />
<br />
: You can cast ''Summon Monster'' to summon a fiendish viper without effectively committing an evil act. This is a feat version of the Malconvoker PrC from Complete Scoundrel. If that is a misunderstanding, then it does not matter, because a similar clause is found on that class and its official WotC. As far as wording, I don’t see the need for clarification, but I will take the feedback in consideration and ask others. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 02:05, 28 April 2022 (UTC)<br />
<br />
:::I am well aware that 3.5 lets casters "cast ''Summon Monster'' to summon a fiendish viper without effectively committing an evil act". I'm not sure why you felt moved to point that out. Was the feat's wording intended to say that tthey still can, even with this feat? Just in case someone might think otherwise? <br />
<br />
:::If information in the Complete Scoundrel is needed to understand this feat, shouldn't readers be informed of that on the feat webpage?[[User:Ideasmith|Ideasmith]] ([[User talk:Ideasmith|talk]]) 00:34, 4 May 2022 (UTC) <br />
<br />
::In standard WoTC rules casting spells with the [Evil] descriptor is an evil act in itself, whether you use their effects for good or evil purposes. This feat is meant to prevent a non-evil caster to suffer alignment-related consequences from summoning or calling evil creatures, tying itself to the Malconvoker PrC's lore (cleverly, if I might say). Having said that, it may be confusing to some people and I suggest to clarify with something like this: "This feat allows the caster to avoid moral consequences due to the act of casting an [Evil] spell, but not to avoid the consequences of following events or effects". --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 11:32, 28 April 2022 (UTC)<br />
<br />
:::I don't know what allegedly "standard" rules you could be referring to. They could not possibly be as standard for 3.5 as the rules in the PH (page 104 "GOOD VS. EVIL"). (See also [[SRD:Alignment|SRD Alignment]]) Therefore, the questions for determining whether an action is Evil in standard 3.5 are are:<br />
<br />
::::Does the action "debase or destroy innocent life, whether for fun or profit"?<br />
::::Does the action involve "hurting, oppressing, and killing others"?<br />
::::Is the action intended to "debase or destroy innocent life, whether for fun or profit"?<br />
::::Is the action intended to cause "hurting, oppressing, and killing others"?<br />
::::(These questions are not in order of importance, since the PH does not specify order of importance.)<br />
<br />
:::Naturally, DMs can use rules from other sources, and can and should houserule to suit their personal style, players, and plans. But when posting rules for complete strangers to download, one should warn them of such nonstandard assumptions. <br />
<br />
:::I don't find your suggested clarification at all clarifying. [[User:Ideasmith|Ideasmith]] ([[User talk:Ideasmith|talk]]) 00:34, 4 May 2022 (UTC)<br />
<br />
:::: It might not be in the SRD, frankly I don't care enough to dig it up. But it is on the Malconvoker PrC, so it is officially in WotC content. You are free to just ignore it, most people do. The passage is there just in case a group does use this rule, and it is just vague as the WotC’s. I feel that adding additional endless calcification will just make the feat an obnoxious wall of text. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 00:57, 4 May 2022 (UTC)<br />
<br />
:::::Ideasmith, casting a spell with the [Evil] descriptor is an evil act in itself, so much that clerics with a good alignment can't do it without losing favor with their deity. It doesn't matter if the cleric did it to save an old lady or perform any sort of act generally considered to be good. This feat allows non evil clerics to use some conjuration spells without risking their divine magic. It can reasonably be argued that this should not be the case, but as far as the PH is concerned casting a spell with an alignment description is considered to act accordingly to that alignment, with no regard to circumstances. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 06:10, 4 May 2022 (UTC)<br />
<br />
::::::'''Leziad:''' If by 'it' , you mean some rule that makes the [evil] descriptor inherently evil, then in addition to not being in the SRD, it is also not in the PH, the DMG or the MM. <br />
<br />
::::::I don't know whether such a rule is in the Complete Scoundrel, since I didn't know that book existed until you mentioned it. As I implied above, I expect that many 3.5 groups don't have it, and likely haven't heard of the rule you are referencing. I don't think someone who has never heard of a rule will be able to identify references to said rule, and I therefore don't think said someone will know to ignore them as references to that rule.<br />
<br />
::::::While there is such a thing as too much explanation, there is also such a thing as too little. <br />
<br />
::::::'''The bluez in the dungeon:''' Your claims about what the PH says contradict what I see when I read the PH. Since you are forcing a choice, I believe my own eyes rather than your claims. <br />
<br />
::::::As for some Clerics being unable to cast [evil] descriptor spells, (PH page 33):<br />
<br />
::::::First, as with the immediately preceding rules for spontaneous casting, this seems to only apply to Cleric spells, (with an equivalent rule for Druid spells). So a good multiclass Wizard/Cleric could prepare and cast ''protection from evil'' as a WIzard Spell, but could not channel the slot so used into ''cure light wounds''.<br />
<br />
::::::Second, they are only prohibited from casting the spells, not from using any [evil] descriptor spell-trigger items the DM might include in the game. <br />
<br />
::::::Third, casting an [evil] descriptor spell isn't inherently evil (per the rulebooks in existence about when the PH was published). <br />
<br />
::::::Fourth, the rulebooks, as usual, don't give an in-game reason for the restriction, leaving that for the DM to decide. <br />
<br />
::::::Judging by the above, Cleric casting is so restricted for some other reason That doesn't stop individual DMs from making that the reason in their worlds; doing so just calls for some house rules. Adjusting the rules to fit the world the DM created is part of D&D. <br />
<br />
::::::'''Oops:''' On going back and looking at the online argument I was referencing, it was not the Paladin that allegedly got in trouble for casting a spell on it's list, but two classes from books I don't own. The double-checking there was not up to my usual standards. My apologies for the error. [[User:Ideasmith|Ideasmith]] ([[User talk:Ideasmith|talk]]) 12:43, 19 May 2022 (UTC)<br />
<br />
::::::: I actually looked into it, and casting an evil spell is an evil action as per Book of Vile Darkness (page 8) in addition to the reference in Complete Scoundrel. So there we go, a reference in 3.0 and 3.5e. As far as my feat, it specifically says you can ''cast'' such spells without risking an alignment change. The action of casting precedes any action undertaken after the casting the spell. Since casting has a very strict definition in DnD and this feat only mentions casting. Therefore the feat does not cover anything happening after the casting, such as burning an orphanage or whatever. I actually do see a weakness in my wording, BoVD also says that consorting with evil outsiders is inherently evil. So I needed to add that in. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 16:00, 19 May 2022 (UTC)<br />
<br />
::::::::I pulled this from a forum so you might want to double check it:<br />
<br />
::::::::"Player's Handbook, 174 (Descriptor): The descriptors are ... evil .... Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with ... alignment, and so on.<br />
<br />
::::::::Player's Handbook, 32 (Cleric, Spells): However, his alignment may restrict hom from casting certain spells opposed to his moral or ethical beliefs.<br />
<br />
::::::::Player's Handbook, 33 (Cleric, ... Evil ... Spells): A cleric can't cast spells of an alignment opposed to his own or hos deity's. For example, a good cleirc cannot cast evil spells.<br />
<br />
::::::::Book of Vile Darkness, 77 (Evil Spells): Spells that have the evil descriptor because they do one or more of the following things: they cause undue suffering or negative emotions; they call upon evil gods or energies; they create, summon, or improve undead or other evil monsters; they harm souls; they involve unsavory practices such as cannibalism or drug use."<br />
<br />
::::::::Anyway imo it should have been sufficient to say that performing a thing that has an EVIL tag slapped onto it should be evil in itself, especially considering black and white approach that DnD has. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 17:40, 19 May 2022 (UTC)<br />
<br />
:::::::::'''Leziad:'''<br />
<br />
:::::::::'''"So there we go, a reference in 3.0":''' I was flabbergasted to read this: I was taking it for granted that books written for previous versions of D&D were not standard for 3.5. This turns out to be confirmed in the PH, on page 5: The list of books needed for play on that page contains no 3.0 books (although page 4 does establish that 3.0 books "can" be used). So even if the BoVD is 3.0, that does not make it more standard for 3.5 than the rules in the PH . <br />
<br />
:::::::::I suggest adding the following wordage to the summary: 'This feat uses alignment rules from the Book of Vile Darkness.' (I gather that someone who knows the Book of Vile Darkness alignment system would understand this feat just fine. )<br />
<br />
:::::::::'''"casting has a very strict definition in DnD and this feat only mentions casting":''' Good point, and my apologies for the poor example. New Example: Now the wizard is using ''dispel good'' to banish a good outsider who is guarding an orphanage he wants to burn down. <br />
<br />
:::::::::'''The bluez in the dungeon:'''<br />
<br />
:::::::::'''"Player's Handbook, 174":''' Some descriptors, including [evil], do interact with alignment: The alignment of a Cleric or Druid determines whether they can cast spells with that descriptor. That is the sort of thing this rule is referring to. Other interactions may be mentioned in books that D&D 3.5 DMs might or might not use, might or might not have read, might or might not own, and might or might not care to shell out money for. <br />
<br />
:::::::::'''"Player's Handbook, 32":''' This does indicate some relationship between alignments and the descriptors which are named after them. It is vague about what that relationship might be. The fact that an [evil] spell is on the Paladin spell list makes it clear that casting an [evil] spell is not always an [evil] act. <br />
<br />
:::::::::'''"Player's Handbook, 33":''' It is clear from the context here that they are referring to descriptors rather than alignment. Spelling out that they were doing so would have grated on the reader: I am sure that the designers knew that when choosing the wording. <br />
<br />
:::::::::'''"Book of Vile Darkness":''' The Book of Vile Darkness clearly counts as a book that D&D 3.5 DMs might or might not use, might or might not have read, might or might not own, and might or might not care to shell out money for. <br />
<br />
:::::::::'''"performing a thing that has an EVIL tag slapped onto it should be evil in itself":''' That is a rather melodramatic description of the [evil] descriptor. Do you apply the same logic to other descriptors, such as [water]?<br />
<br />
:::::::::'''"black and white approach that DnD has":''' I'm not seeing what you mean by "black and white approach", why you think D&D has one, or what that has to do with descriptor/alignment interactions.<br />
<br />
(resetting indentation, or whatever.)<br />
Why are you bothering after more than a year since the last reply? Anyway Book of Exalted Deeds also has a reference on aligned spells, much like BovD. Frankly this is all rather meaningless, you are pulling hairs. Here is the passage from Complete Scoundrel (definitely 3.5), which this feat is based on:<br />
<br />
"''In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a good cleric who becomes a malconvoker could cast summon monster I to summon a fiendish raven (whose alignment gives the spell the evil descriptor).''"<br />
<br />
No matter what you think, no matter what you write: WotC decided to include this clause in. So I added it in too. That's it. Btw your dispel good example is absolutely nonsensical. For one it isn't a conjuration [calling] or [summoning], second you could use the banishment spell for the same purpose, and it would have the same moral implications. So I don't see what it has to do with this feat. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 00:01, 18 September 2023 (UTC)<br />
<br />
:What Leziad said -- [[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 12:05, 18 September 2023 (UTC)<br />
<br />
<br />
::'''"Why are you bothering after more than a year since the last reply? ": '''With written conversation, I prefer more thought/double-checking rather than more speed. This page wasn't likely to go away. <br />
<br />
::'''"Book of Exalted Deeds also": '''And is also irrelevant, for the same reasons as the BovD. <br />
<br />
::'''"pulling hairs":''' I haven't seen/heard this idiom before. When I googled it, all the hits were about some medical condition. <br />
<br />
::'''"In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment.": '''It sure doesn't, but I don't think that's what you intended to write. I don't know why you were quoting (or trying to quote?) from the Complete Scoundrel anyway.<br />
<br />
::'''"WotC decided to include this clause in.": '''It didn't include the clause in any book needed to play 3.5. It included the clause in some splatbooks that many have happily ignored so far, and intend to continue ignoring. <br />
<br />
::'''"For one it isn't a conjuration [calling] or [summoning],": '''My apologies for not rereading the feat conscientiously enough to catch that. <br />
<br />
::So a DM who learns this feat enough to allow it in his/her game will simply find some of the wording redundant (and perhaps have made guesses as to why it was included). Not nearly as bad as I thought, though still a bit annoying. <br />
<br />
::'''"it would have the same moral implications": '''This looks like a huge exception to the splatbook rule under discussion. There are a lot of uses of [evil] spells that have the same moral implications as a not-[evil] spell which exist or could be researched. <br />
<br />
<br />
::Whether you approve of it or not, many 3.5 groups use WotC's list of books needed for play rather than yours, and many of those don't use the splatbooks you mentioned. When someone from such a group sees your feat, do you care whether they think you don't understand the standard alignment system? If you don't, then you can leave the feat as is.[[User:Ideasmith|Ideasmith]] ([[User talk:Ideasmith|talk]]) 20:35, 1 October 2023 (UTC)<br />
<br />
:::Ideasmith, you are using mainly the argument that the explanation given in a splatbook isn't as valid as the core material since players can simply ignore it. Beside the merit of the point itself, you are arguing that on a homebrew wiki: to make content oriented to the maximum number of players isn't the goal of the site, because the use of an extensive homebrew wiki is even more niche than a splatbook (and who even plays 3.5e nowadays). So, for the public this is intended for, mostly wiki-users, and more generally those that are knowledgeable about the system, this is pretty straightforward content, being just a feat version of a prc concept. And even if someone doesn't know about the prc and finds this feat by chance, it should be a time to learn, not argue. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 21:26, 1 October 2023 (UTC)<br />
<br />
:::: I think some material being vague can actually be somewhat helpful, at least within reason. It allows each group to make an individual decision on the material in question that isn't binding to other groups. In this case, what I wrote isn't at all vague. "You are able to cast conjuration (summoning) and conjuration (calling) spells with the [evil] descriptor without risking an alignment change and may cast such spells even if it would be prohibited by your alignment (such as being a cleric). You also do not commit any inherent evil act by consorting with evil creature you conjure, '''as long as you do not use their aid for an evil act, or further the goals of evil as payment.'''" The second sentence here should end any doubt that you can burn down an orphanage with an evil fire elemental. <br />
<br />
:::: As far as the idiom I mixed a French and an English one. What I meant is splitting hairs. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 21:44, 1 October 2023 (UTC)<br />
<br />
<br />
::::: '''The bluez in the dungeon:'''<br />
<br />
::::: '''"you are using mainly the argument that the explanation given in a splatbook isn't as valid as the core material since players can simply ignore it"'''<br />
<br />
::::: That is not an argument I am using. My actual reasons for calling splatbooks less valid (for some value of the word 'valid'): <br />
<br />
::::: 1. WotC indicated that they were less valid. (Players Handbook, page 5, "WHAT YOU NEED TO PLAY")<br />
<br />
::::: 2. Splatbook material is much more likely to be ignored than core material. <br />
<br />
::::: '''"you are arguing that on a homebrew wiki: to make content oriented to the maximum number of players isn't the goal of the site" '''<br />
<br />
::::: People who post homebrew here want it to be used. Homebrew that more people can use is more apt to be used. <br />
<br />
::::: '''"the use of an extensive homebrew wiki is even more niche than a splatbook"'''<br />
<br />
::::: I've seen this claim made on the internet before. Do you have actual evidence?<br />
<br />
::::: '''"(and who even plays 3.5e nowadays)" '''<br />
<br />
::::: Enough people to make this conversation worth having. <br />
<br />
::::: '''"for the public this is intended for," '''<br />
<br />
::::: Which appears to be all players/DMs of the listed editions of D&D. No splatbook purchase requirements are implied. If splatbook purchase requirements were intended for using this wiki, wouldn't the Main Page of this wiki have said so? <br />
<br />
::::: '''"mostly wiki-users, and more generally those that are knowledgeable about the system"'''<br />
<br />
::::: Whether one understands this feat does not depend on whether one is a wiki-user or knowledgeable about 3.5, but rather one's splat-book purchases. <br />
<br />
::::: '''"it should be a time to learn" '''<br />
<br />
::::: I in fact am learning from this discussion. <br />
<br />
::::: '''"not argue"'''<br />
<br />
::::: I find argument useful for learning. <br />
<br />
::::: '''Leziad: '''<br />
<br />
::::: '''"some material being vague can actually be somewhat helpful, at least within reason. It allows each group to make an individual decision on the "'''<br />
<br />
::::: While unclear rules can certainly have this benefit, and writing rules that do this is very appropriate for D&D, I question whether inclarity about which alignment system this feat assumes has this benefit. <br />
<br />
::::: '''"any doubt that you can burn down an orphanage with an evil fire elemental"'''<br />
<br />
::::: I now agree that on a careful reading there isn't any, and that your feat's opening wording is merely weirdly redundant. I am taking your word that using the splatbooks you mention would make it unredundant, since I don't care whether or not they would. (Certainly not enough to acquire PDFs of them.)<br />
<br />
::::: My apologies for the uncareful reading that started this conversation in the manner it did.<br />
<br />
::::: '''"What I meant is splitting hairs"'''<br />
<br />
::::: In that case: What distinctions are you calling small and unnecessary? [[User:Ideasmith|Ideasmith]] ([[User talk:Ideasmith|talk]]) 22:05, 11 October 2023 (UTC)<br />
<br />
::::::I legitimately don't understand what your problem is here, Ideasmith. If you don't like the idea of casting [Evil] spells risking an alignment change, take your umbrage to WotC who printed it in Complete Scoundrel under the Malconvoker class (which this feat is designed to replace). [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 22:39, 11 October 2023 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:Quick_Fire_(3.5e_Feat)&diff=364407Talk:Quick Fire (3.5e Feat)2023-10-11T02:49:45Z<p>Surgo: /* Spray and Pray */ new section</p>
<hr />
<div>==Summary what?==<br />
The summary for this feat is ''"You shoot real fast, you reload real fast and you can shoot even faster like a retard."'' Are you sure that's what you meant to say? Not trying to be the PC police, but I dunno how being retarded makes you a faster shooter. [[User:Spanambula|Spanambula]] ([[User talk:Spanambula|talk]]) 18:39, 3 October 2014 (UTC)<br />
<br />
: Wrong wording I guess, but that was a reference to Spray in Pray never hitting anything. Let me change that. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 20:49, 3 October 2014 (UTC)<br />
<br />
<br />
==Quick Throw?==<br />
Is there a reason this doesn't let you rapid draw thrown weapons the same way you can rapid reload projectile weapons? --[[User:Undead Knave|Undead_Knave]] ([[User talk:Undead Knave|talk]]) 01:51, 19 June 2018 (MDT)<br />
<br />
== Spray and Pray ==<br />
<br />
I might be missing something (probably am), but I struggle to see how the Spray and Pray option is ever useful. The 50% miss chance that can't be bypassed gives you an outcome about equal to what you'd normally get...but then you also take a -4 on top of it. About the only use I can think of is if you ''really'' need to gamble because you're facing something that's going to wipe the party. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 02:49, 11 October 2023 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Renaissance_Duelist_(3.5e_Feat)&diff=364382Renaissance Duelist (3.5e Feat)2023-10-07T00:23:51Z<p>Surgo: let's let it act as weapon focus for prereqs</p>
<hr />
<div>{{author<br />
|author_name=Surgo<br />
|date_created=10/5/2023<br />
|status=Complete<br />
|balance=High<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Renaissance Duelist<br />
|types=Fighter<br />
|summary=Gain bonuses when wielding a rapier.<br />
|prereqs=BAB +1, [[SRD:Weapon Finesse|Weapon Finesse]]<br />
|benefit=You can use your Dexterity instead of Strength to deal damage when wielding a rapier. When wielding a rapier, when an opponent attacks you in melee and misses, you can choose to either take a free 5' step or take an attack of opportunity. Regardless of your choice, this can only trigger once per round per opponent.<br />
|special=This feat counts as [[SRD:Weapon Focus|Weapon Focus]] (Rapier) for the purposes of prerequisites.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Renaissance_Duelist_(3.5e_Feat)&diff=364336Renaissance Duelist (3.5e Feat)2023-10-06T04:08:01Z<p>Surgo: Surgo moved page User:Surgo/Renaissance Duelist to Renaissance Duelist (3.5e Feat) without leaving a redirect</p>
<hr />
<div>{{author<br />
|author_name=Surgo<br />
|date_created=10/5/2023<br />
|status=Complete<br />
|balance=High<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Renaissance Duelist<br />
|types=Fighter<br />
|summary=Gain bonuses when wielding a rapier.<br />
|prereqs=BAB +1, [[SRD:Weapon Finesse|Weapon Finesse]]<br />
|benefit=You can use your Dexterity instead of Strength to deal damage when wielding a rapier. When wielding a rapier, when an opponent attacks you in melee and misses, you can choose to either take a free 5' step or take an attack of opportunity. Regardless of your choice, this can only trigger once per round per opponent.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Renaissance_Duelist_(3.5e_Feat)&diff=364335Renaissance Duelist (3.5e Feat)2023-10-06T04:07:44Z<p>Surgo: </p>
<hr />
<div>{{author<br />
|author_name=Surgo<br />
|date_created=10/5/2023<br />
|status=Complete<br />
|balance=High<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Renaissance Duelist<br />
|types=Fighter<br />
|summary=Gain bonuses when wielding a rapier.<br />
|prereqs=BAB +1, [[SRD:Weapon Finesse|Weapon Finesse]]<br />
|benefit=You can use your Dexterity instead of Strength to deal damage when wielding a rapier. When wielding a rapier, when an opponent attacks you in melee and misses, you can choose to either take a free 5' step or take an attack of opportunity. Regardless of your choice, this can only trigger once per round per opponent.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Renaissance_Duelist_(3.5e_Feat)&diff=364334Renaissance Duelist (3.5e Feat)2023-10-06T04:05:24Z<p>Surgo: Created page with "{{author |author_name=Surgo |date_created=10/5/2023 |status=Complete |balance=High }} {{3.5e Feat |name=Renaissance Duelist |types=Fighter, Tactical |summary= |prereqs=BAB +1..."</p>
<hr />
<div>{{author<br />
|author_name=Surgo<br />
|date_created=10/5/2023<br />
|status=Complete<br />
|balance=High<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Renaissance Duelist<br />
|types=Fighter, Tactical<br />
|summary=<br />
|prereqs=BAB +1, [[SRD:Weapon Finesse|Weapon Finesse]]<br />
|benefit=You can use your Dexterity instead of Strength to deal damage when wielding a rapier. When wielding a rapier, when an opponent attacks you in melee and misses, you can choose to either take a free 5' step or take an attack of opportunity. Regardless of your choice, this can only trigger once per round per opponent.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:Warsword,_light_(3.5e_Equipment)&diff=364259Talk:Warsword, light (3.5e Equipment)2023-10-02T03:40:56Z<p>Surgo: Created page with "== Damage Dice? == How you going to roll that without a computer? ~~~~"</p>
<hr />
<div>== Damage Dice? ==<br />
<br />
How you going to roll that without a computer? [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 03:40, 2 October 2023 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=User_talk:Surgo&diff=363616User talk:Surgo2023-09-04T01:51:07Z<p>Surgo: /* Module List (1e) */</p>
<hr />
<div>{{Tocright}}<br />
<br />
:Archives: [[User talk:Surgo/Archive 1|1]].<br />
<br />
== Yay Captcha! ==<br />
<br />
Good to see our shields are up again. Course, it would be ideal if we didn't need them, but you know those crazy spammers. I'll keep a look-out for any bypasses. -- [[User:Eiji-kun|Eiji-kun]] 06:53, 4 July 2012 (UTC)<br />
<br />
== Boo Capchas ==<br />
<br />
Well, not boo in that we have them, but boo in that they are giving us a PHP error:<br />
<br />
Fatal error: Call to undefined function curl_init() in /var/www/w/extensions/Asirra/Asirra.class.php on line 78"<br />
<br />
This is blocking reddir from saving pages from what he said in IRC. --[[User:Havvy|Havvy]] 13:28, 5 July 2012 (UTC)<br />
<br />
:Error has been fixed, but the CAPTCHA has been turned off. And uh, shit, this has probably prevented anyone from registering on the site since we moved servers. [[User:Surgo|Surgo]] 16:37, 5 July 2012 (UTC)<br />
<br />
::I never saw a CAPTCHA offered, even when I tried to make an edit after logging out. Its not normally a problem for me. [[User:Reddir|Be Well]] 13:44, 6 July 2012 (UTC)<br />
<br />
:::CAPTCHA reenabled. Problem with curl should be fixed. [[User:Surgo|Surgo]] 14:10, 6 July 2012 (UTC)<br />
<br />
::::Testing...Yay! I can still post. [[User:Reddir|Be Well]] 15:15, 6 July 2012 (UTC)<br />
<br />
== Lizardfolk Paragon is now CommFave ==<br />
<br />
Enjoy and all that. Put it in the rotation and all that. - [[User:MisterSinister|MisterSinister]] 08:36, 9 July 2012 (UTC)<br />
<br />
==Ratings Update==<br />
Following the recent wiki vote on ratings granularity and display, all old ratings can be updated to make use of "love / like / neutral / dislike / hate" instead of the old values. If you would like to update your ratings, you can find a list of them at [[:Category:Legacy Rating Surgo]]. When you update a rating, be sure to delete the "|OldRating=True" part. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 17:54, 15 July 2012 (UTC)<br />
<br />
== AddRating Stuffs ==<br />
<br />
Can you update the ip error text so that it contains an intended line break at a nice place instead of breaking at its current weird place?<br />
<br />
Can you trigger the ip error before they have a chance to write (and then lose) their review? If not, can you display their review for them to copy before they log in so they can then paste it back in? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 02:51, 16 July 2012 (UTC)<br />
<br />
:I can't do this tonight. For the second paragraph, the former is not possible. The later may be possible. This could take some time though. [[User:Surgo|Surgo]] 03:05, 16 July 2012 (UTC)<br />
<br />
::I'd actually like to do the latter as part of a "rewrite your rating if it exists" thing. [[User:Surgo|Surgo]] 03:21, 16 July 2012 (UTC)<br />
<br />
:::That's fine. Just tested as an ip, saw weirdness, didn't want to forget it. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 04:57, 16 July 2012 (UTC)<br />
<br />
== Ninja Surprise! ==<br />
<br />
By the by... [[Shinobi (3.5e Class)|I made my attempt.]] So far results have been positive. -- [[User:Eiji-kun|Eiji-kun]] 17:06, 6 August 2012 (UTC)<br />
<br />
:Thanks, I'll check it out when I have some free time at work or get home. [[User:Surgo|Surgo]] 17:10, 6 August 2012 (UTC)<br />
<br />
==Chat Game==<br />
<br />
We can do it today if you are up for it. --[[User:Leziad|Leziad]] 23:48, 21 August 2012 (UTC)<br />
<br />
: Another one tonight if you are available. --[[User:Leziad|Leziad]] 00:33, 27 August 2012 (UTC)<br />
<br />
== So, I tried the whole Lisp thing... ==<br />
<br />
Yeah, I decided I'd actually try it, and I'm not having much luck. I'm using Lispbox (i.e. emacs), and I was just trying to write some simple functions, and the results were... rather weird. Specifically, I wrote this:<br />
<br />
(defun square (x) (* x x))<br />
<br />
And the REPL seemed fine with it. Then, I tried this:<br />
<br />
(square (2))<br />
<br />
And what I got was this:<br />
<br />
Car of (2) is not a function name or lambda-expression.<br />
[Condition of type CCL::SIMPLE-PROGRAM-ERROR]<br />
<br />
[Restart options go here]<br />
<br />
Backtrace:<br />
0: (CCL::CHEAP-EVAL-IN-ENVIRONMENT (SQUARE (2)) NIL)<br />
1: (CCL::CHEAP-EVAL (SQUARE (2)))<br />
<br />
I am... completely confused as to why this is happening, and I had nobody else to ask. I would appreciate any help ''immensely'', because I very much would like to like Lisp (and be able to use it). - [[User:MisterSinister|MisterSinister]] ([[User talk:MisterSinister|talk]]) 08:33, 27 September 2012 (UTC)<br />
<br />
:You wanted to write (square 2), not (square (2)). Function calling goes (function arg1 arg2...), and if you put anything inside parenthesis (this isn't exactly what happens, but is enough for the purposes of this discussion) it tries to evaluate it as if its a function. So (square (2)) is trying to evaluate a function "2", as if you had just typed (2). This function doesn't exist, so it errors out. Much more specific explanation (which you may or may not understand) in the paragraphs below.<br />
<br />
:What actually happens in the evaluation (or a reasonably close approximation of what happens) is that when the interpreter sees a () list, it takes the "car" (the first element) of the list and tries to evaluate it. This can be either a function, a macro, or a special form (some things like if, or lambda). If it's none of the above, it doesn't know what to do so it has to bail out. So take (square (2)). It goes from left to right...okay we see (square, and square is a function, so evaluate it. Now we have (2, try to evaluate it...error! (It doesn't go from inner to outer because of macros, which you'll learn about later.)<br />
<br />
:You might wonder -- why the hell does (defun) not work that way? That's because defun is a macro -- a macro is a construct that is like a function, but is evaluated at compile time (instead of run time) and does ''not'' interpret its arguments when called. So the macro gets (x) (* x x) as its arguments -- not the results of evaluating (x) and (* x x).<br />
<br />
:Hope that helps. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 13:05, 27 September 2012 (UTC)<br />
<br />
::Thanks - that actually makes sense. - [[User:MisterSinister|MisterSinister]] ([[User talk:MisterSinister|talk]]) 19:10, 27 September 2012 (UTC)<br />
<br />
== Comm Faves ==<br />
<br />
Turns out your Tome Ninja is a Comm Fave, but it doesn't have a blurb and isn't in the front page rotation. Here's a link to the blurb preload loader if you wanted to fix that: [[Project:Rating Articles#Favorite Blurb|linky]]. The Tome Monk needs one too, if you wanted to write up two while you were at it. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 20:49, 22 December 2012 (UTC)<br />
<br />
:I think what we really need are ''images''. Could anyone help with that? [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 17:19, 27 December 2012 (UTC)<br />
<br />
== Editing Tyranny Domain ==<br />
<br />
There need to be some additions and changes to Tyranny Domain. The list of compulsion type spells associated with Tyranny are incomplete. The list of total deities that align with the Tyranny Domain are incomplete. The WotC database has other different material, but they aren't open to public edits. As it stands, these are just minor edits based on the actual domain features, and the full list of spells. It's not an earth shattering edit really? At least it doesn't seem so. <br />
<br />
Can I just add the missing date (it's taken me hours of research to complete this) without a rollback please?<br />
<br />
:I'm not Surgo but I can answer for him (because I would have done the same thing). The domain you edited is a homebrew replacement and not intended to be a reprint of the WotC one (which I'm pretty sure is not OGL, and so not content we are allowed to host). The reason the edits you made got reverted is that they were substantial changes to a contributor's work that is associated with their name, and is not the vision they had for the work. I can add a note to the top to indicate that it's supposed to be a replacement, since it wasn't clear otherwise, but that's about as far as we can go with it. Letting you make the changes you'd like to wouldn't correct it, since it was never intended to reflect the WotC original. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 16:25, 27 March 2013 (UTC)<br />
<br />
Gotcha. I missed that it was homebrew. I'll just find add another.<br />
<br />
==Chronicles of Astinus==<br />
Hello! I had some time today and have now imported the articles from [http://dragonlance.wikia.com/wiki/Main_Page Chronicles of Astinus] into the [http://www.dnd-wiki.org/w/index.php?title=Special%3APrefixIndex&prefix=&namespace=150 DnDWiki namespace]. I thought it would not be too much trouble to go ahead and do this manually, but it was quite some more than I expected. Inbetween I messed up the main page (I still do not know, why the import did not change any pages which names already did exist, like [[Caramon Majere]], but seems to HAVE changed the main page) - I hope there was no harm done and I'm really sorry about that. In any case, if we carry on importing Spelljammer Wiki some time in the future, I would be happy if you might find a non-manual solution some time. But now there will be lots of work for adapting the stuff from Chronicles of Astinus :-). I also made a page [[Dungeons and Dragons Wiki:Chronicles of Astinus]] (in accordance with [[Dungeons and Dragons Wiki:DnDWiki]]/[[Dungeons and Dragons Wiki:DnDWiki import]]).<br><br />
One problem I could not solve: I could not import [http://dragonlance.wikia.com/wiki/Template:Pantheon_of_Dragonlance Template:Pantheon of Dragonlance] because it is so large. Would you have any idea how to solve that? Thanks in any case. [[User:Daranios|Daranios]] ([[User talk:Daranios|talk]]) 18:01, 9 May 2013 (UTC)<br />
:By the way: Would it be possible to upload svg-files? This seems to be possible at Wikipedia, but not (yet) here. I would be interested in: [http://upload.wikimedia.org/wikipedia/commons/e/eb/Ansalon_Post_Cataclysm.svg Ansalon Post Catacylsm]. Thanks a lot for giving it a thought! [[User:Daranios|Daranios]] ([[User talk:Daranios|talk]]) 16:06, 13 May 2013 (UTC)<br />
<br />
::That template is ''really nasty''. I'll see what I can do about it, but it depends on a lot of stuff that we don't have. I can enable svg rendering and hopefully it won't put too much of a strain on the server -- to be honest, I never even realized it was turned off. I might not even have to install anything extra. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 19:30, 13 May 2013 (UTC)<br />
<br />
:::Holy crap that template is crazy. It's only used on two pages though, and going without it or working up a (less crazy and probably less pretty) replacement doesn't seem too difficult. Alternately, it could be saved as an image and loaded into the page in that format. Not interactive, but also easy to implement.<br />
<br />
:::As for svg, if it's problematic we can always save the image to a different format and upload new format with the same licensing information. That might lose the image history, but I think it works out ok. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 21:01, 13 May 2013 (UTC)<br />
<br />
::::Right! Just let me know if it works out or not, otherwise I will have a look to change the format. Thanks! [[User:Daranios|Daranios]] ([[User talk:Daranios|talk]]) 14:55, 14 May 2013 (UTC)<br />
<br />
== Rating Block Notice ==<br />
<br />
{{RatingNotice|Creepy Kid (3.5e Feat)}}<br />
<br />
==Adoption==<br />
<br />
Can I get your get your blessing to adopt the [[S'uuisku (3.5e Race)]] page? --[[User:Franken Kesey|Franken Kesey]] ([[User talk:Franken Kesey|talk]]) 15:24, 23 July 2013 (UTC)<br />
<br />
== Rating Extension Tweak ==<br />
A bit ago I asked if you could modify the ratings extension to update category/semantic tables or just "open"->"save" the associated article page without making any changes, and now I have an example of why I want that changed. [[Dark Sun Rising (3.5e Spell)]] just got commopp'd, and according to the article page it is in the Community Opposed category and also has the Rating property set to "Rated 0 / 4". If you go to the comm opp category, you will not see the page. If you do a semantic search for Rated 0 / 4, you will not see the article listed. If the article gets edited and saved it will show up in those places, but that doesn't happen all the time. These make it really really hard to track down things that should be removed per policy, hence my original request.<br />
<br />
If you don't want to look into the table thing, could you just do the article save thing instead? Since the extension is already opening and saving the talk page, adding a call to open and save the article page without changes right after seems like an easy thing to bolt on. Assuming it works, and I don't see why it wouldn't, it would make tracking these things a lot easier. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 03:45, 20 August 2013 (UTC)<br />
<br />
:Sorry I haven't looked at this. I'll take a look as soon as I can. We are running somewhat older versions of the software at the moment -- I wonder if an upgrade would fix this problem. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 04:55, 20 August 2013 (UTC)<br />
<br />
::Going to guess it's a result of the stuff being added using the author template. The trouble with null saving programmatically has always been the race conditions that come with it; I'll see if there's a better way to refresh the pages. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 05:02, 20 August 2013 (UTC)<br />
<br />
:::I think I found a way to do this. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 17:17, 21 August 2013 (UTC)<br />
<br />
== And we're back... ==<br />
<br />
How's the wiki? Spammerbane was getting a workout there, but I believe I have CLEAVED AND SMOTE EVIL them all. What a strange thing, were our defenses down for a moment? -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 03:36, 14 January 2014 (UTC)<br />
<br />
:Yeah I was upgrading and turned Asirra off for a second...WTF man, how often are spammers pinging us? It was just like 2 minutes. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 03:41, 14 January 2014 (UTC)<br />
<br />
<br />
== Edits Disabled ==<br />
<br />
So I seem to be unable to make edits to pages (curiously though I can edit Talk pages just fine). Also curiously I can post new pages just fine, but god help me if I try to edit after. The error message varies slightly, but the typical message is ''Fatal error: Maximum execution time of 30 seconds exceeded in /var/www/w/includes/parser/Preprocessor_DOM.php on line 1073''. Any ideas? -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 02:33, 16 January 2014 (UTC)<br />
<br />
:Can you edit them while logged out? I'll try upgrading a couple extensions that might be causing trouble and see if it changes anything. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 02:53, 16 January 2014 (UTC)<br />
<br />
::I'll be on chat for a bit, let's try to fix this bug. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 02:57, 16 January 2014 (UTC)<br />
<br />
:::Not mibbit chat, but I can get on AIM via my phone. Moment. -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 03:02, 16 January 2014 (UTC)<br />
<br />
::::Don't worry about it. I've reproduced and will keep testing on this end. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 03:03, 16 January 2014 (UTC)<br />
<br />
== Slow Loading ==<br />
<br />
The wiki has been loading pages slowly for about a day now (30 seconds to a minute to load a page). Got any ideas on why this might be? --[[User:Ganteka Future|Ganteka Future]] ([[User talk:Ganteka Future|talk]]) 22:00, 11 February 2014 (UTC)<br />
<br />
:Looks like I'll need to reinstate my "restart everything at regular intervals" script. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 03:18, 12 February 2014 (UTC)<br />
<br />
::And we'll go back to looking for which page is breaking everything again. Maybe I should just convert all of the nav pages to shorter formats with "further results" links already... - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 04:03, 12 February 2014 (UTC)<br />
<br />
:::I'd be surprised if it was any particular page this time...the process happened so slowly it could just as easily be a bug in lighttpd or whatnot. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 05:18, 12 February 2014 (UTC)<br />
<br />
== Ping ==<br />
<br />
Hey Surgo, the User Navbox JS stuff is ready: [[Talk:Main_Page#Please_take_NavBoxes_out_of_articles._.28Just_in_case.2C_this_is_NOT_an_April.27s_Fool.29]]. --[[User:Aarnott|Aarnott]] ([[User talk:Aarnott|talk]]) 15:10, 9 April 2014 (UTC)<br />
<br />
:Hey, I'll add this in and test it when I get back from travelling on Thursday. You can do it yourself if you want though, as an admin I believe you have access to MediaWiki:Common.js. I only don't want to do it now because I want to be able to test it a bit :/ Feel free to splice it in before I get home if you have access, otherwise I'll do it as I can test it. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 07:05, 12 April 2014 (UTC)<br />
<br />
<br />
== Phoenix Knight==<br />
<br />
The class you requested is about 50% done now. Just updating so you know im still working on it. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 05:00, 20 August 2014 (UTC)<br />
<br />
:Thank you! :-D [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 15:44, 20 August 2014 (UTC)<br />
<br />
== Comm Opp / Fav Category and Ratings Code ==<br />
<br />
Did you ever update the "add ratings" code so that it re-saved the article page that we talked about. You figured out an alternative to my proposed open / save without changes plan to update the tables, but I don't know what it was. I ask because I'm not seeing the newly opposed articles in the Community Opposed category (it shows on the article, but the article isn't listed in the category page), and I don't want them to get lost or missed in general. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 16:42, 18 September 2014 (UTC)<br />
<br />
:Oh man I don't think I did. Urgh, I don't even remember what the alternative was now. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 17:12, 18 September 2014 (UTC)<br />
<br />
== Asirra Issue ==<br />
<br />
Had a non-registered user come into IRC today and post that they couldn't create a new page due to an error with assira:<br />
<br />
<code>Fatal error: Call to a member function xpath() on boolean in /var/www/w/extensions/ConfirmEdit/Asirra.class.php on line 52</code><br />
<br />
--[[User:Havvy|Havvy]] ([[User talk:Havvy|talk]]) 00:03, 18 October 2014 (UTC)<br />
<br />
:Acknowledged. Will fix tonight and if I can't, disable it entirely until I can fix it. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 01:13, 18 October 2014 (UTC)<br />
<br />
::Ah, fuck. Asirra shut down. Need to find a replacement. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 02:39, 18 October 2014 (UTC)<br />
<br />
:::I turned on recaptcha. People should at least be able to register now, but be aware that recaptcha is ''way fucking worse'' than Asirra ever was and we're probably going to get some spam. Unless I get some time that I don't have to improve the ConfirmEdit extension, I'm afraid we're in a bit of trouble. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 03:43, 18 October 2014 (UTC)<br />
<br />
::::If anyone's looking for a programming challenge btw, please patch the ConfirmEdit extension to implement some kind of exponential backoff. Shouldn't take more than a day, depending on your familiarity with PHP and the algorithm itself. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 03:44, 18 October 2014 (UTC)<br />
<br />
== Capcha stuff ==<br />
<br />
Found places I could work in an exponential backoff, haven't done it. Also found [http://www.mediawiki.org/wiki/Extension:ConfirmEdit#Patch_for_even_more_spam_protection this] that just disallows users with insufficient edits from posting outside links at all. It's probably easier to just do that one if spam becomes a problem. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 20:27, 20 October 2014 (UTC)<br />
<br />
== Replace Text / Template Update Jobs ==<br />
<br />
I setup 2 replace text jobs last night, and neither has started yet. Did something break? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 20:10, 25 October 2014 (UTC)<br />
<br />
:Das bump. Still nothing showing for those replace jobs. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 16:30, 28 October 2014 (UTC)<br />
<br />
::It's been 5 months, and those jobs never showed up (I forgot what they were even :-( ). Neither has the new one I triggered. And I actually want this functional so I can do work on redirects to remove some search barriers. Can you get this reinstalled or fixed or something please? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 03:25, 17 March 2015 (UTC)<br />
<br />
:::I've updated the extension. Does it work now? [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 07:52, 29 March 2015 (UTC)<br />
<br />
:::: It's accepting jobs, but still not running them. Which is what it was doing before. Maybe an issue with the jobs queue? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 00:09, 31 March 2015 (UTC)<br />
<br />
::::: Job queue investigation bump. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 21:23, 10 May 2015 (UTC)<br />
<br />
:In case you're kind of around again, I wanted to bump this. The replace text plugin is still not behaving. The form fills out nicely and generates the appropriate items and submits properly... but the jobs are never run. It also looks like the template update jobs aren't running properly either, though that's harder to quantify.<br />
<br />
:Anyway, If you're doing some work around here it would be nice if those were fixed too. There were some issues with jobs in Mediawiki 1.22 a couple of years ago (when I first noticed this broke), but as we're on 1.26 now it might be as simple as [https://www.mediawiki.org/wiki/Topic:Rzcu6c1m41gsyykz updating some vars] that I don't have access to. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 17:55, 11 September 2016 (UTC)<br />
<br />
::Variables set. Job queue running. Looks like we've got a couple years of backlog. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 19:29, 11 September 2016 (UTC)<br />
<br />
:::Should be done. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 19:30, 11 September 2016 (UTC)<br />
<br />
== We're back! ==<br />
<br />
Surgo saves the day! -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 02:14, 10 February 2015 (UTC)<br />
<br />
:Surgo saves the day again! Seriously, thanks for the rapid turnout sir. I salute you! -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 04:52, 10 September 2016 (UTC)<br />
<br />
== Good news ==<br />
<br />
I recreated my FE variant rule IN MY SANDBOX so you can praise me now (in evil voice:) or else the potato monster will come to your house while you are sleeping and eat you alive [[User:XX the memenist Xx|XX the memenist Xx]] ([[User talk:XX the memenist Xx|talk]]) 16:28, 31 July 2016 (UTC)<br />
<br />
:Good. Keep doing that. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 17:48, 31 July 2016 (UTC)<br />
<br />
==Password Reset Error==<br />
Hey Surgo, it's my annual "change all the passwords" marathon and the wiki is giving me the following error when it tries to email me a temporary new password (after clicking "forgot password" in the login screen): ''"Error sending mail: Unknown error in PHP's mail() function."'' A brief google search made it seem unlikely to be something on my end, and I don't know PHP from PHB, so I'm alerting you to the issue. - [[User:Spanambula|Spanambula]] ([[User talk:Spanambula|talk]]) 19:10, 28 August 2016 (UTC)<br />
<br />
:Definitely something on our end. Taking a look when I get home. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 21:46, 28 August 2016 (UTC)<br />
<br />
::Email should work now. A system upgrade moved the location of the program that sends the emails. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 04:43, 31 August 2016 (UTC)<br />
<br />
==Surgo Contact Request==<br />
Good day Surgo, Larry Vela here, the owner of BoLS Interactive. www.bolsinteractive.com. I am trying to get in contact with the owner of the site to discuss a business proposal. Can you please contact me at contact@bolsinteractive.com at your convenience. I have attempted to contact the site owner previously with no success.<br />
<br />
:I sent a message. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 21:15, 22 October 2016 (UTC)<br />
<br />
== File uploads ==<br />
<br />
Noticed while uploading an image that the stated maximum filesize is 2MB, but Nginx seems to throw a 413 Payload Too Large for anything over 1Mb. Probably some configs not quite lining up? --[[User:DanielDraco|DanielDraco]] ([[User talk:DanielDraco|talk]]) 00:50, 26 October 2016 (UTC)<br />
<br />
== SRD5 Namespace Search ==<br />
<br />
Had a request to add SRD5 to the [https://dnd-wiki.org/w/index.php?title=Special:Search&profile=advanced advanced search page], which I can't do so I'm forwarding to you. Should probably also add it as a default NS for search from the upper right box. Thanks. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 17:52, 17 November 2016 (UTC)<br />
<br />
:This is complicated. SRD5 was never created as a namespace by me. I'll see what I can do. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 04:13, 1 December 2016 (UTC)<br />
<br />
::Done. Some old garbo from Semantic Forms (which we haven't used for years) got moved to the mainspace in the process. If you encounter it, just delete it. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 04:51, 1 December 2016 (UTC)<br />
<br />
:::'''Thanks!''' The SRD5 namespace search will make it much easier for me when tidying up in the 5e/SRD5 articles.--[[User:Rlyehable|Rlyehable]] ([[User talk:Rlyehable|talk]]) 14:42, 1 December 2016 (UTC)<br />
<br />
== Strange Activity ==<br />
<br />
Who is User:Bigred, and why were they apparently promoted? -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 03:27, 6 December 2016 (UTC)<br />
<br />
:It's intentional. I'll give more details soon. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 04:45, 6 December 2016 (UTC)<br />
<br />
::Coo'. Just wanted to rule out name hijacking or something. -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 05:37, 6 December 2016 (UTC)<br />
<br />
:::Is it Santa, coming to give us prezzies? --[[User:Sulacu|Sulacu]] ([[User talk:Sulacu|talk]]) 06:52, 6 December 2016 (UTC)<br />
<br />
== Best Wishes in the Future ==<br />
<br />
I am sorry to hear of your lessening impact on the site. But I am glad that you have the opportunity to follow your happiness. I wish you all the best. With respect --[[User:Rlyehable|Rlyehable]] ([[User talk:Rlyehable|talk]]) 00:22, 7 December 2016 (UTC)<br />
<br />
:No, thank '''you''' for the 5e SRD work! [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 00:22, 7 December 2016 (UTC)<br />
<br />
== Seven years of Smooth Sailing ==<br />
<br />
Thanks for all the effort in keeping this boat afloat. Don't be a stranger, now.<br />
<br />
Much love. And stay away from buses. --[[User:Sulacu|Sulacu]] ([[User talk:Sulacu|talk]]) 08:36, 7 December 2016 (MST)<br />
<br />
== Thanks == <br />
<br />
I noticed you moved my maneuver, and given its nature, I was worried it was probably jut too OP, but I guess my drowsiness resulted in the oversight of actually listing it as a maneuver and giving it the proper breadcrumb. Thanks for doing that for me with no other questions asked. You're a saint, my dude. -[[User:SecondDeath777|SecondDeath777]] 16:47, 28 October 2017<br />
<br />
==Unwanted IP Edits on a Page==<br />
<br />
Good to see you are still kicking. The behavior referenced in the header has been going on for a couple of weeks now on the [[Yuan-ti (3.5e Race)|Yuan-ti (3.5e Race)]] page, as a quick glance at the version history will demonstrate. I would like to request an edit lock to prevent this from happening in the future, as the edits from the IP are to negate most of my work and instead add +2 to three stats and 40 ft base speed for no justifiable reason. Let me know if you need any action on my end to help this along. - [[User:ThunderGod Cid|TG Cid]] ([[User talk:ThunderGod Cid|talk]]) 04:43, 24 April 2018 (MDT)<br />
<br />
==Blocked Notice==<br />
<br />
I completely rewrote the [[Evolutionist (3.5e Racial Paragon Class)]].--Franken Kesey 10:09, 2 April 2019 (MDT)<br />
<br />
:{{BlockNotice|DPR (3.5e Guide)}}--Franken Kesey 12:05, 8 May 2019 (MDT)<br />
<br />
::These blocks have been inappropriate and outside the scope of what is allowed for blocks, which require '''substantial''' revision. Blocks have been undone because they do not qualify. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 15:31, 8 May 2019 (MDT)<br />
<br />
:::Your rating of [[Biological Reconstruction (3.5e Power)]] no longer refers to the current power. Please rerate.--Franken Kesey 18:12, 1 July 2019 (MDT)<br />
<br />
==Racism, etc.==<br />
<br />
This page is racist [[User:Cedric/typecasting]], this page is homophobic [[User:Cedric/Færy]], this page is transphobic [[User:Cedric/Feywild]], and this page is sexist and idiotic [[User:Cedric/sex]]. By keeping these articles on the wiki, they are being endorsed. This is a D&D wiki, not a nazi wiki. This wiki should not be associated with white supremacy!--Franken Kesey 04:42, 3 April 2019 (MDT)<br />
<br />
:You need to look at the recent changes on the typecasting page. Direct quote from Cedric: "Would you put a white player in a "black" role or a nazi in the role of a jew and expect it to turn out well?" All the above pages need to be removed.--Franken Kesey 14:33, 8 April 2019 (MDT)<br />
<br />
::In my opinion there's nothing on the Faery page to indicate homophobia, but otherwise I agree with Kesey's analysis of those other pages being problematic and potentially offensive. [[User:Geodude671|Geodude671]] ([[User talk:Geodude671|talk]]) 18:23, 8 April 2019 (MDT)<br />
<br />
:::Fairy quotes: "They are the only race which does not specialize into a class. They do not have an infant stage, depending on how they are created. They only(?) age if they believe in it or they don't find an adult partner committed to them to be their sponsor-protector." <br />
<br />
:::"Faery mates don't have babies as normal, they're somewhat neuter anyway, and instead they must wish for it and wait to find the child inside a flower before bloom. Faeries know where to find gemstones scattered in the realm, if they're not buried deep into mountains. Getting that information out of them, however, is a whole other encounter. Trickery is generally required."<br />
<br />
:::Outside of the "fairy" name, which is problematic, it implies that being gay is inferior to all other races throughout the text.--Franken Kesey 18:42, 8 April 2019 (MDT)<br />
<br />
::::I'm not super familiar with the folklore surrounding fairies, but from what I do know, those quotes seem pretty in line with a reasonable portrayal of that race. Cedric did say that the page was explicitly ''for'' gay players, but I'm arguing that there's nothing on that page itself that would indicate that. I understand why you interpreted the quotes you presented the way you did; I just disagree that that is the only possible interpretation of those quotes. [[User:Geodude671|Geodude671]] ([[User talk:Geodude671|talk]]) 19:43, 8 April 2019 (MDT)<br />
<br />
:::::Just found a lower case aryan page that slipped past us which is found here: [[User:Cedric/aryan]]. Also his african race link and some stats can still be found here: [[User:Cedric/Races]].--Franken Kesey 11:02, 9 April 2019 (MDT)<br />
<br />
::::::It has been well over the week you granted to Cedric, and his stuff is still here.--Franken Kesey 09:21, 25 April 2019 (MDT)<br />
<br />
{{ri}}<br />
<br />
Acknowledge that the user is banned (for racism and trans-phobia), and all his stuff is sandboxed. But why even keep this material. It is not as if he created anything which is usable. A simple warning of: "This is a D&D wiki, not a racist wiki. Go elsewhere if you wish to spread white supremacy propaganda." would do. What possible benefit is there on keeping this here? There is not good reason to keep all the links to his Aryan, Arab, etc. articles.--Franken Kesey 10:45, 29 April 2019 (MDT)<br />
<br />
: All of his stuff has already been deleted, we only keep the user page and talk page around for more or less archival purposes. It all dead links and literally nobody but you even care a little at this point. Please, stop harassing the admins over a banned user. Just let it go. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 11:33, 29 April 2019 (MDT)<br />
<br />
==Review/Rating Request==<br />
<br />
I have made a lot of new stuff this last month, but have mostly focused on perfecting a few key articles. Thus would like your perspective of the following articles: [[Wildknife (3.5e Class)]], [[Judge of Existence (3.5e Class)]] and [[Biological Reconstruction (3.5e Power)]]. Thank you.--Franken Kesey 13:00, 14 April 2019 (MDT)<br />
<br />
==Image Spam Filter==<br />
<br />
Several users are having problems doing the right thing and adding links to uploaded images. Per guidelines the source of an image must be mentioned (unless you are the author), otherwise there is a potential for copyright infringement. There arises two solutions to this: 1) removing the "https:www." from the spam filters, or 2) alerting users to remove that part of the link when sourcing whenever an error message comes up (i.e., adding to message when the site refuses it). Either option works, but inaction is not a good option, for it can lead to users deciding to not source their images -- which make the site vulnerable and is difficult to correct later.--Franken Kesey 18:54, 25 April 2019 (MDT)<br />
<br />
:Just gonna have to leave out the http colon slash slash www. There's no good solution for this problem. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 14:16, 28 April 2019 (MDT)<br />
<br />
::That would be option two, could you add those instructions in the error message that comes up. I personally know to remove this part of the address (from trial and error). However, I have witnessed even admins not knowing to remove it (and deciding to leave it un-sourced). Thus an instructional message would help.--Franken Kesey 14:46, 28 April 2019 (MDT)<br />
<br />
==Fox For Admin==<br />
Due to his continuous high quality of articles across multiple categories and editions. Plus how astute his incite is in the realm of D&D, and how helpful he has been to other users in creating a vibrant site. Submitting Foxwarrior’s name for your consideration to be promoted to an admin. He would help grow the ranks of leadership which have been dwindling, and aid in the mountain of admin responsibilities.--Franken Kesey 13:35, 28 April 2019 (MDT)<br />
<br />
==Class Ability Types==<br />
<br />
Homebrew monsters and races can be searched based on type and subtype within the SRD section of the site. This is extremely helpful in finding particular kinds of creatures. Likewise, homebrew spells and powers could be broken down into schools and disciplines which could be found within the normal school/discipline pages. This would be easy to implicate.--Franken Kesey 18:47, 3 May 2019 (MDT)<br />
<br />
==Heads Up==<br />
<br />
You just blocked Ganteka Future's IP address. Thought you should know.--Franken Kesey 08:16, 6 May 2019 (MDT)<br />
<br />
:No I didn't. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 08:41, 6 May 2019 (MDT)<br />
<br />
::Do not want to broadcast how I know or where it is. First because it is personal info, and second because the noted author is awesome! Further, do not really care if you do or do not block an IP address. Just giving you info.<br />
<br />
::Sidenote, because others can see this conversation and thus may be able to link users to IP, it may be wise to remove this conversation completely.--Franken Kesey 08:47, 6 May 2019 (MDT)<br />
<br />
:::Ganteka just made a new article the other day, so if I banned him I sure did a poor job of it. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 11:45, 6 May 2019 (MDT)<br />
<br />
::::Again, not my fight. You blocked his home IP and reverted some of his edits. He can still edit by logging in as normal. This will only affect his ability to edit in the future from home. Doubt it, ask him what pages he edited recently. He is a very good author.--Franken Kesey 17:44, 6 May 2019 (MDT)<br />
<br />
:::::I haven't blocked anyone in almost a month, so I have no idea what you are talking about. Furthermore, Ganteka has my phone number. If he is blocked, he can text me about it. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 17:48, 6 May 2019 (MDT)<br />
<br />
::::::Boo. --[[User:Ganteka Future|Ganteka Future]] ([[User talk:Ganteka Future|talk]]) 18:04, 6 May 2019 (MDT)<br />
<br />
==Disciplines==<br />
<br />
This is in reference to the [[3.5e Psionic Powers|Psionic Homebrew]] page. Added missing Psion Discipline pages. This groups all homebrew of the discipline in one place (instead of having to scroll through a massive list. However, the Psion Discipline lists are mixed with psychic warrior and psion/wilder lists. Would like to separate disciplines from the larger lists (into a new column), do you approve of this? --Franken Kesey 18:25, 12 May 2019 (MDT)<br />
<br />
:Same question, different day.--Franken Kesey 11:01, 21 May 2019 (MDT)<br />
<br />
::Thank you for adding. Will save significant time in the future.--Franken Kesey 17:21, 29 May 2019 (MDT)<br />
<br />
==Community Opposed Tags==<br />
<br />
The [[Dungeons_and_Dragons_Wiki:Rating_Articles#Community Opposed|Community Opposed]] guidelines state: "If an article has this status for one week, it may be moved to a sandbox of the author's user page without further notice." Taging articles with a template helps people find community opposed more quickly. In the past some articles have fallen through the cracks, and been community opposed for years. But if winter cleaning is not the right template, what is? Incomplete and delete seam inappropriate, is there a better one?--Franken Kesey 11:01, 21 May 2019 (MDT)<br />
<br />
: There is no appropriate template. It is already easy to search for community opposed articles, a template to collect them is not necessary. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 11:04, 21 May 2019 (MDT)<br />
<br />
==Adapter to Co-Author==<br />
<br />
At what point does an adopted article become a co-authorship? If the original theme is similar to original, but the mechanics drastically fixed is it more a collaboration?--Franken Kesey 12:51, 7 June 2019 (MDT)<br />
<br />
:Do you have an example? [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 13:09, 7 June 2019 (MDT)<br />
<br />
::[[Pantheren_(3.5e_Race)]], check edit history from 26 January 2011 to 7 June 2019.<br />
<br />
::And [[Evil Clown (3.5e Class)]], from 23 December 2010 to 1 June 2019.--Franken Kesey 13:15, 7 June 2019 (MDT)<br />
<br />
:::Adopters don't become co-authors; co-authors are when two separate people collaborate to create something. Adopters are...when something is adopted. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 13:21, 7 June 2019 (MDT)<br />
<br />
::::What if the original author started collaborating with someone, then decided to sandbox, then gave it to the person they were collaborating with?--Franken Kesey 13:25, 7 June 2019 (MDT)<br />
<br />
:::::Did that happen here? [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 13:26, 7 June 2019 (MDT)<br />
<br />
::::::With the evil clown, yes.--Franken Kesey 13:30, 7 June 2019 (MDT)<br />
<br />
::::::Sidenote: Some of the conversation started on the paleo wiki. A brief summary was that I stated that the class was incomplete there, then DanielDraco sandboxed. Then we started working on it.--Franken Kesey 13:35, 7 June 2019 (MDT)<br />
<br />
:::::::If they post here saying co-author is fine, then it can be updated, otherwise leave it as-is. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 13:35, 7 June 2019 (MDT)<br />
<br />
::::::::Author is no longer active. He did give permission edit.--Franken Kesey 13:39, 7 June 2019 (MDT)<br />
<br />
{{ri}}<br />
<br />
Major changes were made to the evil clown in particular. I noted them in the talk page.--Franken Kesey 13:42, 7 June 2019 (MDT)<br />
<br />
:I don't think "no longer active and gave permission to edit" implies co-authorship, but it does imply adoption. If they post here, co-authorship will be fine. Otherwise, it should remain adoption. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 13:43, 7 June 2019 (MDT)<br />
<br />
::Understood.--Franken Kesey 13:44, 7 June 2019 (MDT)<br />
<br />
==Password Reset and Email Issues==<br />
<br />
I seem to have forgotten my password, but whenever I try to reset it, I never get the email with the link to do so. I created a second account just so I could get in to report the issue and there seems to be an additional error where the system can't confirm email addresses. My original account is Halloweenman33. [[User:Halloweenman33.5|Halloweenman33.5]] 13:00, 2 March 2021 (CST)<br />
<br />
<br />
Respond to my questions on the Same Game Test. I'm not going to tell you again.<br />
<br />
== Module List (1e) ==<br />
<br />
Hi,<br />
<br />
I was reviewing my old modules and the list on the Wiki and noticed that S1 and S2 are missing. I have them in my possession and would be happy to add them to the Wiki, but don't know how to update the table. Is that something I can do with my existing preferences? Thanks for your time.<br />
<br />
Rufus69Firefly<br />
<br />
:Yeah I can show you how to do that -- what page is it exactly? I'm having trouble finding it. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 02:49, 2 September 2023 (UTC)<br />
<br />
::Thank you. The page is https://dnd-wiki.org/wiki/1e_Modules<br />
<br />
:::Ah, I see. Thanks. It would be super helpful for you to add them! How this works is not immediately obvious, but it's pretty simple. Just create a page like [[Publication:Oasis of the White_Palm]]. you can copy and paste that page into the new page for S1 and S2 (I'm not sure what those are called), and edit the text in the page as appropriate. Once you save the page, in a couple hours the table will automatically update itself. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 01:51, 4 September 2023 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=User_talk:Surgo&diff=363597User talk:Surgo2023-09-02T02:49:39Z<p>Surgo: /* Module List (1e) */</p>
<hr />
<div>{{Tocright}}<br />
<br />
:Archives: [[User talk:Surgo/Archive 1|1]].<br />
<br />
== Yay Captcha! ==<br />
<br />
Good to see our shields are up again. Course, it would be ideal if we didn't need them, but you know those crazy spammers. I'll keep a look-out for any bypasses. -- [[User:Eiji-kun|Eiji-kun]] 06:53, 4 July 2012 (UTC)<br />
<br />
== Boo Capchas ==<br />
<br />
Well, not boo in that we have them, but boo in that they are giving us a PHP error:<br />
<br />
Fatal error: Call to undefined function curl_init() in /var/www/w/extensions/Asirra/Asirra.class.php on line 78"<br />
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This is blocking reddir from saving pages from what he said in IRC. --[[User:Havvy|Havvy]] 13:28, 5 July 2012 (UTC)<br />
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:Error has been fixed, but the CAPTCHA has been turned off. And uh, shit, this has probably prevented anyone from registering on the site since we moved servers. [[User:Surgo|Surgo]] 16:37, 5 July 2012 (UTC)<br />
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::I never saw a CAPTCHA offered, even when I tried to make an edit after logging out. Its not normally a problem for me. [[User:Reddir|Be Well]] 13:44, 6 July 2012 (UTC)<br />
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:::CAPTCHA reenabled. Problem with curl should be fixed. [[User:Surgo|Surgo]] 14:10, 6 July 2012 (UTC)<br />
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::::Testing...Yay! I can still post. [[User:Reddir|Be Well]] 15:15, 6 July 2012 (UTC)<br />
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== Lizardfolk Paragon is now CommFave ==<br />
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Enjoy and all that. Put it in the rotation and all that. - [[User:MisterSinister|MisterSinister]] 08:36, 9 July 2012 (UTC)<br />
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==Ratings Update==<br />
Following the recent wiki vote on ratings granularity and display, all old ratings can be updated to make use of "love / like / neutral / dislike / hate" instead of the old values. If you would like to update your ratings, you can find a list of them at [[:Category:Legacy Rating Surgo]]. When you update a rating, be sure to delete the "|OldRating=True" part. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 17:54, 15 July 2012 (UTC)<br />
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== AddRating Stuffs ==<br />
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Can you update the ip error text so that it contains an intended line break at a nice place instead of breaking at its current weird place?<br />
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Can you trigger the ip error before they have a chance to write (and then lose) their review? If not, can you display their review for them to copy before they log in so they can then paste it back in? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 02:51, 16 July 2012 (UTC)<br />
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:I can't do this tonight. For the second paragraph, the former is not possible. The later may be possible. This could take some time though. [[User:Surgo|Surgo]] 03:05, 16 July 2012 (UTC)<br />
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::I'd actually like to do the latter as part of a "rewrite your rating if it exists" thing. [[User:Surgo|Surgo]] 03:21, 16 July 2012 (UTC)<br />
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:::That's fine. Just tested as an ip, saw weirdness, didn't want to forget it. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 04:57, 16 July 2012 (UTC)<br />
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== Ninja Surprise! ==<br />
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By the by... [[Shinobi (3.5e Class)|I made my attempt.]] So far results have been positive. -- [[User:Eiji-kun|Eiji-kun]] 17:06, 6 August 2012 (UTC)<br />
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:Thanks, I'll check it out when I have some free time at work or get home. [[User:Surgo|Surgo]] 17:10, 6 August 2012 (UTC)<br />
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==Chat Game==<br />
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We can do it today if you are up for it. --[[User:Leziad|Leziad]] 23:48, 21 August 2012 (UTC)<br />
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: Another one tonight if you are available. --[[User:Leziad|Leziad]] 00:33, 27 August 2012 (UTC)<br />
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== So, I tried the whole Lisp thing... ==<br />
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Yeah, I decided I'd actually try it, and I'm not having much luck. I'm using Lispbox (i.e. emacs), and I was just trying to write some simple functions, and the results were... rather weird. Specifically, I wrote this:<br />
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(defun square (x) (* x x))<br />
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And the REPL seemed fine with it. Then, I tried this:<br />
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(square (2))<br />
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And what I got was this:<br />
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Car of (2) is not a function name or lambda-expression.<br />
[Condition of type CCL::SIMPLE-PROGRAM-ERROR]<br />
<br />
[Restart options go here]<br />
<br />
Backtrace:<br />
0: (CCL::CHEAP-EVAL-IN-ENVIRONMENT (SQUARE (2)) NIL)<br />
1: (CCL::CHEAP-EVAL (SQUARE (2)))<br />
<br />
I am... completely confused as to why this is happening, and I had nobody else to ask. I would appreciate any help ''immensely'', because I very much would like to like Lisp (and be able to use it). - [[User:MisterSinister|MisterSinister]] ([[User talk:MisterSinister|talk]]) 08:33, 27 September 2012 (UTC)<br />
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:You wanted to write (square 2), not (square (2)). Function calling goes (function arg1 arg2...), and if you put anything inside parenthesis (this isn't exactly what happens, but is enough for the purposes of this discussion) it tries to evaluate it as if its a function. So (square (2)) is trying to evaluate a function "2", as if you had just typed (2). This function doesn't exist, so it errors out. Much more specific explanation (which you may or may not understand) in the paragraphs below.<br />
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:What actually happens in the evaluation (or a reasonably close approximation of what happens) is that when the interpreter sees a () list, it takes the "car" (the first element) of the list and tries to evaluate it. This can be either a function, a macro, or a special form (some things like if, or lambda). If it's none of the above, it doesn't know what to do so it has to bail out. So take (square (2)). It goes from left to right...okay we see (square, and square is a function, so evaluate it. Now we have (2, try to evaluate it...error! (It doesn't go from inner to outer because of macros, which you'll learn about later.)<br />
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:You might wonder -- why the hell does (defun) not work that way? That's because defun is a macro -- a macro is a construct that is like a function, but is evaluated at compile time (instead of run time) and does ''not'' interpret its arguments when called. So the macro gets (x) (* x x) as its arguments -- not the results of evaluating (x) and (* x x).<br />
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:Hope that helps. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 13:05, 27 September 2012 (UTC)<br />
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::Thanks - that actually makes sense. - [[User:MisterSinister|MisterSinister]] ([[User talk:MisterSinister|talk]]) 19:10, 27 September 2012 (UTC)<br />
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== Comm Faves ==<br />
<br />
Turns out your Tome Ninja is a Comm Fave, but it doesn't have a blurb and isn't in the front page rotation. Here's a link to the blurb preload loader if you wanted to fix that: [[Project:Rating Articles#Favorite Blurb|linky]]. The Tome Monk needs one too, if you wanted to write up two while you were at it. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 20:49, 22 December 2012 (UTC)<br />
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:I think what we really need are ''images''. Could anyone help with that? [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 17:19, 27 December 2012 (UTC)<br />
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== Editing Tyranny Domain ==<br />
<br />
There need to be some additions and changes to Tyranny Domain. The list of compulsion type spells associated with Tyranny are incomplete. The list of total deities that align with the Tyranny Domain are incomplete. The WotC database has other different material, but they aren't open to public edits. As it stands, these are just minor edits based on the actual domain features, and the full list of spells. It's not an earth shattering edit really? At least it doesn't seem so. <br />
<br />
Can I just add the missing date (it's taken me hours of research to complete this) without a rollback please?<br />
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:I'm not Surgo but I can answer for him (because I would have done the same thing). The domain you edited is a homebrew replacement and not intended to be a reprint of the WotC one (which I'm pretty sure is not OGL, and so not content we are allowed to host). The reason the edits you made got reverted is that they were substantial changes to a contributor's work that is associated with their name, and is not the vision they had for the work. I can add a note to the top to indicate that it's supposed to be a replacement, since it wasn't clear otherwise, but that's about as far as we can go with it. Letting you make the changes you'd like to wouldn't correct it, since it was never intended to reflect the WotC original. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 16:25, 27 March 2013 (UTC)<br />
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Gotcha. I missed that it was homebrew. I'll just find add another.<br />
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==Chronicles of Astinus==<br />
Hello! I had some time today and have now imported the articles from [http://dragonlance.wikia.com/wiki/Main_Page Chronicles of Astinus] into the [http://www.dnd-wiki.org/w/index.php?title=Special%3APrefixIndex&prefix=&namespace=150 DnDWiki namespace]. I thought it would not be too much trouble to go ahead and do this manually, but it was quite some more than I expected. Inbetween I messed up the main page (I still do not know, why the import did not change any pages which names already did exist, like [[Caramon Majere]], but seems to HAVE changed the main page) - I hope there was no harm done and I'm really sorry about that. In any case, if we carry on importing Spelljammer Wiki some time in the future, I would be happy if you might find a non-manual solution some time. But now there will be lots of work for adapting the stuff from Chronicles of Astinus :-). I also made a page [[Dungeons and Dragons Wiki:Chronicles of Astinus]] (in accordance with [[Dungeons and Dragons Wiki:DnDWiki]]/[[Dungeons and Dragons Wiki:DnDWiki import]]).<br><br />
One problem I could not solve: I could not import [http://dragonlance.wikia.com/wiki/Template:Pantheon_of_Dragonlance Template:Pantheon of Dragonlance] because it is so large. Would you have any idea how to solve that? Thanks in any case. [[User:Daranios|Daranios]] ([[User talk:Daranios|talk]]) 18:01, 9 May 2013 (UTC)<br />
:By the way: Would it be possible to upload svg-files? This seems to be possible at Wikipedia, but not (yet) here. I would be interested in: [http://upload.wikimedia.org/wikipedia/commons/e/eb/Ansalon_Post_Cataclysm.svg Ansalon Post Catacylsm]. Thanks a lot for giving it a thought! [[User:Daranios|Daranios]] ([[User talk:Daranios|talk]]) 16:06, 13 May 2013 (UTC)<br />
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::That template is ''really nasty''. I'll see what I can do about it, but it depends on a lot of stuff that we don't have. I can enable svg rendering and hopefully it won't put too much of a strain on the server -- to be honest, I never even realized it was turned off. I might not even have to install anything extra. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 19:30, 13 May 2013 (UTC)<br />
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:::Holy crap that template is crazy. It's only used on two pages though, and going without it or working up a (less crazy and probably less pretty) replacement doesn't seem too difficult. Alternately, it could be saved as an image and loaded into the page in that format. Not interactive, but also easy to implement.<br />
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:::As for svg, if it's problematic we can always save the image to a different format and upload new format with the same licensing information. That might lose the image history, but I think it works out ok. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 21:01, 13 May 2013 (UTC)<br />
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::::Right! Just let me know if it works out or not, otherwise I will have a look to change the format. Thanks! [[User:Daranios|Daranios]] ([[User talk:Daranios|talk]]) 14:55, 14 May 2013 (UTC)<br />
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== Rating Block Notice ==<br />
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{{RatingNotice|Creepy Kid (3.5e Feat)}}<br />
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==Adoption==<br />
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Can I get your get your blessing to adopt the [[S'uuisku (3.5e Race)]] page? --[[User:Franken Kesey|Franken Kesey]] ([[User talk:Franken Kesey|talk]]) 15:24, 23 July 2013 (UTC)<br />
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== Rating Extension Tweak ==<br />
A bit ago I asked if you could modify the ratings extension to update category/semantic tables or just "open"->"save" the associated article page without making any changes, and now I have an example of why I want that changed. [[Dark Sun Rising (3.5e Spell)]] just got commopp'd, and according to the article page it is in the Community Opposed category and also has the Rating property set to "Rated 0 / 4". If you go to the comm opp category, you will not see the page. If you do a semantic search for Rated 0 / 4, you will not see the article listed. If the article gets edited and saved it will show up in those places, but that doesn't happen all the time. These make it really really hard to track down things that should be removed per policy, hence my original request.<br />
<br />
If you don't want to look into the table thing, could you just do the article save thing instead? Since the extension is already opening and saving the talk page, adding a call to open and save the article page without changes right after seems like an easy thing to bolt on. Assuming it works, and I don't see why it wouldn't, it would make tracking these things a lot easier. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 03:45, 20 August 2013 (UTC)<br />
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:Sorry I haven't looked at this. I'll take a look as soon as I can. We are running somewhat older versions of the software at the moment -- I wonder if an upgrade would fix this problem. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 04:55, 20 August 2013 (UTC)<br />
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::Going to guess it's a result of the stuff being added using the author template. The trouble with null saving programmatically has always been the race conditions that come with it; I'll see if there's a better way to refresh the pages. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 05:02, 20 August 2013 (UTC)<br />
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:::I think I found a way to do this. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 17:17, 21 August 2013 (UTC)<br />
<br />
== And we're back... ==<br />
<br />
How's the wiki? Spammerbane was getting a workout there, but I believe I have CLEAVED AND SMOTE EVIL them all. What a strange thing, were our defenses down for a moment? -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 03:36, 14 January 2014 (UTC)<br />
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:Yeah I was upgrading and turned Asirra off for a second...WTF man, how often are spammers pinging us? It was just like 2 minutes. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 03:41, 14 January 2014 (UTC)<br />
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<br />
== Edits Disabled ==<br />
<br />
So I seem to be unable to make edits to pages (curiously though I can edit Talk pages just fine). Also curiously I can post new pages just fine, but god help me if I try to edit after. The error message varies slightly, but the typical message is ''Fatal error: Maximum execution time of 30 seconds exceeded in /var/www/w/includes/parser/Preprocessor_DOM.php on line 1073''. Any ideas? -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 02:33, 16 January 2014 (UTC)<br />
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:Can you edit them while logged out? I'll try upgrading a couple extensions that might be causing trouble and see if it changes anything. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 02:53, 16 January 2014 (UTC)<br />
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::I'll be on chat for a bit, let's try to fix this bug. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 02:57, 16 January 2014 (UTC)<br />
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:::Not mibbit chat, but I can get on AIM via my phone. Moment. -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 03:02, 16 January 2014 (UTC)<br />
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::::Don't worry about it. I've reproduced and will keep testing on this end. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 03:03, 16 January 2014 (UTC)<br />
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== Slow Loading ==<br />
<br />
The wiki has been loading pages slowly for about a day now (30 seconds to a minute to load a page). Got any ideas on why this might be? --[[User:Ganteka Future|Ganteka Future]] ([[User talk:Ganteka Future|talk]]) 22:00, 11 February 2014 (UTC)<br />
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:Looks like I'll need to reinstate my "restart everything at regular intervals" script. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 03:18, 12 February 2014 (UTC)<br />
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::And we'll go back to looking for which page is breaking everything again. Maybe I should just convert all of the nav pages to shorter formats with "further results" links already... - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 04:03, 12 February 2014 (UTC)<br />
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:::I'd be surprised if it was any particular page this time...the process happened so slowly it could just as easily be a bug in lighttpd or whatnot. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 05:18, 12 February 2014 (UTC)<br />
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== Ping ==<br />
<br />
Hey Surgo, the User Navbox JS stuff is ready: [[Talk:Main_Page#Please_take_NavBoxes_out_of_articles._.28Just_in_case.2C_this_is_NOT_an_April.27s_Fool.29]]. --[[User:Aarnott|Aarnott]] ([[User talk:Aarnott|talk]]) 15:10, 9 April 2014 (UTC)<br />
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:Hey, I'll add this in and test it when I get back from travelling on Thursday. You can do it yourself if you want though, as an admin I believe you have access to MediaWiki:Common.js. I only don't want to do it now because I want to be able to test it a bit :/ Feel free to splice it in before I get home if you have access, otherwise I'll do it as I can test it. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 07:05, 12 April 2014 (UTC)<br />
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<br />
== Phoenix Knight==<br />
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The class you requested is about 50% done now. Just updating so you know im still working on it. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 05:00, 20 August 2014 (UTC)<br />
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:Thank you! :-D [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 15:44, 20 August 2014 (UTC)<br />
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== Comm Opp / Fav Category and Ratings Code ==<br />
<br />
Did you ever update the "add ratings" code so that it re-saved the article page that we talked about. You figured out an alternative to my proposed open / save without changes plan to update the tables, but I don't know what it was. I ask because I'm not seeing the newly opposed articles in the Community Opposed category (it shows on the article, but the article isn't listed in the category page), and I don't want them to get lost or missed in general. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 16:42, 18 September 2014 (UTC)<br />
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:Oh man I don't think I did. Urgh, I don't even remember what the alternative was now. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 17:12, 18 September 2014 (UTC)<br />
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== Asirra Issue ==<br />
<br />
Had a non-registered user come into IRC today and post that they couldn't create a new page due to an error with assira:<br />
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<code>Fatal error: Call to a member function xpath() on boolean in /var/www/w/extensions/ConfirmEdit/Asirra.class.php on line 52</code><br />
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--[[User:Havvy|Havvy]] ([[User talk:Havvy|talk]]) 00:03, 18 October 2014 (UTC)<br />
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:Acknowledged. Will fix tonight and if I can't, disable it entirely until I can fix it. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 01:13, 18 October 2014 (UTC)<br />
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::Ah, fuck. Asirra shut down. Need to find a replacement. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 02:39, 18 October 2014 (UTC)<br />
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:::I turned on recaptcha. People should at least be able to register now, but be aware that recaptcha is ''way fucking worse'' than Asirra ever was and we're probably going to get some spam. Unless I get some time that I don't have to improve the ConfirmEdit extension, I'm afraid we're in a bit of trouble. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 03:43, 18 October 2014 (UTC)<br />
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::::If anyone's looking for a programming challenge btw, please patch the ConfirmEdit extension to implement some kind of exponential backoff. Shouldn't take more than a day, depending on your familiarity with PHP and the algorithm itself. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 03:44, 18 October 2014 (UTC)<br />
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== Capcha stuff ==<br />
<br />
Found places I could work in an exponential backoff, haven't done it. Also found [http://www.mediawiki.org/wiki/Extension:ConfirmEdit#Patch_for_even_more_spam_protection this] that just disallows users with insufficient edits from posting outside links at all. It's probably easier to just do that one if spam becomes a problem. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 20:27, 20 October 2014 (UTC)<br />
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== Replace Text / Template Update Jobs ==<br />
<br />
I setup 2 replace text jobs last night, and neither has started yet. Did something break? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 20:10, 25 October 2014 (UTC)<br />
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:Das bump. Still nothing showing for those replace jobs. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 16:30, 28 October 2014 (UTC)<br />
<br />
::It's been 5 months, and those jobs never showed up (I forgot what they were even :-( ). Neither has the new one I triggered. And I actually want this functional so I can do work on redirects to remove some search barriers. Can you get this reinstalled or fixed or something please? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 03:25, 17 March 2015 (UTC)<br />
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:::I've updated the extension. Does it work now? [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 07:52, 29 March 2015 (UTC)<br />
<br />
:::: It's accepting jobs, but still not running them. Which is what it was doing before. Maybe an issue with the jobs queue? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 00:09, 31 March 2015 (UTC)<br />
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::::: Job queue investigation bump. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 21:23, 10 May 2015 (UTC)<br />
<br />
:In case you're kind of around again, I wanted to bump this. The replace text plugin is still not behaving. The form fills out nicely and generates the appropriate items and submits properly... but the jobs are never run. It also looks like the template update jobs aren't running properly either, though that's harder to quantify.<br />
<br />
:Anyway, If you're doing some work around here it would be nice if those were fixed too. There were some issues with jobs in Mediawiki 1.22 a couple of years ago (when I first noticed this broke), but as we're on 1.26 now it might be as simple as [https://www.mediawiki.org/wiki/Topic:Rzcu6c1m41gsyykz updating some vars] that I don't have access to. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 17:55, 11 September 2016 (UTC)<br />
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::Variables set. Job queue running. Looks like we've got a couple years of backlog. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 19:29, 11 September 2016 (UTC)<br />
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:::Should be done. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 19:30, 11 September 2016 (UTC)<br />
<br />
== We're back! ==<br />
<br />
Surgo saves the day! -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 02:14, 10 February 2015 (UTC)<br />
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:Surgo saves the day again! Seriously, thanks for the rapid turnout sir. I salute you! -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 04:52, 10 September 2016 (UTC)<br />
<br />
== Good news ==<br />
<br />
I recreated my FE variant rule IN MY SANDBOX so you can praise me now (in evil voice:) or else the potato monster will come to your house while you are sleeping and eat you alive [[User:XX the memenist Xx|XX the memenist Xx]] ([[User talk:XX the memenist Xx|talk]]) 16:28, 31 July 2016 (UTC)<br />
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:Good. Keep doing that. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 17:48, 31 July 2016 (UTC)<br />
<br />
==Password Reset Error==<br />
Hey Surgo, it's my annual "change all the passwords" marathon and the wiki is giving me the following error when it tries to email me a temporary new password (after clicking "forgot password" in the login screen): ''"Error sending mail: Unknown error in PHP's mail() function."'' A brief google search made it seem unlikely to be something on my end, and I don't know PHP from PHB, so I'm alerting you to the issue. - [[User:Spanambula|Spanambula]] ([[User talk:Spanambula|talk]]) 19:10, 28 August 2016 (UTC)<br />
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:Definitely something on our end. Taking a look when I get home. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 21:46, 28 August 2016 (UTC)<br />
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::Email should work now. A system upgrade moved the location of the program that sends the emails. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 04:43, 31 August 2016 (UTC)<br />
<br />
==Surgo Contact Request==<br />
Good day Surgo, Larry Vela here, the owner of BoLS Interactive. www.bolsinteractive.com. I am trying to get in contact with the owner of the site to discuss a business proposal. Can you please contact me at contact@bolsinteractive.com at your convenience. I have attempted to contact the site owner previously with no success.<br />
<br />
:I sent a message. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 21:15, 22 October 2016 (UTC)<br />
<br />
== File uploads ==<br />
<br />
Noticed while uploading an image that the stated maximum filesize is 2MB, but Nginx seems to throw a 413 Payload Too Large for anything over 1Mb. Probably some configs not quite lining up? --[[User:DanielDraco|DanielDraco]] ([[User talk:DanielDraco|talk]]) 00:50, 26 October 2016 (UTC)<br />
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== SRD5 Namespace Search ==<br />
<br />
Had a request to add SRD5 to the [https://dnd-wiki.org/w/index.php?title=Special:Search&profile=advanced advanced search page], which I can't do so I'm forwarding to you. Should probably also add it as a default NS for search from the upper right box. Thanks. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 17:52, 17 November 2016 (UTC)<br />
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:This is complicated. SRD5 was never created as a namespace by me. I'll see what I can do. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 04:13, 1 December 2016 (UTC)<br />
<br />
::Done. Some old garbo from Semantic Forms (which we haven't used for years) got moved to the mainspace in the process. If you encounter it, just delete it. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 04:51, 1 December 2016 (UTC)<br />
<br />
:::'''Thanks!''' The SRD5 namespace search will make it much easier for me when tidying up in the 5e/SRD5 articles.--[[User:Rlyehable|Rlyehable]] ([[User talk:Rlyehable|talk]]) 14:42, 1 December 2016 (UTC)<br />
<br />
== Strange Activity ==<br />
<br />
Who is User:Bigred, and why were they apparently promoted? -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 03:27, 6 December 2016 (UTC)<br />
<br />
:It's intentional. I'll give more details soon. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 04:45, 6 December 2016 (UTC)<br />
<br />
::Coo'. Just wanted to rule out name hijacking or something. -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 05:37, 6 December 2016 (UTC)<br />
<br />
:::Is it Santa, coming to give us prezzies? --[[User:Sulacu|Sulacu]] ([[User talk:Sulacu|talk]]) 06:52, 6 December 2016 (UTC)<br />
<br />
== Best Wishes in the Future ==<br />
<br />
I am sorry to hear of your lessening impact on the site. But I am glad that you have the opportunity to follow your happiness. I wish you all the best. With respect --[[User:Rlyehable|Rlyehable]] ([[User talk:Rlyehable|talk]]) 00:22, 7 December 2016 (UTC)<br />
<br />
:No, thank '''you''' for the 5e SRD work! [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 00:22, 7 December 2016 (UTC)<br />
<br />
== Seven years of Smooth Sailing ==<br />
<br />
Thanks for all the effort in keeping this boat afloat. Don't be a stranger, now.<br />
<br />
Much love. And stay away from buses. --[[User:Sulacu|Sulacu]] ([[User talk:Sulacu|talk]]) 08:36, 7 December 2016 (MST)<br />
<br />
== Thanks == <br />
<br />
I noticed you moved my maneuver, and given its nature, I was worried it was probably jut too OP, but I guess my drowsiness resulted in the oversight of actually listing it as a maneuver and giving it the proper breadcrumb. Thanks for doing that for me with no other questions asked. You're a saint, my dude. -[[User:SecondDeath777|SecondDeath777]] 16:47, 28 October 2017<br />
<br />
==Unwanted IP Edits on a Page==<br />
<br />
Good to see you are still kicking. The behavior referenced in the header has been going on for a couple of weeks now on the [[Yuan-ti (3.5e Race)|Yuan-ti (3.5e Race)]] page, as a quick glance at the version history will demonstrate. I would like to request an edit lock to prevent this from happening in the future, as the edits from the IP are to negate most of my work and instead add +2 to three stats and 40 ft base speed for no justifiable reason. Let me know if you need any action on my end to help this along. - [[User:ThunderGod Cid|TG Cid]] ([[User talk:ThunderGod Cid|talk]]) 04:43, 24 April 2018 (MDT)<br />
<br />
==Blocked Notice==<br />
<br />
I completely rewrote the [[Evolutionist (3.5e Racial Paragon Class)]].--Franken Kesey 10:09, 2 April 2019 (MDT)<br />
<br />
:{{BlockNotice|DPR (3.5e Guide)}}--Franken Kesey 12:05, 8 May 2019 (MDT)<br />
<br />
::These blocks have been inappropriate and outside the scope of what is allowed for blocks, which require '''substantial''' revision. Blocks have been undone because they do not qualify. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 15:31, 8 May 2019 (MDT)<br />
<br />
:::Your rating of [[Biological Reconstruction (3.5e Power)]] no longer refers to the current power. Please rerate.--Franken Kesey 18:12, 1 July 2019 (MDT)<br />
<br />
==Racism, etc.==<br />
<br />
This page is racist [[User:Cedric/typecasting]], this page is homophobic [[User:Cedric/Færy]], this page is transphobic [[User:Cedric/Feywild]], and this page is sexist and idiotic [[User:Cedric/sex]]. By keeping these articles on the wiki, they are being endorsed. This is a D&D wiki, not a nazi wiki. This wiki should not be associated with white supremacy!--Franken Kesey 04:42, 3 April 2019 (MDT)<br />
<br />
:You need to look at the recent changes on the typecasting page. Direct quote from Cedric: "Would you put a white player in a "black" role or a nazi in the role of a jew and expect it to turn out well?" All the above pages need to be removed.--Franken Kesey 14:33, 8 April 2019 (MDT)<br />
<br />
::In my opinion there's nothing on the Faery page to indicate homophobia, but otherwise I agree with Kesey's analysis of those other pages being problematic and potentially offensive. [[User:Geodude671|Geodude671]] ([[User talk:Geodude671|talk]]) 18:23, 8 April 2019 (MDT)<br />
<br />
:::Fairy quotes: "They are the only race which does not specialize into a class. They do not have an infant stage, depending on how they are created. They only(?) age if they believe in it or they don't find an adult partner committed to them to be their sponsor-protector." <br />
<br />
:::"Faery mates don't have babies as normal, they're somewhat neuter anyway, and instead they must wish for it and wait to find the child inside a flower before bloom. Faeries know where to find gemstones scattered in the realm, if they're not buried deep into mountains. Getting that information out of them, however, is a whole other encounter. Trickery is generally required."<br />
<br />
:::Outside of the "fairy" name, which is problematic, it implies that being gay is inferior to all other races throughout the text.--Franken Kesey 18:42, 8 April 2019 (MDT)<br />
<br />
::::I'm not super familiar with the folklore surrounding fairies, but from what I do know, those quotes seem pretty in line with a reasonable portrayal of that race. Cedric did say that the page was explicitly ''for'' gay players, but I'm arguing that there's nothing on that page itself that would indicate that. I understand why you interpreted the quotes you presented the way you did; I just disagree that that is the only possible interpretation of those quotes. [[User:Geodude671|Geodude671]] ([[User talk:Geodude671|talk]]) 19:43, 8 April 2019 (MDT)<br />
<br />
:::::Just found a lower case aryan page that slipped past us which is found here: [[User:Cedric/aryan]]. Also his african race link and some stats can still be found here: [[User:Cedric/Races]].--Franken Kesey 11:02, 9 April 2019 (MDT)<br />
<br />
::::::It has been well over the week you granted to Cedric, and his stuff is still here.--Franken Kesey 09:21, 25 April 2019 (MDT)<br />
<br />
{{ri}}<br />
<br />
Acknowledge that the user is banned (for racism and trans-phobia), and all his stuff is sandboxed. But why even keep this material. It is not as if he created anything which is usable. A simple warning of: "This is a D&D wiki, not a racist wiki. Go elsewhere if you wish to spread white supremacy propaganda." would do. What possible benefit is there on keeping this here? There is not good reason to keep all the links to his Aryan, Arab, etc. articles.--Franken Kesey 10:45, 29 April 2019 (MDT)<br />
<br />
: All of his stuff has already been deleted, we only keep the user page and talk page around for more or less archival purposes. It all dead links and literally nobody but you even care a little at this point. Please, stop harassing the admins over a banned user. Just let it go. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 11:33, 29 April 2019 (MDT)<br />
<br />
==Review/Rating Request==<br />
<br />
I have made a lot of new stuff this last month, but have mostly focused on perfecting a few key articles. Thus would like your perspective of the following articles: [[Wildknife (3.5e Class)]], [[Judge of Existence (3.5e Class)]] and [[Biological Reconstruction (3.5e Power)]]. Thank you.--Franken Kesey 13:00, 14 April 2019 (MDT)<br />
<br />
==Image Spam Filter==<br />
<br />
Several users are having problems doing the right thing and adding links to uploaded images. Per guidelines the source of an image must be mentioned (unless you are the author), otherwise there is a potential for copyright infringement. There arises two solutions to this: 1) removing the "https:www." from the spam filters, or 2) alerting users to remove that part of the link when sourcing whenever an error message comes up (i.e., adding to message when the site refuses it). Either option works, but inaction is not a good option, for it can lead to users deciding to not source their images -- which make the site vulnerable and is difficult to correct later.--Franken Kesey 18:54, 25 April 2019 (MDT)<br />
<br />
:Just gonna have to leave out the http colon slash slash www. There's no good solution for this problem. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 14:16, 28 April 2019 (MDT)<br />
<br />
::That would be option two, could you add those instructions in the error message that comes up. I personally know to remove this part of the address (from trial and error). However, I have witnessed even admins not knowing to remove it (and deciding to leave it un-sourced). Thus an instructional message would help.--Franken Kesey 14:46, 28 April 2019 (MDT)<br />
<br />
==Fox For Admin==<br />
Due to his continuous high quality of articles across multiple categories and editions. Plus how astute his incite is in the realm of D&D, and how helpful he has been to other users in creating a vibrant site. Submitting Foxwarrior’s name for your consideration to be promoted to an admin. He would help grow the ranks of leadership which have been dwindling, and aid in the mountain of admin responsibilities.--Franken Kesey 13:35, 28 April 2019 (MDT)<br />
<br />
==Class Ability Types==<br />
<br />
Homebrew monsters and races can be searched based on type and subtype within the SRD section of the site. This is extremely helpful in finding particular kinds of creatures. Likewise, homebrew spells and powers could be broken down into schools and disciplines which could be found within the normal school/discipline pages. This would be easy to implicate.--Franken Kesey 18:47, 3 May 2019 (MDT)<br />
<br />
==Heads Up==<br />
<br />
You just blocked Ganteka Future's IP address. Thought you should know.--Franken Kesey 08:16, 6 May 2019 (MDT)<br />
<br />
:No I didn't. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 08:41, 6 May 2019 (MDT)<br />
<br />
::Do not want to broadcast how I know or where it is. First because it is personal info, and second because the noted author is awesome! Further, do not really care if you do or do not block an IP address. Just giving you info.<br />
<br />
::Sidenote, because others can see this conversation and thus may be able to link users to IP, it may be wise to remove this conversation completely.--Franken Kesey 08:47, 6 May 2019 (MDT)<br />
<br />
:::Ganteka just made a new article the other day, so if I banned him I sure did a poor job of it. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 11:45, 6 May 2019 (MDT)<br />
<br />
::::Again, not my fight. You blocked his home IP and reverted some of his edits. He can still edit by logging in as normal. This will only affect his ability to edit in the future from home. Doubt it, ask him what pages he edited recently. He is a very good author.--Franken Kesey 17:44, 6 May 2019 (MDT)<br />
<br />
:::::I haven't blocked anyone in almost a month, so I have no idea what you are talking about. Furthermore, Ganteka has my phone number. If he is blocked, he can text me about it. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 17:48, 6 May 2019 (MDT)<br />
<br />
::::::Boo. --[[User:Ganteka Future|Ganteka Future]] ([[User talk:Ganteka Future|talk]]) 18:04, 6 May 2019 (MDT)<br />
<br />
==Disciplines==<br />
<br />
This is in reference to the [[3.5e Psionic Powers|Psionic Homebrew]] page. Added missing Psion Discipline pages. This groups all homebrew of the discipline in one place (instead of having to scroll through a massive list. However, the Psion Discipline lists are mixed with psychic warrior and psion/wilder lists. Would like to separate disciplines from the larger lists (into a new column), do you approve of this? --Franken Kesey 18:25, 12 May 2019 (MDT)<br />
<br />
:Same question, different day.--Franken Kesey 11:01, 21 May 2019 (MDT)<br />
<br />
::Thank you for adding. Will save significant time in the future.--Franken Kesey 17:21, 29 May 2019 (MDT)<br />
<br />
==Community Opposed Tags==<br />
<br />
The [[Dungeons_and_Dragons_Wiki:Rating_Articles#Community Opposed|Community Opposed]] guidelines state: "If an article has this status for one week, it may be moved to a sandbox of the author's user page without further notice." Taging articles with a template helps people find community opposed more quickly. In the past some articles have fallen through the cracks, and been community opposed for years. But if winter cleaning is not the right template, what is? Incomplete and delete seam inappropriate, is there a better one?--Franken Kesey 11:01, 21 May 2019 (MDT)<br />
<br />
: There is no appropriate template. It is already easy to search for community opposed articles, a template to collect them is not necessary. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 11:04, 21 May 2019 (MDT)<br />
<br />
==Adapter to Co-Author==<br />
<br />
At what point does an adopted article become a co-authorship? If the original theme is similar to original, but the mechanics drastically fixed is it more a collaboration?--Franken Kesey 12:51, 7 June 2019 (MDT)<br />
<br />
:Do you have an example? [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 13:09, 7 June 2019 (MDT)<br />
<br />
::[[Pantheren_(3.5e_Race)]], check edit history from 26 January 2011 to 7 June 2019.<br />
<br />
::And [[Evil Clown (3.5e Class)]], from 23 December 2010 to 1 June 2019.--Franken Kesey 13:15, 7 June 2019 (MDT)<br />
<br />
:::Adopters don't become co-authors; co-authors are when two separate people collaborate to create something. Adopters are...when something is adopted. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 13:21, 7 June 2019 (MDT)<br />
<br />
::::What if the original author started collaborating with someone, then decided to sandbox, then gave it to the person they were collaborating with?--Franken Kesey 13:25, 7 June 2019 (MDT)<br />
<br />
:::::Did that happen here? [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 13:26, 7 June 2019 (MDT)<br />
<br />
::::::With the evil clown, yes.--Franken Kesey 13:30, 7 June 2019 (MDT)<br />
<br />
::::::Sidenote: Some of the conversation started on the paleo wiki. A brief summary was that I stated that the class was incomplete there, then DanielDraco sandboxed. Then we started working on it.--Franken Kesey 13:35, 7 June 2019 (MDT)<br />
<br />
:::::::If they post here saying co-author is fine, then it can be updated, otherwise leave it as-is. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 13:35, 7 June 2019 (MDT)<br />
<br />
::::::::Author is no longer active. He did give permission edit.--Franken Kesey 13:39, 7 June 2019 (MDT)<br />
<br />
{{ri}}<br />
<br />
Major changes were made to the evil clown in particular. I noted them in the talk page.--Franken Kesey 13:42, 7 June 2019 (MDT)<br />
<br />
:I don't think "no longer active and gave permission to edit" implies co-authorship, but it does imply adoption. If they post here, co-authorship will be fine. Otherwise, it should remain adoption. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 13:43, 7 June 2019 (MDT)<br />
<br />
::Understood.--Franken Kesey 13:44, 7 June 2019 (MDT)<br />
<br />
==Password Reset and Email Issues==<br />
<br />
I seem to have forgotten my password, but whenever I try to reset it, I never get the email with the link to do so. I created a second account just so I could get in to report the issue and there seems to be an additional error where the system can't confirm email addresses. My original account is Halloweenman33. [[User:Halloweenman33.5|Halloweenman33.5]] 13:00, 2 March 2021 (CST)<br />
<br />
<br />
Respond to my questions on the Same Game Test. I'm not going to tell you again.<br />
<br />
== Module List (1e) ==<br />
<br />
Hi,<br />
<br />
I was reviewing my old modules and the list on the Wiki and noticed that S1 and S2 are missing. I have them in my possession and would be happy to add them to the Wiki, but don't know how to update the table. Is that something I can do with my existing preferences? Thanks for your time.<br />
<br />
Rufus69Firefly<br />
<br />
:Yeah I can show you how to do that -- what page is it exactly? I'm having trouble finding it. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 02:49, 2 September 2023 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:Reaping_Strike_(3.5e_Feat)&diff=362702Talk:Reaping Strike (3.5e Feat)2023-07-19T01:39:37Z<p>Surgo: /* Health gain is a bit stingy */ new section</p>
<hr />
<div>'' 'or obtain them as temporary hit points for one round' ''<br />
<br />
I suppose you meant 'if at full hit points'? --[[User:HarrowedMind|-HarrowedMind]] ([[User talk:HarrowedMind|talk]]) 02:40, 22 July 2021 (UTC)<br />
<br />
: Yeah, I was hoping it was clear. I'll clarify. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 07:26, 22 July 2021 (UTC)<br />
<br />
== Health gain is a bit stingy ==<br />
<br />
So, bleedout is 20% of the opponent's life, so the health gain here is 10%. If you're fighting someone with 100 HP (fairly common target at level 6), you'll get 10 HP back. Or the equivalent of a cure light wounds at this level. This seems kinda stingy to me. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 01:39, 19 July 2023 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=User:Surgo/Julian_Dragoon&diff=361900User:Surgo/Julian Dragoon2023-06-08T01:32:26Z<p>Surgo: </p>
<hr />
<div>== Julian Dragoon ==<br />
<br />
Basic alternate / additional class feature to make the [[Dragoon (3.5e Class)|Dragoon]] a bit stronger, a bit more utility, and just some stuff meant for a specific character.<br />
<br />
'''Dragoon's Challenge {{Ex}}:''' Dragoons are meant to take hits. If you're not taking hits for your teammates, you're doing something wrong. At level 2 you gain Dragoon's Challenge. As a swift action, you make a mocking challenge to an enemy. If the enemy fails to attack you on their next turn, the next ally that damages them deals an additional 1d6 damage per your class level. This ability cannot be used with Jump; if you use Jump, it cancels any outstanding use of this ability.<br />
<br />
'''Dragoon Spear Stance:''' While wielding a spear, you can enter the Dragoon Spear Stance at the start of your turn as a free action. The stance lasts until the beginning of your next turn. When you enter this stance, your spear loses all non-magical special abilities and deals 1d12 damage with a base critical of 20/x4.<br />
<br />
'''Improved Draconic Resistances:''' At level 6, you gain Improved Draconic Resistances. This is spell resistance of 11 + your character level, which you may suppress or activate as a free action usable any time (not just your turn). This improves to 16 + your character level against your current challenged opponent.<br />
<br />
'''Additional Dragon's Blessing: Lightning Arc {{Su}}:''' As a standard action, you can make a weapon attack against an enemy. If successful, it can arc to up to three enemies within 30 feet. The arc deals half of the original damage, all as electricity.<br />
<br />
=== New Feats ===<br />
'''Lightning Throw'''<br />
<br />
As a standard action, you can make an attack with any throwing weapon that would normally use Strength to hit. This throw is treated as a line attack with 5' width and 30' length. It still requires attack rolls to hit and strikes twice -- once on the way out, and once on the way back. Half the damage is physical and half the damage is lightning.</div>Surgohttps://dnd-wiki.org/w/index.php?title=Blood_Mage_(3.5e_Prestige_Class)&diff=361205Blood Mage (3.5e Prestige Class)2023-05-04T01:14:27Z<p>Surgo: This has poor BAB progression</p>
<hr />
<div>{{author<br />
|author_name=ThunderGod Cid<br />
|date_created=July 3, 2012<br />
|adopter=<br />
|date_adopted= <br />
|status=Complete<br />
|editing=Post suggestions on discussion page. <br />
|balance=Wizard<br />
}}<br />
<div class="blank"><br />
{{#set:Summary=A mage highly attuned to blood, just as advertised.<br />
|Length=5<br />
|Minimum Level=4<br />
|Base Attack Bonus Progression=Poor<br />
|Fortitude Save Progression=Poor<br />
|Reflex Save Progression=Poor<br />
|Will Save Progression=Good<br />
|Class Ability=Arcane Spellcasting <br />
|Class Ability=Prepared Spellcasting<br />
|Class Ability Progression=Other<br />
}}</div><br />
<br />
==Blood Mage==<br />
<br />
{{quote<br />
|''Yeah, I'm a bleeder. You talk about it like it's a bad thing.''<br />
}}<br />
<br />
Blood is the source of almost all life. Some beings have learned to draw on its power for themselves. By using their blood—and by extension, their life force—as fuel for their magic, they are capable of going beyond the normal abilities of spellcasters. <br />
<br />
===Becoming a Blood Mage===<br />
<br />
Being a blood mage requires a life of obsession, an unceasing eagerness for all things sanguine in order to achieve and maintain mastery over the substance. Without the ability to be so meticulous, a prospective blood mage would likely accidentally commit suicide attempting some of the body chemistry-altering tricks his trade allows him to perform.<br />
<br />
{| class="dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[SRD:Heal Skill|Heal]] 6 ranks, [[SRD:Spellcraft Skill|Spellcraft]] 6 ranks.<br />
|-<br />
! Spellcasting:<br />
| Able to cast 2nd-level arcane spells.<br />
|} <br />
<br />
{| class="zebra d20"<br />
|+ <div>{{Anchor|Table: The Blood Mage}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- <br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | [[#Blood Magic|Blood Magic]]<br />
| class="left" | +1 level of existing spellcasting class <br />
|- <br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | [[#The Lazarus Pits|The Lazarus Pits]], [[#Universal Donor|Universal Donor]]<br />
| class="left" | +1 level of existing spellcasting class <br />
|-<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | [[#River of Blood|River of Blood]]<br />
| class="left" | +1 level of existing spellcasting class <br />
|- <br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | [[#Bloodseeking Spell|Bloodseeking Spell]], [[#Transfusion|Transfusion]]<br />
| class="left" | +1 level of existing spellcasting class<br />
|- <br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | [[#Exit Wounds|Exit Wounds]]<br />
| class="left" | +1 level of existing spellcasting class <br />
|- class="noalt"<br />
| colspan="42" class="skill" |<br />
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/><br />
{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]), <br />
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]), <br />
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]), <br />
{{Property Link|Skill|SRD:Control Shape Skill|Control Shape}} ([[SRD:Wisdom|Wis]]), <br />
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]), <br />
{{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]), <br />
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]), <br />
{{Property Link|Skill|SRD:Forgery Skill|Forgery}} ([[SRD:Intelligence|Int]]), <br />
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]), <br />
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])<br />
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]), <br />
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]), <br />
{{Property Link|Skill|SRD:Speak Language Skill|Speak Language}} (None), <br />
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]), <br />
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]), <br />
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]), <br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the blood mage.<br />
<br />
'''Weapon & Armor Proficiencies:''' A blood mage gains no additional weapon and armor proficiencies.<br />
<br />
'''{{Anchor|Spellcasting}}:''' At every level, a blood mage gains new spells per day and an increase in caster level (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level.<br />
<br />
'''{{Anchor|Blood Magic}}:''' A blood mage may automatically gains knowledge of all spells from the [[Blood (3.5e Cleric Domain)|Blood domain]] (even if doing so would exceed a normal limit of spells known) and can cast them spontaneously as arcane spells so long as he spends a spell slot of the appropriate level.<br />
<br />
In addition, should the blood mage choose, he may increase the power of any arcane spell he casts by incurring 2 points of [[SRD:Constitution|Constitution]] [[SRD:Ability Burn|burn]]. Doing so allows him to add a number of spell levels worth of metamagic equal to 2 or his class level, whichever is higher. The metamagic adjustment to spell level is always treated as if it were from the base feat - any reduction in effective level modifier (such as Arcane Thesis) doesn't count. The blood mage must also still have access to these Metamagic feats in order to add their effects to his spells in this manner. If this Constitution burn is reduced or eliminated in any way, this metamagic effects are not added.<br />
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'''{{Anchor|Universal Donor}}:''' A 2nd level blood mage gains [[SRD:Brew Potion|Brew Potion]] as a bonus feat. He also has the ability to access these potions by storing them inside his own bloodstream, which allows him to imbibe a potion that is stored in this fashion as a [[SRD:Swift Actions|swift action]]. In addition, he may confer the effects of a brewed potion to an adjacent ally when he uses the aid another action. The blood mage may store a number of potions in this manner equal to his class level.<br />
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'''{{Anchor|The Lazarus Pits}} ([[Ex]]):''' Whenever a 2nd level blood mage bathes in at least 270 liters of blood for at least 4 uninterrupted hours, he gains the equivalent of 8 hours of natural rest and healing. In addition, he gains immunity to disease and poison and ceases to age for one week after such a bath. <br />
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'''{{Anchor|River of Blood}} ([[Su]]):''' At 3rd level, the blood mage gains the ability to directly enter the endless river that is the blood of mortals, using it as a means of swift travel. By moving into the space of a living creature of his size or larger, which provokes an attack of opportunity normally, the blood mage may take a standard action to enter that creature and move through the blood of the living to exit from another applicable creature within Long Range (400 feet + 40 feet/level), appearing adjacent to them. The creature being entered and exited can be the same creature if the blood mage wishes, but he cannot designate himself as either the entry or exit point. No harm is dealt to the blood mage or any creature involved as a direct result of this movement. This ability is useable at will.<br />
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'''{{Anchor|Bloodseeking Spell}} ([[Sp]]):''' When a 4th level blood mage uses [[#Blood Magic|blood magic]], he may choose to have the target of his spell take the same amount of Constitution burn that he has currently incurred. This does not reduce his own Constitution burn in any way.<br />
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'''{{Anchor|Transfusion}}:''' A blood mage of 4th level can drain blood from a helpless or willing victim, which causes him to often be mistaken for (or perhaps correctly identified as) a vampire. Doing so requires a full-round action and deals 2 points of Constitution burn to the target. For each two points of Constitution burn dealt to a sentient creature, the blood mage heals 1 point of his own Constitution burn that he has suffered and heals 5 hit points, both up to a maximum of his normal totals.<br />
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'''{{Anchor|Exit Wounds}} ([[Su]]):''' Many travels through blood have allowed the blood mage to learn how to use magic to detonate the passageways (aka the creatures through which he travels). Once he reaches 5th level, a blood mage can spend a spell slot when traveling through the [[#River of Blood|river of blood]] and deal an amount of damage to the creature through which he exits equal to the level of the spent spell slot multiplied by his caster level.<br />
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===Campaign Information===<br />
<br />
====Playing a Blood Mage====<br />
<br />
'''Combat:''' Blood mages are at their most effective against living opponents, when their blood-related spells allow them to make short work of foes. That said, their ability to use their own blood to power spells allows them to hold their own in more conventional forms of combat, merely giving them an added edge to otherwise normal spellcasting.<br />
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'''Advancement:''' Blood mages tend to be [[SRD:Wizard|wizards]] or [[SRD:Sorcerer|sorcerers]]; the prestige class is helpfully short enough and easy to enter that they may even be able to enter another should they choose, or at the very least continue progressing in their base class uninterrupted.<br />
<br />
'''Resources:''' The primary resource the blood mage depends on - the River of blood itself - is virtually endless. Any living, blood-bearing creature is potentially the blood mage's instrument. Or their victim.<br />
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====Blood Mages in the World====<br />
<br />
{{quote|''Remember: down the road, not across the street.''}}<br />
<br />
It takes a not-very-nice person to tap into a force as necessary to life as blood. Blood mages generally aren't looking to save lives; clerics do that. Instead, they use blood for power, sapping their own life force in order to use magic more effectively. The blood mage's path is painful and unpleasant (unless you dig that sort of thing).<br />
<br />
'''NPC Reactions:''' Mages tend to have redeemable qualities, sure, but there's something about being able to give someone a heart attack by looking at them that can make you be disliked. Even though the end result may not actually be any worse than dying by magical fire.<br />
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----<br />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
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{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:True_Bewitching_(3.5e_Spell)&diff=359944Talk:True Bewitching (3.5e Spell)2023-03-22T04:12:51Z<p>Surgo: Created page with "== Not That Difficult to Break == So, remove curse and break enchantment are both extremely available at the level this spell is sitting at (8/9). I don't think that fits wit..."</p>
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<div>== Not That Difficult to Break ==<br />
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So, remove curse and break enchantment are both extremely available at the level this spell is sitting at (8/9). I don't think that fits with the description. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 04:12, 22 March 2023 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:Open_Game_License_v1.0a&diff=358699Talk:Open Game License v1.0a2023-01-10T16:20:12Z<p>Surgo: </p>
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<div>Perhaps a notice should be added that unless otherwise stated, "OGL" refers to OGL 1.0a? --[[User:Rlyehable|Rlyehable]] ([[User talk:Rlyehable|talk]]) 00:25, 10 January 2023 (UTC)<br />
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:We can't edit the text of the license itself since it's an existing legal document. Are you referring to some other place on the wiki? [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 16:20, 10 January 2023 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Dungeons_and_Dragons_Wiki_talk:The_Same_Game_Test&diff=357755Dungeons and Dragons Wiki talk:The Same Game Test2022-11-23T21:27:21Z<p>Surgo: </p>
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<div>== "Using Your Results" Word-age ==<br />
Should the levels of balance be re-written from "monk, fighter, rogue, wizard" in the last section of the SGT article to "low, medium, high, very high" or are they preserved for a reason? --[[User:YouLostMe|YouLostMe]] ([[User talk:YouLostMe|talk]]) 00:30, 13 March 2013 (UTC)<br />
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:It should have been updated already. Feel free to beat me to it :-) - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 02:19, 13 March 2013 (UTC)<br />
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== Questions ==<br />
<br />
How can we be certain the Same Game Test is accurate, when D&D's balance point is a party of four of mixed class? --[[User:Jonathan Drain|Jonathan Drain]] 12:02, September 20, 2009 (UTC)<br />
<br />
:;Taken from somewhere else I wrote, but relevent here:<br />
<br />
:{{quote<br />
|Challenge Ratings for NPCs:<br />
An NPC with a PC class has a Challenge Rating equal to the NPC’s level.<br />
|orig=Dungeon Master's Guide, page 37}}<br />
<br />
:The same thing means that a level X PC '''should be''' a CR X creature. So a level 5 Barbarian should be a CR 5 creature. And a level 8 Monk should be a CR 8 creature. And a level 7 Wizard should be a CR 7 creature. With me so far? I didn't go too fast? Alright, let's move on.<br />
<br />
:Two creatures of the same CR are supposed to be at around the same level of power, and when they directly face each other with neither having an overwhelming advantage (like fighting in a pit full of lava against a fire elemental), the victor should be completely random. That is, on average, the victor between the two creatures should be each of the creatures, 50% of the time. With trial combats between the two, one creature should win half the time, and the other should win half the time. Why? Because they're supposed to both be of equal power. This means that the Same Game Test attempts to balance classes '''according to the DMG'''.<br />
<br />
:No, a single monster of a CR equal to the average level of a party is ''not'' supposed to be a major threat.<br />
<br />
:{{quote<br />
|Challenge Rating<br />
This shows the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty. Assume a party of four fresh characters (full hit points, full spells, and equipment appropriate to their levels). Given reasonable luck, the party should be able to win the encounter with some damage but no casualties. For more information about Challenge Ratings, see pages 36 and 48 of the Dungeon Master’s Guide.<br />
|orig=Monster Manual, page 7}}<br />
<br />
:{{quote<br />
|A single monster of a specific Challenge Rating when faced by itself has an Encounter Level about equal to its Challenge Rating.<br />
|orig=Table 3-1, Dungeon Master's Guide, page 49}}<br />
<br />
:{{quote<br />
|The average adventuring group should be able to handle four challenging encounters [of an Encounter Level equal to the party level] before they run low on spells, hit points, and other resources.<br />
|orig=Dungeon Master's Guide, page 50}}<br />
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:This means that if a party faces a single creature with a CR equal to the party level, they should expend approximately 20-25% of their resources for the day. That's not a very hard challenge, and virtually none of the PCs risks dying. No, a whole party should '''not''' win only 50% of the time against a monster that has a CR equal to their party level. It should be a breeze for them. Only when a character is alone against a monster of his CR should he have a chance of dying, and then 50% of the time, since it comes down purely to the dice on who wins and who dies (since the PC is supposed to be of the same CR as the monster, by the book).<br />
<br />
:Thus, a PC who passes the Same Game Test is '''balanced''' according to the DMG. However, not all PC classes are balanced. Monks and Fighters are usually far below in power than creatures of equal CR. Wizards, Druids, and Clerics are often far higher in power than creatures of equal CR. The page you linked in the article that this talk page belongs to tries to explain that. So... yeah. Not only is the "system" right, but it doesn't design anything. Instead, it attempts to detail out the power levels of certain things. It explains how the system works.<br />
<br />
:;This means that a character should be able to take on n same EL encounter by himself, and win 1/2 the time, since he is supposed to represent the same threat as the encounter. However, CR and EL is out of whack and doesn't really work, so... *shrug* The SGT only really works if you assume that the system works. But if you assume that, then it works great.<br />
: --[[User:Ghostwheel|Ghostwheel]] 12:11, September 20, 2009 (UTC)<br />
<br />
:: The problem with that argument is that the DMG's not accurate when it says CR = NPC level. The developers admit this:<br />
::{{quote<br />
|Reason I hate the drow #2: They’re basic humanoids, so I have to build them with class levels. The rule that says “an nth-level NPC is a CR n monster”… well, let’s just say that the rule isn’t beyond reproach. It’s true of some classes within some level ranges, but it’s simply not accurate as a general rule. I don’t think any designer will tell you with a straight face that a 1st-level NPC wizard is a good challenge for four 1st-level PCs. (Better hope the NPC gets that sleep spell off, huh?) So my low-level drow have 1 point of CR vanish into thin air, and they lose more oomph because they’re built with class levels.<br />
|orig=Design &amp; Development: Let’s Get Small: Adventure Design, Part 1[http://www.wizards.com/default.asp?x=dnd/dd/20060210a]}}<br />
::--[[User:Jonathan Drain|Jonathan Drain]] 15:08, September 20, 2009 (UTC)<br />
<br />
:::Drow are supposed to have LA. The issue in that case is with the drow, not the system. Also, what he's saying ("It’s true of some classes within some level ranges, but it’s simply not accurate as a general rule") is exactly what the Same Game Test points out as a flaw in the system; that works for rogues and similarly powerful classes (PsyWar, Swordsage, etc.), doesn't work (classes are too strong) for wizards, druids, and the like, and also doesn't work for fighters, monks, and the like, but this time because they are too weak. The SGT is a method for balancing homebrew classes that says that this (“an nth-level NPC is a CR n monster”) should apply to all classes over all levels. We know that this ("the DMG's... says CR = NPC level") isn't accurate, but that's because the designers made certain classes poorly, not because the system is flawed. I don't think that was quite as succinct as it could have been, but do you get where I'm coming from? -- [[User:Jota|Jota]] 16:00, September 20, 2009 (UTC)<br />
<br />
:::: I see the logic behind the Same Game Test. However, there's a complicating factor: what if the class' effectiveness changes when it's in a group? Consider a "Healer" class, who may be balanced or even overpowered when in an adventuring party, but would fail the Same Game Test nine times out of ten. Likewise, when my 3.5 game had a bard, we counted how much bonus damage his music contributed and it worked out to as much as the party average. Solo, he'd fail the test because his class is less powerful when he's not tested as part of a group. --[[User:Jonathan Drain|Jonathan Drain]] 17:38, September 20, 2009 (UTC)<br />
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:::::That is a worthwhile thing to note and is a complicating factor for the test. I know there is some discussion going on about the [[Marshal (3.5e Class)]] for that very reason. Check out the talk page if you are interested. The same game test is a standard to balance things to. We will need a more sophisticated standard for more complicated things. For most classes, however, they can solo just as well as they do in a party and the test works fine. --[[User:Aarnott|Andrew Arnott]] ([[User Talk:Aarnott|talk]], [[Special:EmailUser/Aarnott|email]]) 17:59, September 20, 2009 (UTC)<br />
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::::::Ugh, Arnott beat me to it, but here you go anyway.<br />
::::::Having a non-subjective measure against which you can judge a class's relative merit is worth quite a lot when you're trying to keep power levels in the same range and avoid the problems you admit the base system has. Just because it fails in the case of classes that don't do as much directly doesn't mean we should drop the test, though it is a good case for expanding it. [[User:Ghostwheel|Ghostwheel's]] [[Marshal (3.5e Class)|Marshall]] has exactly this problem, and there have already been suggestions made on how to expand or alter the test to account for it. - [[User:Tarkisflux|TarkisFlux]] 18:14, September 20, 2009 (UTC)<br />
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:::::::A non-subjective measure is a great idea. The difficulty is making sure the measure is accurate. It's not just support classes that work differently a party than solo, but monsters too. Some have area attacks which work better against a party, some are more deadly when they survive longer due to not being outnumbered, and some are weak to standard group tactics like flanking. Conversely, few monsters are actually weaker against one man than against four.<br />
:::::::The problem of course is that to test a class alongside three comrades (so that the test is accurate to real D&D conditions), how do you ensure those comrades don't contaminate the test results? If you use only classes previously proven balanced for his comrades, how do you test those first without picking their comrades? --[[User:Jonathan Drain|Jonathan Drain]] 20:17, September 20, 2009 (UTC)<br />
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::::::::You have actually read the test and aren't just complaining about it on principle right? It is, in order: a 'trap' that's likely to kill you if you can't disable or avoid it, a big boring hard hitting melee monster with reach, a flying monster that can kite you all day, a closet / ambush monster who murders you if you can't detect it, a potentially tactical well defended melee monster, a pair of creatures who are weak in melee but carry mental SoDs, a creature who is weak in melee but has lots of supporting creatures and fort SoDs, a large group of slightly weaker melee monsters with reach, and a load of individually weak creatures that happen to be insubstantial and could overwhelm you. Which is basically all of the stuff that you just complained about it not measuring with the exception of the thing that I've already admitted probably needs to be addressed. It's not designed to test the monsters, so whether they function better against a party or not is pretty moot. It generally ignores puzzle monsters as well, because they're not consistently challenging.<br />
::::::::The 4 man balance point you mentioned above did not work when the game came out, and it doesn't work now. It really falls apart because you have to account for atypical party composition and play styles as well as bizarre class feature synergies. I think there may be room in the SGT for a couple of '5th wheel' tests where we drop the class into a pre-determined encounter with a pre-determined party, but those really can't replace examining the class on its own against challenges that are actually appropriate for their level. - [[User:Tarkisflux|TarkisFlux]] 21:22, September 20, 2009 (UTC)<br />
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:::::::::The four man balance point is a correct balance point, because that's how Dungeons & Dragons is played. That point isn't incorrect just because it's harder to reliably test than SGT. A test may be ''precise'' without being ''accurate''.<br />
:::::::::Same Game Test is only proven valid if solo and group performance are proven equatable. This could be true, but the article I read doesn't prove that this is the case.<br />
:::::::::Example: Suppose a class passes SGT with a 50% rating, but anyone who uses the class in a game finds it underpowered. Is the game at fault, or the test? --[[User:Jonathan Drain|Jonathan Drain]] 07:01, September 21, 2009 (UTC)<br />
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:::::::::: It works since the balance of a group is determined by its individual members. How they synergize can come into play, but unlike 4e, 3.x classes are for the most part made to be self-encapsulating and don't affect other party members too much (with an [[Marshal_(3.5e_Class)|occasional exception]], during which you'd be right that the SGT doesn't work well). It is also accurate, since a character of a certain level should be at around the same power as an encounter of the same level (see the quotes from the DMG above). Furthermore, someone who passed the SGT is going to be fine against equivalent encounters in a standard party (by definition), unless everyone else is using Tome material and/or are wizards/clerics/druids, since the power of someone who can pass the SGT is about that of a Tome of Battle class (Swordsage, Warblade, Crusader, etc). --[[User:Ghostwheel|Ghostwheel]] 07:19, September 21, 2009 (UTC)<br />
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:::::::::::Well, this discussion is on its descending end, but I simply feel I must add my own two cents. The Same Game Test fully achives what it attempts to do: test a character against a menagerie of challenges, to see if they are able to remain on par with 50% of them. Though, the real question is "If a class doesn't do anything by itself, how can it be tested by this system?" The answer is simply "Pair them with a class that beats the SGT evenly, and then double the power of the test." A few example of this 'doubling' are detailed below:<br />
<br />
:::::::::::*A hallway filled with magical runes ''(No change, if you can't get past em, you can't get past em)''. <br />
:::::::::::*Two Fire Giants ''(Hells yes)''.<br />
:::::::::::*Two Young Blue Dragons ''(I love the smell of Ozone in the morning)''.<br />
:::::::::::*Two Bebiliths. ''(Yeah, you're screwed)''.<br />
:::::::::::*Two Vrocks ''(Royally Screwed)''.<br />
:::::::::::*Two tag teams of Mind Flayers ''(Must've interrupted their football game)''. <br />
:::::::::::*Two Evil Necromancers ''(Probably Boyfriend/Girlfriend)''. <br />
:::::::::::*12 Trolls ''(Not a good time for the matches to be wet)''. <br />
:::::::::::*Two hordes of Shadows ''(ie. A very dark room)''.<br />
<br />
:::::::::::Well, having said that, you could also adjust the test to allow for parties of 3 characters (one standard, two buffers), or even four or five, and the test should hold true as a testing mechanism, of course, then there is also the question of making sure a party of 'two standard, one buffer' doesn't make things go off the charts. Now then, for the cases of unbalanced parties, well, honestly, there is no way to test that, because the values you are looking at are completely subjective, and therefore merely an academic exercises about a paticular group. Take away from this what you will, I just hope I cleared something up. Also, two more things, this section shouldn't be headed 'Inaccuracies', it should be headed 'Questions', for accuracy, and, if a class passes the SGT, then, in a game, feels underpowered, then you probably aren't playing the class correctly (taking bad feats, underoptimizing, etc.) &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:50px; -moz-border-radius-bottomleft:50px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:#A30506; -moz-border-radius-bottomleft:50px; -moz-border-radius-topleft:50px">(talk)</span>]]</sup> 08:56, September 21, 2009 (UTC)<br />
<br />
''Reverting indentation''<br />
:People have probably said this already, but one of the ideas behind the SGT is that not every class or build will win out over some of the same general types of encounters (bruisers, casters, groups, high-mobility enemies, etc.) Ideally, using a SGT you'd be able make a party that covers the varieties of encounters and let the party handle what they can reasonably expect to see. <br />
:I've seen people suggest testing a four-man group (for pretty much the same reasons you've said), JD, but the general feeling is it'd be too many variables and wouldn't let you check specific characters to see if they're under/overperforming. I wouldn't want to play a character who can't keep up with the rest of the group, and not many people want to play in a game where one character wins everything for the party, you know? --[[User:Genowhirl|Genowhirl]] 11:48, September 21, 2009 (UTC)<br />
<br />
::I'm sorry JD, but DnD is not only played as a 4-man group game. It was an assumption made by the designers that is simply a ridiculous overgeneralization that leads to massive gaps in testing. It may be a common way to play, but attempting to test against it leaves out or ignores so many variables as to make it both less accurate and precise. Even if that wasn't the case, and you could safely ignore all non-4-man-groups in testing, it suffers an inability to identify the individual contributions of each member to ensure that they are keeping up with each other and not simply playing second fiddle in a symphony that works just as well without them.<br />
::So let's use a monk as an example, since he can easily be placed in a 'standard' party that passes a 4-man test. The designers did something like that anyway when they decided that it was a great class. That character is really weaker than the rest of the party, and I would say that it is the fault of the test for not picking it up precisely because it can be passed in spite of his not pulling his weight. That character could also have been placed in a party with a wizard, cleric, and druid, and would have been largely unnecessary and the test still wouldn't have seen it, because that group would pass. Do these cases mean that the class is balanced and fine in the right party, in spite of player complaints that it's not powerful enough or that he's just "running around distracting enemies while everyone else does the real work" (a real complaint from the last time I caved and let someone play a monk, at level 10)? As a counter example, he could be placed in a party with a paladin and a fighter and a barbarian and been almost as useful as everyone else, but the group probably wouldn't pass the test. Is that a failure of the group, or the class, or both?<br />
::The test you're proposing lacks the precision and granularity to find issues and also the accuracy to fail groups with bad apples but otherwise good coverage. You can take SGT results and stack them up on top of each other and get a good sense of how a group of characters will be able to deal with general challenges, because you will see the individual gaps that may or may not be filled by the additional group members. You can't go the other way with a 4-man test, and that major failing combined with incorrect assumptions about 'how the game is played' really do make it a non-starter. - [[User:Tarkisflux|TarkisFlux]] 16:37, September 21, 2009 (UTC)<br />
<br />
:::Here's one hypothesis. Take a party of Fighter/Cleric/Rogue/Wizard and run these through Same Game Test as a baseline group. Next, replace one character with the class you want to test, and run the Same Game Test the same way. If average party efficacy goes up or down, we can measure this as the difference between the new character and the character he has replaced. By measuring only the difference between two classes, you can have an accurate reading in a context closest to real play where balance is most important. If Ghostwheel's argument above is correct, class synergies in 3E are only a minor factor, so what classes you pair them with won't matter too much.<br />
<br />
:::I think testing in a group of four is reasonable. The average 3E group has between 3 and 6 players, surely. Larger and smaller groups exist, but I'm certain that four-man is more commonly played than one-man.<br />
<br />
:::One-man SGT sounds like a good way to test a character's challenge rating as an NPC. This reveals that certain core classes are significantly weaker as solo opponents than Level = CR would suggest, which most D&D writers would agree with. Compare the [[SRD:Titan]] to a level 21 fighter and I'm certain you'll find the fighter woefully underpowered. I'm just not certain this means a level 21 fighter needs to be beefed up to the level of a Titan.<br />
<br />
:::Certainly it's not true that character level always equals challenge rating, or else we wouldn't have level adjustment. --[[User:Jonathan Drain|Jonathan Drain]] 18:44, September 21, 2009 (UTC)<br />
<br />
::::I actually don't agree with Ghostwheel on the synergy point, but it's not really relevant at the moment. I don't think either of us is going to make any actual progress until someone sits down and does the test as you think it should be done so that it can be held up to more substantial scrutiny (instead of this theoretical back and forth), which it will either weather and prove me wrong or crack under. As I have neither any interest in it nor the time to do it, I'll leave that as an exercise for someone else.<br />
::::You mention the Titan against a 20 fighter, and that the fighter would get stomped, or charmed, or mazed, or something equally nasty and loss causing pretty much all of the time. That alone does not mean that a fighter needs to be boosted, and suggesting so suggests a misunderstanding of what the SGT tells us. We don't care about individual results on the SGT, but only the aggregate results. We care about the fact that a fighter can't deal with '''''any''''' of the CR 20 challenges in an even way. On average, he loses to everything at that level, and as such he needs something if he's going to be more relevant at that level than a torchbearer. He may need to be boosted by artifact swords or by taking the leadership feat so he's really a fighter and a slightly weaker wizard who walks around making up for his shortcomings, but he does need to be boosted (and as these solutions generally involve you not playing a fighter anymore but a sword or a follower, I find them quite distasteful).<br />
::::He may not need to be boosted to the level of a Titan, because the Titan may live in a specific role environment that isn't appropriate for the fighter, but he does need help if you want his level to mean anything. Back in 2e when you had different xp tracks and your level didn't mean as much as your xp total it was completely fine for an equal level fighter to be worse than an equal level wizard, because it took less to get there. Since the game has moved on to a point where the entire party is supposed to be roughly equal in power if they are of the same level (not that they can't be specialized in an area, but it needs to even out), that doesn't fly anymore.<br />
::::No one here will dispute that character level is not always equal to challenge rating, and you could hold up a monk or barbarian or spellthief or warmage or lots of other things as proof without even bringing up the poorly done system that is LA. The point of this guideline is that it '''''should''''' be the case, because if it does work out then the game proceeds more smoothly for all involved and we have fewer people complaining about not feeling like they contribute. I'll grant you that the game doesn't always work like this and you don't have to follow this if you don't like it or are more concerned about other things (you can seriously ignore this for your own work and we will still offer whatever criticism we can to help you get to whatever balance point you want), but as a guideline it works very well for making sure that new homebrew classes aren't out of line with existing challenges or reasonable class builds. - [[User:Tarkisflux|TarkisFlux]] 20:00, September 21, 2009 (UTC)<br />
<br />
:::::Okay,<br />
:::::#Level '''''SHOULD''''' always be equal to CR, despite the fact that many core classes fail overwhelmingly at this.<br />
:::::#Yes, Fighter sucks, thank you for pointing that out.<br />
:::::#LA is an asinine concept, and whoever thought of it should have been fired.<br />
:::::Thank you. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:50px; -moz-border-radius-bottomleft:50px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:#A30506; -moz-border-radius-bottomleft:50px; -moz-border-radius-topleft:50px">(talk)</span>]]</sup> 23:52, September 21, 2009 (UTC)<br />
::::::As a totally superfluous side note, I think Sean K. Reynolds has claimed the whole LA system as his idea/writing. Something like that. --[[User:Genowhirl|Genowhirl]] 02:19, September 22, 2009 (UTC)<br />
<br />
::::::#If level should equal CR, when it does not, then the balance point defined by SGT is going to be significantly higher than the normal standard for Dungeons & Dragons. That'll create a new tier of special high-powered classes.<br />
::::::#Same Game Test doesn't take into account the amount of damage the fighter enables by taking hits for his party, and the amount of time he buys by tripping the enemy. I won't deny that it's one of the weakest core classes, but it may not be as weak as it seems.<br />
::::::#I concur that level adjustment doesn't work well. Here's a great example: Sean K. Reynolds' ''Anger of Angels'' features the Seraph, a CR4 creature with 4HD and LA +9. It's an ECL13 character with a host of special abilities, none of which make it more powerful in practice than a level 4 cleric.<br />
<br />
::::::Suppose the titan is the benchmark for a level 21 warrior-type class. The fighter already has some of the right attributes:<br />
::::::*370HP (for example, d12 hit dice with 30 Con)<br />
::::::*AC32 (+3 Dex, +13 ''fullplate +5'', +5 natural armour, +5 deflection, +2 insight AC)<br />
::::::*+37/+32/+27/+22 to hit (+21 base, +10 from Str 30, +5 magic weapon, +2 feats)<br />
::::::*Saves at +26/+13/+21 (+11/+6/+6 base, +10/+3/+3 Con/Dex/Wis, +5 cloak, +5 will misc)<br />
<br />
::::::To match the titan, he would also need to gain something equivalent to:<br />
::::::*Damage reduction 15 to something rare<br />
::::::*SR32 (about half of all magic misses)<br />
::::::*41 damage per hit on average (2d6+34: +10 Str, +5 magic, +5 feats, and 14pts or 4d6 from elsewhere)<br />
::::::*Offensive spells at will, including ''chain lightning'', ''fire storm'', ''charm monster'', ''greater dispel magic'', ''hold monster'' - around DC22, so not very effective against CR20 monsters<br />
::::::*Defensive spells at will, including ''invisibility'' and ''cure critical rounds''<br />
::::::*Quickened ''chain lightning'' each round for 20d6 or 70 damage; CR20 will pass the save easily so this amounts to about 38 damage to one target and 19 to every other.<br />
::::::--[[User:Jonathan Drain|Jonathan Drain]] 11:25, September 22, 2009 (UTC)<br />
<br />
:::::::Point by point:<br />
:::::::#No, there is no "new" tier. There are just [[Fighter, Tome (3.5e Class)|fighters]] that are on par with wizards, which freaks the crap out of people who don't know any better.<br />
:::::::#You assume the fighter is going to be able to do these things (take hits, trip, etc.). If he's a great tripper, chances are he's blown most of his feats getting to that point and can't do much else (Spiked Chain, Combat Expertise, Improved Trip, etc.). In said case, how does he combat flying monsters or quadrupeds? What happens when highly mobile monsters ignore him due to his need to get close while they focus on everyone else? If he's got the right feats (Stand Still, etc.) to be a zone controller so that he can dictate what enemies do, that still requires that he gets close and it's also no guarantee of control, while wizards could just cast ''forcecage''. The equivalence is just not there. Monsters that teleport at will get around him as well, so I guess the point is your intangible benefits, while not fake, do not make the SGT any worse of a predictor because the same would apply to other fighter-types who can pass the SGT (warblade, for example) with closer to the expected efficiency. <br />
:::::::#N/A<br />
:::::::#Regarding the titan: the fighter doesn't need to match the titan at anything. He just needs to be able to beat 50% of encounters with a CR equal to his level. If titans whoop his ass every time, that's fine, as long as he wins other combats. The problem with the core fighter is it can't. <br />
:::::::Adding superfluous text here so that the next post lines up more indented-like. -- [[User:Jota|Jota]] 13:35, September 22, 2009 (UTC)<br />
<br />
::::::::Level already '''does''' equal CR for a subset of the classes, and you could look over [[Dungeons_and_Dragons_Wiki:Balance_Points#Rogue_Level|here]] for some of them. All that setting that as the standard would do is make sure that new stuff and corrections to old stuff get on the same balance point as existing well balanced material. This isn't some new ultra powered balance point that's different from a non-existent and not defined 'normal' balance point in DnD. It's just a rejection of the current situation where some classes are allowed to be weaker than others in every area of the game all of the time. It's a rejection of the idea that if you go out and you get the same XP as the guy next to you that you're allowed to suck more than he does in every area of the game all of the time because your class is different than his. It really is not as big of a deal as you are making it out to be. - [[User:Tarkisflux|TarkisFlux]] 17:30, September 22, 2009 (UTC)<br />
<br />
:::::::::I like the SGT because,<br />
:::::::::*Helps newbie's create classes that can defeat unique challenges. Not just a sword-wielding humanoid.<br />
:::::::::*A passing class can survive challenges more often. Which is more fun for everyone in the group.<br />
:::::::::*Teaches that every class should see itself acting alone, at least once, without the parties cleric or wizard.<br />
:::::::::*Encourages breadth, depth, and feedback.<br />
:::::::::I dislike the SGT because,<br />
:::::::::*Ignores party play when testing alone.<br />
:::::::::*<s>Encourages a one-man army. Should the tested class pass >50% challenges.</s><br />
:::::::::I take this system with a grain of salt. I do not consider it perfect. I do think it is a positive learning experience. --[[User:Jay Freedman|Jay Freedman]] 19:08, September 22, 2009 (UTC)<br />
<br />
::::::::::Isn't it also important to note that some of the encounters listed in the SGT are likely not intended for an evenly balanced character to be able to take one-on-one (I would be referring to creatures that most players would probably regard as party killers such as dragons, titans, maybe drow, and similarly powerful beings). So maybe if your class can breeze through said encounters, it seems logical to guess that it may be overpowered instead of having a class that can win against the not-so-tough encounters but struggles against dragons and the like. Basically, Jay, it's not encouraging a one-man army; if anything, it seems to me like this test would simply be the red light to tell the player that their class/build qualifies as such. - [[User:ThunderGod Cid|TG Cid]] 20:56, September 22, 2009 (UTC)<br />
<br />
:::::::::::That makes sense TG. No class is meant to win more than half of the encounters. Good call. --[[User:Jay Freedman|Jay Freedman]] 22:40, September 22, 2009 (UTC)<br />
<br />
: Every encounter on the SGT list is within 1 EL of the level it's for, taking into account that some monsters are awesome and have their CR understated. Dragons, for instance, have their CRs consistently understated by 4, so a CR 6 dragon is listed as a level 10 challenge in accordance with its real CR.<br />
: As for "4th Man" tests, the Gaming Den had a discussion a while back [http://www.tgdmb.com/viewtopic.php?p=51958|here]. The conclusion was that they were too much work for the marginal improvement in accuracy. --[[User:IGTN|IGTN]] 00:37, September 23, 2009 (UTC)<br />
<br />
== Other Options ==<br />
<br />
If the character challenging the SGT has other options instead of attempting to fight and defeat the creature (sneaking past, being invisible, flying around it) would it still be considered a loss? What about if they have the ability to get away from the enemy almost at will? Would it still be considered an actual loss if they don't die? Just because if the only way to "defeat" encounters were to actually kill the enemies, the rogue would have no chance of passing the SGT without a flanking partner. --[[User:Ghostwheel|Ghostwheel]] 02:45, September 28, 2009 (UTC)<br />
<br />
:I would argue that if they can automatically trivialize the encounter in any way, then it is a win (whether or not they kill it). The DMG says that exp is awarded if a fight can be avoided. If you earn exp, you have defeated the encounter. --[[User:Aarnott|Andrew Arnott]] ([[User Talk:Aarnott|talk]], [[Special:EmailUser/Aarnott|email]]) 02:53, September 28, 2009 (UTC)<br />
<br />
::Agreed mostly. A class that can teleport probably wins the hallway if it can see the end and skip the traps because it has bypassed them and moved on. Being able to run away is not the same as being able to get past the encounter though, and in cases where escape is trivial but moving forward is not, I would argue it is a loss. Which of those fit those criteria in the SGT is a good question. - [[User:Tarkisflux|TarkisFlux]] 03:32, September 28, 2009 (UTC)<br />
<br />
::: How long is the hallway?<br />
<br />
::: IMO it a loss, a using wand of invisibility and a scroll of silence could get you by most low-level encounter. Making say, a human paragon a wizard-level class (it not), a character should be able to defeat the encounter not avoid it. Also some encounter cannot be avoided, like a animated statue ready to crush the nearby town (Cr 5) if you avoid it you win? Nah it going to raze the town. The key of the treasure of GAHHAHAHLHA is around the mummy neck? Bypassing the mummy won't let you win. Avoiding a encounter is far to circumstantial to be a valid tactic for metagaming observation. --Leziad 03:39, September 28, 2009 (UTC)<br />
<br />
:::: That would be a class using wizard-level tactics, and we know that wizards don't pass the SGT (they beat it), so that doesn't really work. Rather, the SGT is meant to measure a character's/class's inherent abilities, not the stuff they can pick up from other classes. --[[User:Ghostwheel|Ghostwheel]] 03:42, September 28, 2009 (UTC)<br />
<br />
::::: A human-paragon gain UMD (they can) and most will. It not like picking stuff from other classes, it not a valid tactic to pass the SGT imo. --Leziad 03:56, September 28, 2009 (UTC)<br />
<br />
:::::: In theory, you can do this with any class. 4 ranks in UMD (at 2 skill points per rank) + 2 (masterwork item) + 5 (2.5k magic item) + 1 (charisma) = +12 to UMD, more than enough to UMD a wand. Does that mean all classes can beat the SGT without a problem? Of course not. They're just borrowing the wizard's tricks. Instead, one should focus on class abilities instead, rather than borrowing stuff from other classes. --[[User:Ghostwheel|Ghostwheel]] 04:10, September 28, 2009 (UTC)<br />
<br />
:::::::And if you're doing Tome rules, Product of Infernal Dalliance + Greater Teleport (won't help at fifth level in most cases (no feat selection), but still) will allow some classes that otherwise could not pass the SGT to mutilate it... -- [[User:Jota|Jota]] 05:48, September 28, 2009 (UTC)<br />
<br />
:::::::: Eh, most stuff in the Tomes doesn't pass the SGT, with the Base Classes in the Dungeonomicon being an exception. --[[User:Ghostwheel|Ghostwheel]] 07:22, September 28, 2009 (UTC)<br />
<br />
:::::::::I take back what I said. Leziad is right -- combat encounters should be considered combat encounters. --[[User:Aarnott|Andrew Arnott]] 13:47, September 28, 2009 (UTC)<br />
<br />
::::::::::Why do people think that jesters and assassins aren't better than the Races of War classes? Remember, UMD exists - it's to be used.<br />
<br />
== Cleaning up the SGTs ==<br />
<br />
So having just stared at this again, it stood out that the 5 and 15 SGTs don't really match up well to the level 10. There's more stuff in them, and more things that look like the same encounter types with different creatures. I want to edit them down a bit so that there is less overlap. I'll probably post them here first as soon as I have them sorted. But before I go spend time on it, anyone opposed? - [[User:Tarkisflux|TarkisFlux]] 18:17, April 20, 2010 (UTC)<br />
<br />
: About the 15 SGT, would [[Talk:Griffon_Rider_(3.5e_Prestige_Class)#SGT_Results|any player with a half-decent ranged attack and flight with a decent speed]] be rogue-level? Still a few specifics there that I don't agree with, but that ... doesn't sound right. --[[User:Ghostwheel|Ghostwheel]] 03:51, April 21, 2010 (UTC)<br />
<br />
::In an outdoor campaign, maybe. There's lots of times where flight actually doesn't matter at all, they're just not well specified in the SGTs. I should probably assign default terrain to some of these as well (which I sorta assume anyway) so that it tests what we think it tests and not some other thing. - [[User:Tarkisflux|TarkisFlux]] 04:13, April 21, 2010 (UTC)<br />
<br />
::: Mind weighing in on the talk page above? Seems like it's possible to do the above, which, like I said, doesn't really sound right... --[[User:Ghostwheel|Ghostwheel]] 05:46, April 22, 2010 (UTC)<br />
<br />
::::Maybe later. I don't even have a direction to take it in that would be helpful. It's not the same game at level 15 that it was at 10 unless you're playing low rogue or below, and that whole page is attempting to treat it like nothing changed in 5 levels and the same tricks work. Which is the whole point why fighter types don't keep up, if the same tricks worked they'd be fine (and often are, ish, in fighter level games). Actually explaining that turns out to be really hard though. I need to spend more time dissecting the SGT and work through some edition confusion (wall of force won't let you sphere anymore? wtf?) before I can call BS / support / whatever anything over there. - [[User:Tarkisflux|TarkisFlux]] 15:27, April 22, 2010 (UTC)<br />
<br />
===Level 5 - Updated===<br />
<br />
So, the first one has been brought back in. If you feel that anything was missed or should be brought back or is decidedly unfair or whatever, please say something. - [[User:Tarkisflux|TarkisFlux]] 00:41, June 19, 2010 (UTC)<br />
<br />
===Levels 10 and 15 - Updated===<br />
<br />
Welp, I've made an attempt. It could probably be easier, harder, or more exotic. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 04:37, 11 April 2013 (UTC)<br />
<br />
== Terrain and Detail ==<br />
<br />
This post [http://www.tgdmb.com/viewtopic.php?p=321180#321180 here] reminded me that the SGT is woefully underdescribed. A few sentences talking about the environment for each encounter would vastly improve the SGT's usefulness for assessing mobility and battlefield control features. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 18:21, 10 April 2013 (UTC)<br />
<br />
:That's part of what I started doing a while ago, before I got bored and stopped after doing the L5 SGT. Feel free to add them though. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 18:31, 10 April 2013 (UTC)<br />
<br />
:: I believe that there's a general consensus now that the SGT is pretty damn whack and is quite meaningless as an actual test of where you should place a class. Changing it means nothing, since it makes it no less irrelevant, and whether we use this version or the one before, classes should not be changed based on it IMO. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 02:19, 13 April 2013 (UTC)<br />
<br />
:::Well, it's a form of quick-and-dirty theoretical playtesting. Usually, the process of writing out how the SGT encounters would go gives people a clearer idea of how the class would actually work if used in a game, which is nice when discussing the balance point. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 02:56, 13 April 2013 (UTC)<br />
<br />
::::I believe that the general consensus is that the SGT is open to too much interpretation, potentially suffers from gear / feat / spell bloat, and is generally imperfect. Which makes it of use for ballparking things and not for pegging things concretely, but far from meaningless or irrelevant. Fox is attempting to resolve some of the openness here (as I was before), which can only help it be a better generalizer than it was previously.<br />
<br />
::::But this is mostly the same tired positioning again, and has added nothing but posterity. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 05:14, 13 April 2013 (UTC)<br />
<br />
== Spellcasters ==<br />
<br />
The above sentence pretty much tells me that the SGT may be too rough to specify this yet, but I'm running it with my own character and I've found on both the 5th and 10th level SGT that the way the Necromancer is played (and built, and even if it's a cleric or wizard) drastically changes the results of the test. Would it be possible for someone to specify how the author thought the spellcasters should be played? Even something as simple as "cleric, uses BFC and doesn't attack," or "wizard, runs away, buffs allies, and spams SoD/SoL's" - 12:25, 13 June 2013 (CNT)<br />
<br />
:The authors assumed that it was just the single character and they were using whatever the best option for the encounter was, so generally SoDs. <br />
<br />
:That said, any of your those possibilities are valid builds and give valid and different results, though the "runs away" part is problematic as the test assumes it's just you vs them and there are no allies to buff up. But that multiple build -> multiple result ambiguity is a real thing with the test. It helps you determine what sort of tactics are appropriate for a variable balance class (like most of the core stuff) in a game with who knows what level of balance. It's why the balance page refers to builds more than as classes, why we generally peg classes and feats and spells to their reasonably optimized level instead of worrying about their fully optimized or fully sandbagged builds, and why the SGT really frustrates some people here (well, that and the gear dependence). - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 17:17, 12 June 2013 (UTC)<br />
<br />
::Actually, fully specifying the spell selection and class of the Necromancer would be a useful activity for someone or other to do. Specifying tactics (past the first round), though, would imply less versatility than a Cleric or Wizard Necromancer actually has. --[[Special:Contributions/50.47.36.22|50.47.36.22]] 18:06, 12 June 2013 (UTC)<br />
<br />
:::I seem to have failed at reading this morning, because I thought you were asking about running a necro through rather than the L5 cleric and the L10 wiz specialist in the test. That's what I get for trying to be helpful after not sleeping. I'll kick it around, see if I can come up with anything more specific for them. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 18:55, 12 June 2013 (UTC)<br />
<br />
:::: Note that the validity of the SGT has been fairly strongly dismissed in that it's way too reliant on exactly what you have, what tactics you use, what consists of "defeating" an encounter, and the progression of an actual class. While it's half-way decent at ballparking, I would strongly recommend '''not''' using it as a basis on which you assign an article into a balance range. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 19:45, 12 June 2013 (UTC)<br />
<br />
:::::What Ghosty said, not to mention that because it only provides a basis for a single character combat, the SGT is also partially unreliable due to the prevalence of party-based characters (that is, to say, the ones who would buff allies, etc.). Because their abilities are party-dependent, their actual power can't be determined in an individual setting like this one. - [[User:ThunderGod Cid|TG Cid]] ([[User talk:ThunderGod Cid|talk]]) 20:48, 12 June 2013 (UTC)<br />
<br />
::::::Yes, yes, these are well known problems. Dead horse is still dead, and I'm still waiting for a reasonable replacement other than the "compare with material we somewhat arbitrarily assigned to these levels, and still generate arguments over the exact same interactions and limitations as the SGT" setup that the SGT's downgrading has left us with. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 21:13, 12 June 2013 (UTC)<br />
<br />
::::::: I still think that Aarnott had a fairly good starting point, setting "benchmarks" for different ranges which set their approximate ranges. The more benchmarks you fulfill of a certain area, the more likely it is that you fit into that level range. So for example, VH benchmarks might include the ability to fly by level 5-6 (covers wizzies and sorcs), extensive ability to use SoDs/SoSs, the ability to double (or more) the effectiveness of your entire party (looking at you, Haste/Polymorph), and the ability to scry-and-die at higher levels. Obviously these are just what I'm pulling off the top of my head, but I think they'd be a good starting point, and for the other ranges we could have damage benchmarks and the like, since they differ less from each other (mostly in terms of damage, honestly,) compared to VH classes. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 21:34, 12 June 2013 (UTC)<br />
<br />
::::::::It was a decent starting point. And then no one finished it. I put in a bunch of time on one before coming to the decision that it wouldn't be ''enough'' better for me to roll my own, on my own (because committee discussions weren't going anywhere), and then defend it and get it adopted given my position on the appropriate uses, benefits, and limitations of the SGT. Since you think it is enough better, perhaps you should give it a go. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 23:13, 12 June 2013 (UTC)<br />
<br />
== Just An Observation ==<br />
<br />
This system works only in one dimension. While the tests are fantastic at gauging combat, they fall flat at telling me how well-rounded a character actually is. The trapped door is a start, but what about basic survival, urban or wilderness? How to gauge political savvy, or social skills on the personal level? Puzzle solving, or just observation ability? Even more important, how does this system tell me how well a character would do in a campaign where combat is just plain a bad idea? Examples that spring to mind are diplomatic/cold war campaigns, alliance winning games and the romance story arc. If my character can survive a burning forest full of elemental dire badgers 100% of the time, but can only succeed at skills to notice betrayal or clues in a mystery game on a nat 20, how is my character optimized?<br />
:<br />
I draw attention here because this seems to be where all unoriginal and bad ideas seem to be stemming from, and want to know why good ideas not based on this rating structure seem to be rated down. Then again, not sure what a wiki needs a rating system for anyway...[[Special:Contributions/50.137.164.66|50.137.164.66]] 00:04, 20 November 2013 (UTC)<br />
<br />
:The balance rating system reflects the way WotC's content has a wide range of power levels. It lets some people make casters that work in a campaign with a Fighter and other people make warriors that work in a campaign with a Sorcerer, without the two groups of people getting the wrong ideas and raging at each other too much. It ''can't'' be a perfect system, because WotC didn't really seem to intend to create clear balance points (and for literally perfect balance, you'd need to know everything about the context in which it will be used).<br />
:It's possible to expand the SGT with a broader variety of challenges, but since people generally care about their win percent, it's somewhat presumptuous to change the SGT; I only did it when I discovered that the lack of environment descriptions by the creators was due to laziness rather than by design.<br />
:If you'd like to write up some sort of OGT (Other Game Test) for non-combat challenges that people can measure their classes against, that would probably be pretty cool. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 00:44, 20 November 2013 (UTC)<br />
<br />
:: Also note that 90% of WotC content is combat-oriented; if you want to have an intrigue, mystery, exploration, or similar type of campaign where combat is for the most part eschewed, there are many other systems, both more and less complex, that tend to do it better. Since D&D focuses almost exclusively on combat (and even many non-combat spells like Charm Person say what they do in combat), the focus of balance should be on the system's forte--combat, which will often be the centerpiece of the majority of campaigns, and take up most of the time during a session. <br />
:: Note that I don't mean that that's ALL the system can do. I've run and played in many games that were less focused on combat. But having been introduced to other systems, I can say that they do such campaigns better, even if they're not as popular. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 01:00, 20 November 2013 (UTC)<br />
<br />
:::And some of us like to shove the square pegs in whatever holes they got. I'm talking about the guy who just bought D&D or got it as a christmas present, doesn't want or have the means to buy one of those "better systems," is too honest to pirate, but still wants to play something inspired by Jane Austin with wizards and sword fights every tenth session.<br />
:::As for some examples: tracking challenges, "how many people can I feed in this sucky situation?", convincing people to surrender with decreasing advantages (because it would be easier to convince a warlord who has lost to give up compared to a warlord who is button push away from nuking everything), determining friend from foe, leading armies in the existing scenarios x100, etc.[[Special:Contributions/50.137.164.66|50.137.164.66]] 01:15, 20 November 2013 (UTC)<br />
<br />
:::: On the first bit, I don't think that the person you're speaking of would find their way here--but if they did, then they'd get a primer on what's stronger in combat, which is where you're most likely to have the worst thing happen to your character (more-or-less), that they die. It's where the majority of DMs screw up, getting frustrated that people are beating combat too easily or not dying where the guidelines say that they should have no problems.<br />
:::: As for the second, those are booleans for the most part.<br />
::::#Do you have Survival and the Track feat?<br />
::::#Do you have Survival? (Or a spell that creates food--magic can do anything.)<br />
::::#Do you have Diplomacy? Reduced to a single roll by the rules.<br />
::::#Do you have Sense Motive?<br />
::::#Do you have the Leadership feat?<br />
:::: Those are just some examples that illustrate how D&D is a poor system for those kinds of things. If you want to try to bash those square pegs into round holes, that's certainly one thing to do, but it's not going to fit as neatly, work as smoothly, or be nearly as interesting as using a different system for resolving those kinds of situations. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 01:22, 20 November 2013 (UTC)<br />
:::::The one thing I never got about D&D 3/3.5- their advocates seem so keen on selling the system based on what is wrong with it. I see the same books and skills, and I see a system that is like any other good system- tries to cover most bases, but still incomplete enough to be fun. TSR made a mistake selling the game, that we have seen, but did right in the OGL. Now we have awesomeness like Pathfinder, Paizo, Green Ronin, and huge amounts of books and websites dedicated to providing ideas. And if you still aren't finding what you are looking for, make your own shit up and post it!<br />
:::::But here... so many people complaining about bad ideas. A rating system that reinforces the idea that there even are good or bad ideas in a subject that is 99.9% subjective...<br />
:::::One question: would members agree that not only is this a game of ideas, but that those ideas should be explored and proliferated, regardless of whether or not they suit individual tastes, on the grounds that they match someones tastes? [[Special:Contributions/50.137.164.66|50.137.164.66]] 02:09, 20 November 2013 (UTC)<br />
<br />
::::::Bwa? I see a few conflated things here, so I'm going to deal with them one at a time...<br />
<br />
::::::The SGT - yes, this is a combat heavy test. It is not designed to tell you how well rounded a character is (which is almost impossible in the specific with the myriad options that skill and feat selections open up for any actual character), nor how well rounded a class is (which might be a slightly more tractable problem). It is entirely a test designed to answer complaints of "overpowered" or "underpowered" so that you can tell if one character is likely to overshadow another in a game, and deal with that as you feel like dealing with it. In that it sort of works with the right set of assumptions, sometimes, which is why we initially used it to determine our '''balance categories'''. The idea was that if you group classes with similar power curves under the same label, picking only from within a label will reduce complaints of "OP, nerf it!" in game (as opposed to using the test to edit classes up or down in power until they were all on the same page, which is also totally a thing you could do). And that grouping plan works pretty well in general even if it is still subject to campaign specific fluctuations, which is why we kept them even after moving away from this test.<br />
<br />
::::::That bears repeating: we don't really use this test very seriously anymore. It has some well known limitations, even within its rather limited goals of determining overall combat/trap encounter survivability, and there was no consensus on solving them, so the balance categories are mostly a "feel" and "compares well with" sort of thing these days. None of the balance categories are inherently good or bad though, and I've played enjoyable games in all of them.<br />
<br />
::::::On Other Challenges - The challenges you propose aren't irrelevant, but they're also not necessarily common in DnD games. Some of them also lack actual rules within the game (possibly the incomplete bits you were referring to) or the rules for them don't work well, and that makes testing them in similar fashion basically impossible. They're also completely orthogonal to this test, and you could well do both if you wanted a more complete picture of a class. If those bits are more important to you than the general combat/trap encounter survivability, then that test would be helpful in the same way that this is helpful for combaty things (at least, if you care about keeping PCs roughly equal anyway, no one said you have to) and you could safely ignore the balance categories generated by this one. It's supposed to be a tool to help people make their desired option in a way that fits their power playstyles, and if that's not a relevant concern for you then you should feel free to disregard the tool (or accept community label for your own material).<br />
<br />
::::::On Bad Ideas - There are a few actually bad ideas out there in that they fail to meet their stated goals, but many more ideas that are simply "bad for my playstyle preferences". People are welcome to downrate the former because it needs actual work still, but downrating the second counts as a violation of the merit guidelines and would get the rating blocked or removed (this was more explicitly codified relatively recently though, so some older ones may have slipped through. also, volunteer enforcement potentially leaves holes). Playstyle reasons are not valid for hating on something, and not valid for getting something removed. So in that respect, I completely agree with you that ideas should be explored and available whether or not they match my personal taste, so long as they're actually complete and functional and meet their stated goals. We have sandboxes for in-progress or needs-work things.<br />
<br />
::::::On Rating System - Originally this was designed as a system to promote the "best" articles to the top so that they could be featured on the main page and discovered by a larger group. It's gone through a few evolutions but still serves that purpose while also indicating that people have looked at an article (and were sufficiently interested to write something) or noting when things need to be sent back to the drawing board (as indicated above). So we have it as a peer review tool above and beyond normal comments, because it does useful things for content discoverability and pruning (there's already an "everything stays" wiki and the admins here wanted something different). Some people are very, shall we say, 'generous' with their opposition to articles that don't match their view of what the game should be. And that's extremely frustrating to me personally and rather damaging to being an open and welcoming community, but I haven't figured out a way to deal with it without losing the very real and tangible benefits that the rating system allows us in general.<br />
<br />
::::::Wrapping Up - Hopefully that clears a couple of things up. If you see an idea that you think is good get rated down, I encourage you to make an account and rate it up yourself (or login to yours if you're just posting anon for this conversation) or ask about it in our chat. Or leave a message on my talk asking me to take a look at it. I don't promise that I have time to take a look at everything, but I try to keep abreast of things here. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 08:21, 20 November 2013 (UTC)<br />
<br />
== What does the hallway full of runes actually do? ==<br />
<br />
symbol spells? sepia snake sigil? explosive runes? something else? how many of each? caster levels? save DCs? hallway dimensions? material type? {{unsigned|172.58.14.243}}<br />
<br />
: I always imagined it as explosive runes. To pass it, basically have infinite hp/fast healing, be able to dimension door or teleport some other way, or have trapfinding and search/disable device. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 08:44, 28 August 2019 (MDT)<br />
<br />
::How is this supposed to be a useful, objective test if it's left up to how each user "imagines it"? Why is this information not provided in the test itself? As is, the reader is given no indication how to actually run this test, making it useless. {{unsigned|172.58.14.243}}<br />
<br />
:::Yeah, it's not really an objective test, and things like the hall of runes especially are maddeningly vague, but quickly running through what you think a character would do for each encounter in an hour has helped me get a better gut feeling for how strong and versatile a class is a few times. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 14:29, 28 August 2019 (MDT)<br />
<br />
::::How is anyone supposed to "run through what their character would do" when there's no indication of what kind of threat or problem they're facing? {{unsigned|172.58.14.243}}<br />
<br />
::::That's idiotic, the whole point of a balance test is to provide a way of comparing relative balance.If everyone's making up their own test, it serves no purpose. {{unsigned|172.58.14.243}}<br />
<br />
:::::Added some recommendations for information to add so that the test is actually coherent. {{unsigned|172.58.14.243}}<br />
<br />
:::::: I'm not a huge fan of the SGT, but basically it's a bunch of benchmarks for a character to check themselves against to see if they have what it takes, and you can usually eyeball the result pretty easily if you understand the game decently.<br />
:::::: Also, leaving just recommendations on a main page isn't something we want. Feel free to discuss adding things here, but until it's finished, it shouldn't be added to the article page. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 08:21, 29 August 2019 (MDT)<br />
<br />
::::::: How do you "eyeball" a hallway full of magical runes? That might as well say nothing at all. What if it's a bunch of arcane marks I can just walk past? How does this help anyone? {{unsigned|172.58.14.243}}<br />
<br />
:::::::: Did you read what I said above? If you fulfill one of those criteria, or have something similar, you pass. If not, you don't. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 08:59, 29 August 2019 (MDT)<br />
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::::::::: Ok, the hall is 10 feet long and contains a single rune that does nothing. Guess I pass. {{unsigned|172.58.14.243}}<br />
<br />
:::::::::: Yeah, good luck getting anyone who's not a sock puppet to agree with that. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 15:41, 3 September 2019 (MDT)<br />
<br />
:::::::::: Yes, that was exactly his point. Since that interpretation of the test will not be accepted, there must be some minimum and maximum bounds that define an acceptable interpretation of the test. Since that must be the case, why not add these bounds to the test so that it actually becomes useful?<br />
<br />
:::::::::: Hallway full of magical runes is: can you disable or somehow bypass magical traps? Then you pass. You can't? Then you (probably) fail. Not sure why you're having difficulty with this particular thing. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 19:29, 3 September 2019 (MDT)<br />
<br />
::::::::::: ANSWER ME. <br />
<br />
<br />
::::::::::: What if the traps trigger immediately in the presence of carbon dioxide, or water vapor? Now you automatically fail unless you are a warforged, undead, or some other sort of non-typical race. What if every trap is Death Spell and has a DC of 600? Now you fail unless you're immune to death effects. What are the walls or floor made of? Does your character have passwall, or a burrow speed? Is the hallway in a dead magic zone? This is why the test is useless without specific definitions. It doesn't actually say anything.<br />
<br />
::::::::::: The problem is that it is an arbitrarily large number of traps. Therefore, if the character has less than a 100% chance to find and disable each trap, they automatically fail. If they can automatically succeed but require a resource such as spell slots, they automatically fail. This is so obvious I can't believe you need it spelled out. Was this test written by an infant? {{unsigned|Gatorized}}<br />
<br />
:::::::::::: Problem is, if you want to define the rune test (i.e. to specify which runes are there, how many and what's the DC) the test is as useless as a vague one as it only can give results regarding that particular, which is useless if in any case in which the DM uses another set of runes (which is almost everytime). Multiple users have pointed out that the tests it's not perfect and clearly establishes guidelines more than strict rules, exactly to give room to those that need to use it, and would otherwise find themselves with examples that don't fit their intended results. This is so obvious I can't believe you need it spelled out. Please, engage in discussions in good faith. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 23:58, 30 October 2022 (UTC)<br />
<br />
<br />
::::::::::::: Problem is, the test as it is, is entirely non-functional. There exist changes that would make it functional. This is so obvious I can't believe you need it spelled out. Please, engage in discussions in good faith.<br />
<br />
(Reset Indent) Gator, why are you so angry? <br />
<br />
I found this because I happened to come across angry messages on Surgo's user page and I was curious. You're complaining about a test which is intentionally open ended and vague being open ended and vague. There's no hard numbers to crunch here, and that's kind of the point.<br />
<br />
Others already said it, but I'll try to spell it out. The number of runes in the hall doesn't really matter, it literally can be one. The type of rune could matter (cause maybe you're immune to X Y Z) but most fall into the general "trap does damage" category. Doesn't matter if it kills you, and making the DC itself is just luck. So the actual question being asked is "Can you disable or bypass a trap in your path?"<br />
<br />
And.... can you? There are no other variables to consider, if you're in antimagic, or can't teleport, or can only speak in prime numbers of words, since the test doesn't involve that. Path, obstruction, method of egress. And if you can't, fail. And that's ok, cause sometimes the fail is still an ok result like the party meatshield just walking through and soaking the damage as it comes. -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 10:03, 31 October 2022 (UTC)<br />
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: Why aren't you angry? Why do you have such low standards? Everything else in your comment, I've already covered before. I'm not going to engage further with people who are pretending to be stupid as a hobby. {{Unsigned|Gatorized}}<br />
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:: "I'm not going to engage further" -- then leave. We aren't here to entertain people being purposefully obtuse. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 21:26, 23 November 2022 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Dungeons_and_Dragons_Wiki_talk:The_Same_Game_Test&diff=357754Dungeons and Dragons Wiki talk:The Same Game Test2022-11-23T21:26:33Z<p>Surgo: </p>
<hr />
<div>== "Using Your Results" Word-age ==<br />
Should the levels of balance be re-written from "monk, fighter, rogue, wizard" in the last section of the SGT article to "low, medium, high, very high" or are they preserved for a reason? --[[User:YouLostMe|YouLostMe]] ([[User talk:YouLostMe|talk]]) 00:30, 13 March 2013 (UTC)<br />
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:It should have been updated already. Feel free to beat me to it :-) - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 02:19, 13 March 2013 (UTC)<br />
<br />
== Questions ==<br />
<br />
How can we be certain the Same Game Test is accurate, when D&D's balance point is a party of four of mixed class? --[[User:Jonathan Drain|Jonathan Drain]] 12:02, September 20, 2009 (UTC)<br />
<br />
:;Taken from somewhere else I wrote, but relevent here:<br />
<br />
:{{quote<br />
|Challenge Ratings for NPCs:<br />
An NPC with a PC class has a Challenge Rating equal to the NPC’s level.<br />
|orig=Dungeon Master's Guide, page 37}}<br />
<br />
:The same thing means that a level X PC '''should be''' a CR X creature. So a level 5 Barbarian should be a CR 5 creature. And a level 8 Monk should be a CR 8 creature. And a level 7 Wizard should be a CR 7 creature. With me so far? I didn't go too fast? Alright, let's move on.<br />
<br />
:Two creatures of the same CR are supposed to be at around the same level of power, and when they directly face each other with neither having an overwhelming advantage (like fighting in a pit full of lava against a fire elemental), the victor should be completely random. That is, on average, the victor between the two creatures should be each of the creatures, 50% of the time. With trial combats between the two, one creature should win half the time, and the other should win half the time. Why? Because they're supposed to both be of equal power. This means that the Same Game Test attempts to balance classes '''according to the DMG'''.<br />
<br />
:No, a single monster of a CR equal to the average level of a party is ''not'' supposed to be a major threat.<br />
<br />
:{{quote<br />
|Challenge Rating<br />
This shows the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty. Assume a party of four fresh characters (full hit points, full spells, and equipment appropriate to their levels). Given reasonable luck, the party should be able to win the encounter with some damage but no casualties. For more information about Challenge Ratings, see pages 36 and 48 of the Dungeon Master’s Guide.<br />
|orig=Monster Manual, page 7}}<br />
<br />
:{{quote<br />
|A single monster of a specific Challenge Rating when faced by itself has an Encounter Level about equal to its Challenge Rating.<br />
|orig=Table 3-1, Dungeon Master's Guide, page 49}}<br />
<br />
:{{quote<br />
|The average adventuring group should be able to handle four challenging encounters [of an Encounter Level equal to the party level] before they run low on spells, hit points, and other resources.<br />
|orig=Dungeon Master's Guide, page 50}}<br />
<br />
:This means that if a party faces a single creature with a CR equal to the party level, they should expend approximately 20-25% of their resources for the day. That's not a very hard challenge, and virtually none of the PCs risks dying. No, a whole party should '''not''' win only 50% of the time against a monster that has a CR equal to their party level. It should be a breeze for them. Only when a character is alone against a monster of his CR should he have a chance of dying, and then 50% of the time, since it comes down purely to the dice on who wins and who dies (since the PC is supposed to be of the same CR as the monster, by the book).<br />
<br />
:Thus, a PC who passes the Same Game Test is '''balanced''' according to the DMG. However, not all PC classes are balanced. Monks and Fighters are usually far below in power than creatures of equal CR. Wizards, Druids, and Clerics are often far higher in power than creatures of equal CR. The page you linked in the article that this talk page belongs to tries to explain that. So... yeah. Not only is the "system" right, but it doesn't design anything. Instead, it attempts to detail out the power levels of certain things. It explains how the system works.<br />
<br />
:;This means that a character should be able to take on n same EL encounter by himself, and win 1/2 the time, since he is supposed to represent the same threat as the encounter. However, CR and EL is out of whack and doesn't really work, so... *shrug* The SGT only really works if you assume that the system works. But if you assume that, then it works great.<br />
: --[[User:Ghostwheel|Ghostwheel]] 12:11, September 20, 2009 (UTC)<br />
<br />
:: The problem with that argument is that the DMG's not accurate when it says CR = NPC level. The developers admit this:<br />
::{{quote<br />
|Reason I hate the drow #2: They’re basic humanoids, so I have to build them with class levels. The rule that says “an nth-level NPC is a CR n monster”… well, let’s just say that the rule isn’t beyond reproach. It’s true of some classes within some level ranges, but it’s simply not accurate as a general rule. I don’t think any designer will tell you with a straight face that a 1st-level NPC wizard is a good challenge for four 1st-level PCs. (Better hope the NPC gets that sleep spell off, huh?) So my low-level drow have 1 point of CR vanish into thin air, and they lose more oomph because they’re built with class levels.<br />
|orig=Design &amp; Development: Let’s Get Small: Adventure Design, Part 1[http://www.wizards.com/default.asp?x=dnd/dd/20060210a]}}<br />
::--[[User:Jonathan Drain|Jonathan Drain]] 15:08, September 20, 2009 (UTC)<br />
<br />
:::Drow are supposed to have LA. The issue in that case is with the drow, not the system. Also, what he's saying ("It’s true of some classes within some level ranges, but it’s simply not accurate as a general rule") is exactly what the Same Game Test points out as a flaw in the system; that works for rogues and similarly powerful classes (PsyWar, Swordsage, etc.), doesn't work (classes are too strong) for wizards, druids, and the like, and also doesn't work for fighters, monks, and the like, but this time because they are too weak. The SGT is a method for balancing homebrew classes that says that this (“an nth-level NPC is a CR n monster”) should apply to all classes over all levels. We know that this ("the DMG's... says CR = NPC level") isn't accurate, but that's because the designers made certain classes poorly, not because the system is flawed. I don't think that was quite as succinct as it could have been, but do you get where I'm coming from? -- [[User:Jota|Jota]] 16:00, September 20, 2009 (UTC)<br />
<br />
:::: I see the logic behind the Same Game Test. However, there's a complicating factor: what if the class' effectiveness changes when it's in a group? Consider a "Healer" class, who may be balanced or even overpowered when in an adventuring party, but would fail the Same Game Test nine times out of ten. Likewise, when my 3.5 game had a bard, we counted how much bonus damage his music contributed and it worked out to as much as the party average. Solo, he'd fail the test because his class is less powerful when he's not tested as part of a group. --[[User:Jonathan Drain|Jonathan Drain]] 17:38, September 20, 2009 (UTC)<br />
<br />
:::::That is a worthwhile thing to note and is a complicating factor for the test. I know there is some discussion going on about the [[Marshal (3.5e Class)]] for that very reason. Check out the talk page if you are interested. The same game test is a standard to balance things to. We will need a more sophisticated standard for more complicated things. For most classes, however, they can solo just as well as they do in a party and the test works fine. --[[User:Aarnott|Andrew Arnott]] ([[User Talk:Aarnott|talk]], [[Special:EmailUser/Aarnott|email]]) 17:59, September 20, 2009 (UTC)<br />
<br />
::::::Ugh, Arnott beat me to it, but here you go anyway.<br />
::::::Having a non-subjective measure against which you can judge a class's relative merit is worth quite a lot when you're trying to keep power levels in the same range and avoid the problems you admit the base system has. Just because it fails in the case of classes that don't do as much directly doesn't mean we should drop the test, though it is a good case for expanding it. [[User:Ghostwheel|Ghostwheel's]] [[Marshal (3.5e Class)|Marshall]] has exactly this problem, and there have already been suggestions made on how to expand or alter the test to account for it. - [[User:Tarkisflux|TarkisFlux]] 18:14, September 20, 2009 (UTC)<br />
<br />
:::::::A non-subjective measure is a great idea. The difficulty is making sure the measure is accurate. It's not just support classes that work differently a party than solo, but monsters too. Some have area attacks which work better against a party, some are more deadly when they survive longer due to not being outnumbered, and some are weak to standard group tactics like flanking. Conversely, few monsters are actually weaker against one man than against four.<br />
:::::::The problem of course is that to test a class alongside three comrades (so that the test is accurate to real D&D conditions), how do you ensure those comrades don't contaminate the test results? If you use only classes previously proven balanced for his comrades, how do you test those first without picking their comrades? --[[User:Jonathan Drain|Jonathan Drain]] 20:17, September 20, 2009 (UTC)<br />
<br />
::::::::You have actually read the test and aren't just complaining about it on principle right? It is, in order: a 'trap' that's likely to kill you if you can't disable or avoid it, a big boring hard hitting melee monster with reach, a flying monster that can kite you all day, a closet / ambush monster who murders you if you can't detect it, a potentially tactical well defended melee monster, a pair of creatures who are weak in melee but carry mental SoDs, a creature who is weak in melee but has lots of supporting creatures and fort SoDs, a large group of slightly weaker melee monsters with reach, and a load of individually weak creatures that happen to be insubstantial and could overwhelm you. Which is basically all of the stuff that you just complained about it not measuring with the exception of the thing that I've already admitted probably needs to be addressed. It's not designed to test the monsters, so whether they function better against a party or not is pretty moot. It generally ignores puzzle monsters as well, because they're not consistently challenging.<br />
::::::::The 4 man balance point you mentioned above did not work when the game came out, and it doesn't work now. It really falls apart because you have to account for atypical party composition and play styles as well as bizarre class feature synergies. I think there may be room in the SGT for a couple of '5th wheel' tests where we drop the class into a pre-determined encounter with a pre-determined party, but those really can't replace examining the class on its own against challenges that are actually appropriate for their level. - [[User:Tarkisflux|TarkisFlux]] 21:22, September 20, 2009 (UTC)<br />
<br />
:::::::::The four man balance point is a correct balance point, because that's how Dungeons & Dragons is played. That point isn't incorrect just because it's harder to reliably test than SGT. A test may be ''precise'' without being ''accurate''.<br />
:::::::::Same Game Test is only proven valid if solo and group performance are proven equatable. This could be true, but the article I read doesn't prove that this is the case.<br />
:::::::::Example: Suppose a class passes SGT with a 50% rating, but anyone who uses the class in a game finds it underpowered. Is the game at fault, or the test? --[[User:Jonathan Drain|Jonathan Drain]] 07:01, September 21, 2009 (UTC)<br />
<br />
:::::::::: It works since the balance of a group is determined by its individual members. How they synergize can come into play, but unlike 4e, 3.x classes are for the most part made to be self-encapsulating and don't affect other party members too much (with an [[Marshal_(3.5e_Class)|occasional exception]], during which you'd be right that the SGT doesn't work well). It is also accurate, since a character of a certain level should be at around the same power as an encounter of the same level (see the quotes from the DMG above). Furthermore, someone who passed the SGT is going to be fine against equivalent encounters in a standard party (by definition), unless everyone else is using Tome material and/or are wizards/clerics/druids, since the power of someone who can pass the SGT is about that of a Tome of Battle class (Swordsage, Warblade, Crusader, etc). --[[User:Ghostwheel|Ghostwheel]] 07:19, September 21, 2009 (UTC)<br />
<br />
:::::::::::Well, this discussion is on its descending end, but I simply feel I must add my own two cents. The Same Game Test fully achives what it attempts to do: test a character against a menagerie of challenges, to see if they are able to remain on par with 50% of them. Though, the real question is "If a class doesn't do anything by itself, how can it be tested by this system?" The answer is simply "Pair them with a class that beats the SGT evenly, and then double the power of the test." A few example of this 'doubling' are detailed below:<br />
<br />
:::::::::::*A hallway filled with magical runes ''(No change, if you can't get past em, you can't get past em)''. <br />
:::::::::::*Two Fire Giants ''(Hells yes)''.<br />
:::::::::::*Two Young Blue Dragons ''(I love the smell of Ozone in the morning)''.<br />
:::::::::::*Two Bebiliths. ''(Yeah, you're screwed)''.<br />
:::::::::::*Two Vrocks ''(Royally Screwed)''.<br />
:::::::::::*Two tag teams of Mind Flayers ''(Must've interrupted their football game)''. <br />
:::::::::::*Two Evil Necromancers ''(Probably Boyfriend/Girlfriend)''. <br />
:::::::::::*12 Trolls ''(Not a good time for the matches to be wet)''. <br />
:::::::::::*Two hordes of Shadows ''(ie. A very dark room)''.<br />
<br />
:::::::::::Well, having said that, you could also adjust the test to allow for parties of 3 characters (one standard, two buffers), or even four or five, and the test should hold true as a testing mechanism, of course, then there is also the question of making sure a party of 'two standard, one buffer' doesn't make things go off the charts. Now then, for the cases of unbalanced parties, well, honestly, there is no way to test that, because the values you are looking at are completely subjective, and therefore merely an academic exercises about a paticular group. Take away from this what you will, I just hope I cleared something up. Also, two more things, this section shouldn't be headed 'Inaccuracies', it should be headed 'Questions', for accuracy, and, if a class passes the SGT, then, in a game, feels underpowered, then you probably aren't playing the class correctly (taking bad feats, underoptimizing, etc.) &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:50px; -moz-border-radius-bottomleft:50px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:#A30506; -moz-border-radius-bottomleft:50px; -moz-border-radius-topleft:50px">(talk)</span>]]</sup> 08:56, September 21, 2009 (UTC)<br />
<br />
''Reverting indentation''<br />
:People have probably said this already, but one of the ideas behind the SGT is that not every class or build will win out over some of the same general types of encounters (bruisers, casters, groups, high-mobility enemies, etc.) Ideally, using a SGT you'd be able make a party that covers the varieties of encounters and let the party handle what they can reasonably expect to see. <br />
:I've seen people suggest testing a four-man group (for pretty much the same reasons you've said), JD, but the general feeling is it'd be too many variables and wouldn't let you check specific characters to see if they're under/overperforming. I wouldn't want to play a character who can't keep up with the rest of the group, and not many people want to play in a game where one character wins everything for the party, you know? --[[User:Genowhirl|Genowhirl]] 11:48, September 21, 2009 (UTC)<br />
<br />
::I'm sorry JD, but DnD is not only played as a 4-man group game. It was an assumption made by the designers that is simply a ridiculous overgeneralization that leads to massive gaps in testing. It may be a common way to play, but attempting to test against it leaves out or ignores so many variables as to make it both less accurate and precise. Even if that wasn't the case, and you could safely ignore all non-4-man-groups in testing, it suffers an inability to identify the individual contributions of each member to ensure that they are keeping up with each other and not simply playing second fiddle in a symphony that works just as well without them.<br />
::So let's use a monk as an example, since he can easily be placed in a 'standard' party that passes a 4-man test. The designers did something like that anyway when they decided that it was a great class. That character is really weaker than the rest of the party, and I would say that it is the fault of the test for not picking it up precisely because it can be passed in spite of his not pulling his weight. That character could also have been placed in a party with a wizard, cleric, and druid, and would have been largely unnecessary and the test still wouldn't have seen it, because that group would pass. Do these cases mean that the class is balanced and fine in the right party, in spite of player complaints that it's not powerful enough or that he's just "running around distracting enemies while everyone else does the real work" (a real complaint from the last time I caved and let someone play a monk, at level 10)? As a counter example, he could be placed in a party with a paladin and a fighter and a barbarian and been almost as useful as everyone else, but the group probably wouldn't pass the test. Is that a failure of the group, or the class, or both?<br />
::The test you're proposing lacks the precision and granularity to find issues and also the accuracy to fail groups with bad apples but otherwise good coverage. You can take SGT results and stack them up on top of each other and get a good sense of how a group of characters will be able to deal with general challenges, because you will see the individual gaps that may or may not be filled by the additional group members. You can't go the other way with a 4-man test, and that major failing combined with incorrect assumptions about 'how the game is played' really do make it a non-starter. - [[User:Tarkisflux|TarkisFlux]] 16:37, September 21, 2009 (UTC)<br />
<br />
:::Here's one hypothesis. Take a party of Fighter/Cleric/Rogue/Wizard and run these through Same Game Test as a baseline group. Next, replace one character with the class you want to test, and run the Same Game Test the same way. If average party efficacy goes up or down, we can measure this as the difference between the new character and the character he has replaced. By measuring only the difference between two classes, you can have an accurate reading in a context closest to real play where balance is most important. If Ghostwheel's argument above is correct, class synergies in 3E are only a minor factor, so what classes you pair them with won't matter too much.<br />
<br />
:::I think testing in a group of four is reasonable. The average 3E group has between 3 and 6 players, surely. Larger and smaller groups exist, but I'm certain that four-man is more commonly played than one-man.<br />
<br />
:::One-man SGT sounds like a good way to test a character's challenge rating as an NPC. This reveals that certain core classes are significantly weaker as solo opponents than Level = CR would suggest, which most D&D writers would agree with. Compare the [[SRD:Titan]] to a level 21 fighter and I'm certain you'll find the fighter woefully underpowered. I'm just not certain this means a level 21 fighter needs to be beefed up to the level of a Titan.<br />
<br />
:::Certainly it's not true that character level always equals challenge rating, or else we wouldn't have level adjustment. --[[User:Jonathan Drain|Jonathan Drain]] 18:44, September 21, 2009 (UTC)<br />
<br />
::::I actually don't agree with Ghostwheel on the synergy point, but it's not really relevant at the moment. I don't think either of us is going to make any actual progress until someone sits down and does the test as you think it should be done so that it can be held up to more substantial scrutiny (instead of this theoretical back and forth), which it will either weather and prove me wrong or crack under. As I have neither any interest in it nor the time to do it, I'll leave that as an exercise for someone else.<br />
::::You mention the Titan against a 20 fighter, and that the fighter would get stomped, or charmed, or mazed, or something equally nasty and loss causing pretty much all of the time. That alone does not mean that a fighter needs to be boosted, and suggesting so suggests a misunderstanding of what the SGT tells us. We don't care about individual results on the SGT, but only the aggregate results. We care about the fact that a fighter can't deal with '''''any''''' of the CR 20 challenges in an even way. On average, he loses to everything at that level, and as such he needs something if he's going to be more relevant at that level than a torchbearer. He may need to be boosted by artifact swords or by taking the leadership feat so he's really a fighter and a slightly weaker wizard who walks around making up for his shortcomings, but he does need to be boosted (and as these solutions generally involve you not playing a fighter anymore but a sword or a follower, I find them quite distasteful).<br />
::::He may not need to be boosted to the level of a Titan, because the Titan may live in a specific role environment that isn't appropriate for the fighter, but he does need help if you want his level to mean anything. Back in 2e when you had different xp tracks and your level didn't mean as much as your xp total it was completely fine for an equal level fighter to be worse than an equal level wizard, because it took less to get there. Since the game has moved on to a point where the entire party is supposed to be roughly equal in power if they are of the same level (not that they can't be specialized in an area, but it needs to even out), that doesn't fly anymore.<br />
::::No one here will dispute that character level is not always equal to challenge rating, and you could hold up a monk or barbarian or spellthief or warmage or lots of other things as proof without even bringing up the poorly done system that is LA. The point of this guideline is that it '''''should''''' be the case, because if it does work out then the game proceeds more smoothly for all involved and we have fewer people complaining about not feeling like they contribute. I'll grant you that the game doesn't always work like this and you don't have to follow this if you don't like it or are more concerned about other things (you can seriously ignore this for your own work and we will still offer whatever criticism we can to help you get to whatever balance point you want), but as a guideline it works very well for making sure that new homebrew classes aren't out of line with existing challenges or reasonable class builds. - [[User:Tarkisflux|TarkisFlux]] 20:00, September 21, 2009 (UTC)<br />
<br />
:::::Okay,<br />
:::::#Level '''''SHOULD''''' always be equal to CR, despite the fact that many core classes fail overwhelmingly at this.<br />
:::::#Yes, Fighter sucks, thank you for pointing that out.<br />
:::::#LA is an asinine concept, and whoever thought of it should have been fired.<br />
:::::Thank you. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:50px; -moz-border-radius-bottomleft:50px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:#A30506; -moz-border-radius-bottomleft:50px; -moz-border-radius-topleft:50px">(talk)</span>]]</sup> 23:52, September 21, 2009 (UTC)<br />
::::::As a totally superfluous side note, I think Sean K. Reynolds has claimed the whole LA system as his idea/writing. Something like that. --[[User:Genowhirl|Genowhirl]] 02:19, September 22, 2009 (UTC)<br />
<br />
::::::#If level should equal CR, when it does not, then the balance point defined by SGT is going to be significantly higher than the normal standard for Dungeons & Dragons. That'll create a new tier of special high-powered classes.<br />
::::::#Same Game Test doesn't take into account the amount of damage the fighter enables by taking hits for his party, and the amount of time he buys by tripping the enemy. I won't deny that it's one of the weakest core classes, but it may not be as weak as it seems.<br />
::::::#I concur that level adjustment doesn't work well. Here's a great example: Sean K. Reynolds' ''Anger of Angels'' features the Seraph, a CR4 creature with 4HD and LA +9. It's an ECL13 character with a host of special abilities, none of which make it more powerful in practice than a level 4 cleric.<br />
<br />
::::::Suppose the titan is the benchmark for a level 21 warrior-type class. The fighter already has some of the right attributes:<br />
::::::*370HP (for example, d12 hit dice with 30 Con)<br />
::::::*AC32 (+3 Dex, +13 ''fullplate +5'', +5 natural armour, +5 deflection, +2 insight AC)<br />
::::::*+37/+32/+27/+22 to hit (+21 base, +10 from Str 30, +5 magic weapon, +2 feats)<br />
::::::*Saves at +26/+13/+21 (+11/+6/+6 base, +10/+3/+3 Con/Dex/Wis, +5 cloak, +5 will misc)<br />
<br />
::::::To match the titan, he would also need to gain something equivalent to:<br />
::::::*Damage reduction 15 to something rare<br />
::::::*SR32 (about half of all magic misses)<br />
::::::*41 damage per hit on average (2d6+34: +10 Str, +5 magic, +5 feats, and 14pts or 4d6 from elsewhere)<br />
::::::*Offensive spells at will, including ''chain lightning'', ''fire storm'', ''charm monster'', ''greater dispel magic'', ''hold monster'' - around DC22, so not very effective against CR20 monsters<br />
::::::*Defensive spells at will, including ''invisibility'' and ''cure critical rounds''<br />
::::::*Quickened ''chain lightning'' each round for 20d6 or 70 damage; CR20 will pass the save easily so this amounts to about 38 damage to one target and 19 to every other.<br />
::::::--[[User:Jonathan Drain|Jonathan Drain]] 11:25, September 22, 2009 (UTC)<br />
<br />
:::::::Point by point:<br />
:::::::#No, there is no "new" tier. There are just [[Fighter, Tome (3.5e Class)|fighters]] that are on par with wizards, which freaks the crap out of people who don't know any better.<br />
:::::::#You assume the fighter is going to be able to do these things (take hits, trip, etc.). If he's a great tripper, chances are he's blown most of his feats getting to that point and can't do much else (Spiked Chain, Combat Expertise, Improved Trip, etc.). In said case, how does he combat flying monsters or quadrupeds? What happens when highly mobile monsters ignore him due to his need to get close while they focus on everyone else? If he's got the right feats (Stand Still, etc.) to be a zone controller so that he can dictate what enemies do, that still requires that he gets close and it's also no guarantee of control, while wizards could just cast ''forcecage''. The equivalence is just not there. Monsters that teleport at will get around him as well, so I guess the point is your intangible benefits, while not fake, do not make the SGT any worse of a predictor because the same would apply to other fighter-types who can pass the SGT (warblade, for example) with closer to the expected efficiency. <br />
:::::::#N/A<br />
:::::::#Regarding the titan: the fighter doesn't need to match the titan at anything. He just needs to be able to beat 50% of encounters with a CR equal to his level. If titans whoop his ass every time, that's fine, as long as he wins other combats. The problem with the core fighter is it can't. <br />
:::::::Adding superfluous text here so that the next post lines up more indented-like. -- [[User:Jota|Jota]] 13:35, September 22, 2009 (UTC)<br />
<br />
::::::::Level already '''does''' equal CR for a subset of the classes, and you could look over [[Dungeons_and_Dragons_Wiki:Balance_Points#Rogue_Level|here]] for some of them. All that setting that as the standard would do is make sure that new stuff and corrections to old stuff get on the same balance point as existing well balanced material. This isn't some new ultra powered balance point that's different from a non-existent and not defined 'normal' balance point in DnD. It's just a rejection of the current situation where some classes are allowed to be weaker than others in every area of the game all of the time. It's a rejection of the idea that if you go out and you get the same XP as the guy next to you that you're allowed to suck more than he does in every area of the game all of the time because your class is different than his. It really is not as big of a deal as you are making it out to be. - [[User:Tarkisflux|TarkisFlux]] 17:30, September 22, 2009 (UTC)<br />
<br />
:::::::::I like the SGT because,<br />
:::::::::*Helps newbie's create classes that can defeat unique challenges. Not just a sword-wielding humanoid.<br />
:::::::::*A passing class can survive challenges more often. Which is more fun for everyone in the group.<br />
:::::::::*Teaches that every class should see itself acting alone, at least once, without the parties cleric or wizard.<br />
:::::::::*Encourages breadth, depth, and feedback.<br />
:::::::::I dislike the SGT because,<br />
:::::::::*Ignores party play when testing alone.<br />
:::::::::*<s>Encourages a one-man army. Should the tested class pass >50% challenges.</s><br />
:::::::::I take this system with a grain of salt. I do not consider it perfect. I do think it is a positive learning experience. --[[User:Jay Freedman|Jay Freedman]] 19:08, September 22, 2009 (UTC)<br />
<br />
::::::::::Isn't it also important to note that some of the encounters listed in the SGT are likely not intended for an evenly balanced character to be able to take one-on-one (I would be referring to creatures that most players would probably regard as party killers such as dragons, titans, maybe drow, and similarly powerful beings). So maybe if your class can breeze through said encounters, it seems logical to guess that it may be overpowered instead of having a class that can win against the not-so-tough encounters but struggles against dragons and the like. Basically, Jay, it's not encouraging a one-man army; if anything, it seems to me like this test would simply be the red light to tell the player that their class/build qualifies as such. - [[User:ThunderGod Cid|TG Cid]] 20:56, September 22, 2009 (UTC)<br />
<br />
:::::::::::That makes sense TG. No class is meant to win more than half of the encounters. Good call. --[[User:Jay Freedman|Jay Freedman]] 22:40, September 22, 2009 (UTC)<br />
<br />
: Every encounter on the SGT list is within 1 EL of the level it's for, taking into account that some monsters are awesome and have their CR understated. Dragons, for instance, have their CRs consistently understated by 4, so a CR 6 dragon is listed as a level 10 challenge in accordance with its real CR.<br />
: As for "4th Man" tests, the Gaming Den had a discussion a while back [http://www.tgdmb.com/viewtopic.php?p=51958|here]. The conclusion was that they were too much work for the marginal improvement in accuracy. --[[User:IGTN|IGTN]] 00:37, September 23, 2009 (UTC)<br />
<br />
== Other Options ==<br />
<br />
If the character challenging the SGT has other options instead of attempting to fight and defeat the creature (sneaking past, being invisible, flying around it) would it still be considered a loss? What about if they have the ability to get away from the enemy almost at will? Would it still be considered an actual loss if they don't die? Just because if the only way to "defeat" encounters were to actually kill the enemies, the rogue would have no chance of passing the SGT without a flanking partner. --[[User:Ghostwheel|Ghostwheel]] 02:45, September 28, 2009 (UTC)<br />
<br />
:I would argue that if they can automatically trivialize the encounter in any way, then it is a win (whether or not they kill it). The DMG says that exp is awarded if a fight can be avoided. If you earn exp, you have defeated the encounter. --[[User:Aarnott|Andrew Arnott]] ([[User Talk:Aarnott|talk]], [[Special:EmailUser/Aarnott|email]]) 02:53, September 28, 2009 (UTC)<br />
<br />
::Agreed mostly. A class that can teleport probably wins the hallway if it can see the end and skip the traps because it has bypassed them and moved on. Being able to run away is not the same as being able to get past the encounter though, and in cases where escape is trivial but moving forward is not, I would argue it is a loss. Which of those fit those criteria in the SGT is a good question. - [[User:Tarkisflux|TarkisFlux]] 03:32, September 28, 2009 (UTC)<br />
<br />
::: How long is the hallway?<br />
<br />
::: IMO it a loss, a using wand of invisibility and a scroll of silence could get you by most low-level encounter. Making say, a human paragon a wizard-level class (it not), a character should be able to defeat the encounter not avoid it. Also some encounter cannot be avoided, like a animated statue ready to crush the nearby town (Cr 5) if you avoid it you win? Nah it going to raze the town. The key of the treasure of GAHHAHAHLHA is around the mummy neck? Bypassing the mummy won't let you win. Avoiding a encounter is far to circumstantial to be a valid tactic for metagaming observation. --Leziad 03:39, September 28, 2009 (UTC)<br />
<br />
:::: That would be a class using wizard-level tactics, and we know that wizards don't pass the SGT (they beat it), so that doesn't really work. Rather, the SGT is meant to measure a character's/class's inherent abilities, not the stuff they can pick up from other classes. --[[User:Ghostwheel|Ghostwheel]] 03:42, September 28, 2009 (UTC)<br />
<br />
::::: A human-paragon gain UMD (they can) and most will. It not like picking stuff from other classes, it not a valid tactic to pass the SGT imo. --Leziad 03:56, September 28, 2009 (UTC)<br />
<br />
:::::: In theory, you can do this with any class. 4 ranks in UMD (at 2 skill points per rank) + 2 (masterwork item) + 5 (2.5k magic item) + 1 (charisma) = +12 to UMD, more than enough to UMD a wand. Does that mean all classes can beat the SGT without a problem? Of course not. They're just borrowing the wizard's tricks. Instead, one should focus on class abilities instead, rather than borrowing stuff from other classes. --[[User:Ghostwheel|Ghostwheel]] 04:10, September 28, 2009 (UTC)<br />
<br />
:::::::And if you're doing Tome rules, Product of Infernal Dalliance + Greater Teleport (won't help at fifth level in most cases (no feat selection), but still) will allow some classes that otherwise could not pass the SGT to mutilate it... -- [[User:Jota|Jota]] 05:48, September 28, 2009 (UTC)<br />
<br />
:::::::: Eh, most stuff in the Tomes doesn't pass the SGT, with the Base Classes in the Dungeonomicon being an exception. --[[User:Ghostwheel|Ghostwheel]] 07:22, September 28, 2009 (UTC)<br />
<br />
:::::::::I take back what I said. Leziad is right -- combat encounters should be considered combat encounters. --[[User:Aarnott|Andrew Arnott]] 13:47, September 28, 2009 (UTC)<br />
<br />
::::::::::Why do people think that jesters and assassins aren't better than the Races of War classes? Remember, UMD exists - it's to be used.<br />
<br />
== Cleaning up the SGTs ==<br />
<br />
So having just stared at this again, it stood out that the 5 and 15 SGTs don't really match up well to the level 10. There's more stuff in them, and more things that look like the same encounter types with different creatures. I want to edit them down a bit so that there is less overlap. I'll probably post them here first as soon as I have them sorted. But before I go spend time on it, anyone opposed? - [[User:Tarkisflux|TarkisFlux]] 18:17, April 20, 2010 (UTC)<br />
<br />
: About the 15 SGT, would [[Talk:Griffon_Rider_(3.5e_Prestige_Class)#SGT_Results|any player with a half-decent ranged attack and flight with a decent speed]] be rogue-level? Still a few specifics there that I don't agree with, but that ... doesn't sound right. --[[User:Ghostwheel|Ghostwheel]] 03:51, April 21, 2010 (UTC)<br />
<br />
::In an outdoor campaign, maybe. There's lots of times where flight actually doesn't matter at all, they're just not well specified in the SGTs. I should probably assign default terrain to some of these as well (which I sorta assume anyway) so that it tests what we think it tests and not some other thing. - [[User:Tarkisflux|TarkisFlux]] 04:13, April 21, 2010 (UTC)<br />
<br />
::: Mind weighing in on the talk page above? Seems like it's possible to do the above, which, like I said, doesn't really sound right... --[[User:Ghostwheel|Ghostwheel]] 05:46, April 22, 2010 (UTC)<br />
<br />
::::Maybe later. I don't even have a direction to take it in that would be helpful. It's not the same game at level 15 that it was at 10 unless you're playing low rogue or below, and that whole page is attempting to treat it like nothing changed in 5 levels and the same tricks work. Which is the whole point why fighter types don't keep up, if the same tricks worked they'd be fine (and often are, ish, in fighter level games). Actually explaining that turns out to be really hard though. I need to spend more time dissecting the SGT and work through some edition confusion (wall of force won't let you sphere anymore? wtf?) before I can call BS / support / whatever anything over there. - [[User:Tarkisflux|TarkisFlux]] 15:27, April 22, 2010 (UTC)<br />
<br />
===Level 5 - Updated===<br />
<br />
So, the first one has been brought back in. If you feel that anything was missed or should be brought back or is decidedly unfair or whatever, please say something. - [[User:Tarkisflux|TarkisFlux]] 00:41, June 19, 2010 (UTC)<br />
<br />
===Levels 10 and 15 - Updated===<br />
<br />
Welp, I've made an attempt. It could probably be easier, harder, or more exotic. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 04:37, 11 April 2013 (UTC)<br />
<br />
== Terrain and Detail ==<br />
<br />
This post [http://www.tgdmb.com/viewtopic.php?p=321180#321180 here] reminded me that the SGT is woefully underdescribed. A few sentences talking about the environment for each encounter would vastly improve the SGT's usefulness for assessing mobility and battlefield control features. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 18:21, 10 April 2013 (UTC)<br />
<br />
:That's part of what I started doing a while ago, before I got bored and stopped after doing the L5 SGT. Feel free to add them though. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 18:31, 10 April 2013 (UTC)<br />
<br />
:: I believe that there's a general consensus now that the SGT is pretty damn whack and is quite meaningless as an actual test of where you should place a class. Changing it means nothing, since it makes it no less irrelevant, and whether we use this version or the one before, classes should not be changed based on it IMO. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 02:19, 13 April 2013 (UTC)<br />
<br />
:::Well, it's a form of quick-and-dirty theoretical playtesting. Usually, the process of writing out how the SGT encounters would go gives people a clearer idea of how the class would actually work if used in a game, which is nice when discussing the balance point. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 02:56, 13 April 2013 (UTC)<br />
<br />
::::I believe that the general consensus is that the SGT is open to too much interpretation, potentially suffers from gear / feat / spell bloat, and is generally imperfect. Which makes it of use for ballparking things and not for pegging things concretely, but far from meaningless or irrelevant. Fox is attempting to resolve some of the openness here (as I was before), which can only help it be a better generalizer than it was previously.<br />
<br />
::::But this is mostly the same tired positioning again, and has added nothing but posterity. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 05:14, 13 April 2013 (UTC)<br />
<br />
== Spellcasters ==<br />
<br />
The above sentence pretty much tells me that the SGT may be too rough to specify this yet, but I'm running it with my own character and I've found on both the 5th and 10th level SGT that the way the Necromancer is played (and built, and even if it's a cleric or wizard) drastically changes the results of the test. Would it be possible for someone to specify how the author thought the spellcasters should be played? Even something as simple as "cleric, uses BFC and doesn't attack," or "wizard, runs away, buffs allies, and spams SoD/SoL's" - 12:25, 13 June 2013 (CNT)<br />
<br />
:The authors assumed that it was just the single character and they were using whatever the best option for the encounter was, so generally SoDs. <br />
<br />
:That said, any of your those possibilities are valid builds and give valid and different results, though the "runs away" part is problematic as the test assumes it's just you vs them and there are no allies to buff up. But that multiple build -> multiple result ambiguity is a real thing with the test. It helps you determine what sort of tactics are appropriate for a variable balance class (like most of the core stuff) in a game with who knows what level of balance. It's why the balance page refers to builds more than as classes, why we generally peg classes and feats and spells to their reasonably optimized level instead of worrying about their fully optimized or fully sandbagged builds, and why the SGT really frustrates some people here (well, that and the gear dependence). - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 17:17, 12 June 2013 (UTC)<br />
<br />
::Actually, fully specifying the spell selection and class of the Necromancer would be a useful activity for someone or other to do. Specifying tactics (past the first round), though, would imply less versatility than a Cleric or Wizard Necromancer actually has. --[[Special:Contributions/50.47.36.22|50.47.36.22]] 18:06, 12 June 2013 (UTC)<br />
<br />
:::I seem to have failed at reading this morning, because I thought you were asking about running a necro through rather than the L5 cleric and the L10 wiz specialist in the test. That's what I get for trying to be helpful after not sleeping. I'll kick it around, see if I can come up with anything more specific for them. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 18:55, 12 June 2013 (UTC)<br />
<br />
:::: Note that the validity of the SGT has been fairly strongly dismissed in that it's way too reliant on exactly what you have, what tactics you use, what consists of "defeating" an encounter, and the progression of an actual class. While it's half-way decent at ballparking, I would strongly recommend '''not''' using it as a basis on which you assign an article into a balance range. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 19:45, 12 June 2013 (UTC)<br />
<br />
:::::What Ghosty said, not to mention that because it only provides a basis for a single character combat, the SGT is also partially unreliable due to the prevalence of party-based characters (that is, to say, the ones who would buff allies, etc.). Because their abilities are party-dependent, their actual power can't be determined in an individual setting like this one. - [[User:ThunderGod Cid|TG Cid]] ([[User talk:ThunderGod Cid|talk]]) 20:48, 12 June 2013 (UTC)<br />
<br />
::::::Yes, yes, these are well known problems. Dead horse is still dead, and I'm still waiting for a reasonable replacement other than the "compare with material we somewhat arbitrarily assigned to these levels, and still generate arguments over the exact same interactions and limitations as the SGT" setup that the SGT's downgrading has left us with. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 21:13, 12 June 2013 (UTC)<br />
<br />
::::::: I still think that Aarnott had a fairly good starting point, setting "benchmarks" for different ranges which set their approximate ranges. The more benchmarks you fulfill of a certain area, the more likely it is that you fit into that level range. So for example, VH benchmarks might include the ability to fly by level 5-6 (covers wizzies and sorcs), extensive ability to use SoDs/SoSs, the ability to double (or more) the effectiveness of your entire party (looking at you, Haste/Polymorph), and the ability to scry-and-die at higher levels. Obviously these are just what I'm pulling off the top of my head, but I think they'd be a good starting point, and for the other ranges we could have damage benchmarks and the like, since they differ less from each other (mostly in terms of damage, honestly,) compared to VH classes. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 21:34, 12 June 2013 (UTC)<br />
<br />
::::::::It was a decent starting point. And then no one finished it. I put in a bunch of time on one before coming to the decision that it wouldn't be ''enough'' better for me to roll my own, on my own (because committee discussions weren't going anywhere), and then defend it and get it adopted given my position on the appropriate uses, benefits, and limitations of the SGT. Since you think it is enough better, perhaps you should give it a go. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 23:13, 12 June 2013 (UTC)<br />
<br />
== Just An Observation ==<br />
<br />
This system works only in one dimension. While the tests are fantastic at gauging combat, they fall flat at telling me how well-rounded a character actually is. The trapped door is a start, but what about basic survival, urban or wilderness? How to gauge political savvy, or social skills on the personal level? Puzzle solving, or just observation ability? Even more important, how does this system tell me how well a character would do in a campaign where combat is just plain a bad idea? Examples that spring to mind are diplomatic/cold war campaigns, alliance winning games and the romance story arc. If my character can survive a burning forest full of elemental dire badgers 100% of the time, but can only succeed at skills to notice betrayal or clues in a mystery game on a nat 20, how is my character optimized?<br />
:<br />
I draw attention here because this seems to be where all unoriginal and bad ideas seem to be stemming from, and want to know why good ideas not based on this rating structure seem to be rated down. Then again, not sure what a wiki needs a rating system for anyway...[[Special:Contributions/50.137.164.66|50.137.164.66]] 00:04, 20 November 2013 (UTC)<br />
<br />
:The balance rating system reflects the way WotC's content has a wide range of power levels. It lets some people make casters that work in a campaign with a Fighter and other people make warriors that work in a campaign with a Sorcerer, without the two groups of people getting the wrong ideas and raging at each other too much. It ''can't'' be a perfect system, because WotC didn't really seem to intend to create clear balance points (and for literally perfect balance, you'd need to know everything about the context in which it will be used).<br />
:It's possible to expand the SGT with a broader variety of challenges, but since people generally care about their win percent, it's somewhat presumptuous to change the SGT; I only did it when I discovered that the lack of environment descriptions by the creators was due to laziness rather than by design.<br />
:If you'd like to write up some sort of OGT (Other Game Test) for non-combat challenges that people can measure their classes against, that would probably be pretty cool. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 00:44, 20 November 2013 (UTC)<br />
<br />
:: Also note that 90% of WotC content is combat-oriented; if you want to have an intrigue, mystery, exploration, or similar type of campaign where combat is for the most part eschewed, there are many other systems, both more and less complex, that tend to do it better. Since D&D focuses almost exclusively on combat (and even many non-combat spells like Charm Person say what they do in combat), the focus of balance should be on the system's forte--combat, which will often be the centerpiece of the majority of campaigns, and take up most of the time during a session. <br />
:: Note that I don't mean that that's ALL the system can do. I've run and played in many games that were less focused on combat. But having been introduced to other systems, I can say that they do such campaigns better, even if they're not as popular. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 01:00, 20 November 2013 (UTC)<br />
<br />
:::And some of us like to shove the square pegs in whatever holes they got. I'm talking about the guy who just bought D&D or got it as a christmas present, doesn't want or have the means to buy one of those "better systems," is too honest to pirate, but still wants to play something inspired by Jane Austin with wizards and sword fights every tenth session.<br />
:::As for some examples: tracking challenges, "how many people can I feed in this sucky situation?", convincing people to surrender with decreasing advantages (because it would be easier to convince a warlord who has lost to give up compared to a warlord who is button push away from nuking everything), determining friend from foe, leading armies in the existing scenarios x100, etc.[[Special:Contributions/50.137.164.66|50.137.164.66]] 01:15, 20 November 2013 (UTC)<br />
<br />
:::: On the first bit, I don't think that the person you're speaking of would find their way here--but if they did, then they'd get a primer on what's stronger in combat, which is where you're most likely to have the worst thing happen to your character (more-or-less), that they die. It's where the majority of DMs screw up, getting frustrated that people are beating combat too easily or not dying where the guidelines say that they should have no problems.<br />
:::: As for the second, those are booleans for the most part.<br />
::::#Do you have Survival and the Track feat?<br />
::::#Do you have Survival? (Or a spell that creates food--magic can do anything.)<br />
::::#Do you have Diplomacy? Reduced to a single roll by the rules.<br />
::::#Do you have Sense Motive?<br />
::::#Do you have the Leadership feat?<br />
:::: Those are just some examples that illustrate how D&D is a poor system for those kinds of things. If you want to try to bash those square pegs into round holes, that's certainly one thing to do, but it's not going to fit as neatly, work as smoothly, or be nearly as interesting as using a different system for resolving those kinds of situations. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 01:22, 20 November 2013 (UTC)<br />
:::::The one thing I never got about D&D 3/3.5- their advocates seem so keen on selling the system based on what is wrong with it. I see the same books and skills, and I see a system that is like any other good system- tries to cover most bases, but still incomplete enough to be fun. TSR made a mistake selling the game, that we have seen, but did right in the OGL. Now we have awesomeness like Pathfinder, Paizo, Green Ronin, and huge amounts of books and websites dedicated to providing ideas. And if you still aren't finding what you are looking for, make your own shit up and post it!<br />
:::::But here... so many people complaining about bad ideas. A rating system that reinforces the idea that there even are good or bad ideas in a subject that is 99.9% subjective...<br />
:::::One question: would members agree that not only is this a game of ideas, but that those ideas should be explored and proliferated, regardless of whether or not they suit individual tastes, on the grounds that they match someones tastes? [[Special:Contributions/50.137.164.66|50.137.164.66]] 02:09, 20 November 2013 (UTC)<br />
<br />
::::::Bwa? I see a few conflated things here, so I'm going to deal with them one at a time...<br />
<br />
::::::The SGT - yes, this is a combat heavy test. It is not designed to tell you how well rounded a character is (which is almost impossible in the specific with the myriad options that skill and feat selections open up for any actual character), nor how well rounded a class is (which might be a slightly more tractable problem). It is entirely a test designed to answer complaints of "overpowered" or "underpowered" so that you can tell if one character is likely to overshadow another in a game, and deal with that as you feel like dealing with it. In that it sort of works with the right set of assumptions, sometimes, which is why we initially used it to determine our '''balance categories'''. The idea was that if you group classes with similar power curves under the same label, picking only from within a label will reduce complaints of "OP, nerf it!" in game (as opposed to using the test to edit classes up or down in power until they were all on the same page, which is also totally a thing you could do). And that grouping plan works pretty well in general even if it is still subject to campaign specific fluctuations, which is why we kept them even after moving away from this test.<br />
<br />
::::::That bears repeating: we don't really use this test very seriously anymore. It has some well known limitations, even within its rather limited goals of determining overall combat/trap encounter survivability, and there was no consensus on solving them, so the balance categories are mostly a "feel" and "compares well with" sort of thing these days. None of the balance categories are inherently good or bad though, and I've played enjoyable games in all of them.<br />
<br />
::::::On Other Challenges - The challenges you propose aren't irrelevant, but they're also not necessarily common in DnD games. Some of them also lack actual rules within the game (possibly the incomplete bits you were referring to) or the rules for them don't work well, and that makes testing them in similar fashion basically impossible. They're also completely orthogonal to this test, and you could well do both if you wanted a more complete picture of a class. If those bits are more important to you than the general combat/trap encounter survivability, then that test would be helpful in the same way that this is helpful for combaty things (at least, if you care about keeping PCs roughly equal anyway, no one said you have to) and you could safely ignore the balance categories generated by this one. It's supposed to be a tool to help people make their desired option in a way that fits their power playstyles, and if that's not a relevant concern for you then you should feel free to disregard the tool (or accept community label for your own material).<br />
<br />
::::::On Bad Ideas - There are a few actually bad ideas out there in that they fail to meet their stated goals, but many more ideas that are simply "bad for my playstyle preferences". People are welcome to downrate the former because it needs actual work still, but downrating the second counts as a violation of the merit guidelines and would get the rating blocked or removed (this was more explicitly codified relatively recently though, so some older ones may have slipped through. also, volunteer enforcement potentially leaves holes). Playstyle reasons are not valid for hating on something, and not valid for getting something removed. So in that respect, I completely agree with you that ideas should be explored and available whether or not they match my personal taste, so long as they're actually complete and functional and meet their stated goals. We have sandboxes for in-progress or needs-work things.<br />
<br />
::::::On Rating System - Originally this was designed as a system to promote the "best" articles to the top so that they could be featured on the main page and discovered by a larger group. It's gone through a few evolutions but still serves that purpose while also indicating that people have looked at an article (and were sufficiently interested to write something) or noting when things need to be sent back to the drawing board (as indicated above). So we have it as a peer review tool above and beyond normal comments, because it does useful things for content discoverability and pruning (there's already an "everything stays" wiki and the admins here wanted something different). Some people are very, shall we say, 'generous' with their opposition to articles that don't match their view of what the game should be. And that's extremely frustrating to me personally and rather damaging to being an open and welcoming community, but I haven't figured out a way to deal with it without losing the very real and tangible benefits that the rating system allows us in general.<br />
<br />
::::::Wrapping Up - Hopefully that clears a couple of things up. If you see an idea that you think is good get rated down, I encourage you to make an account and rate it up yourself (or login to yours if you're just posting anon for this conversation) or ask about it in our chat. Or leave a message on my talk asking me to take a look at it. I don't promise that I have time to take a look at everything, but I try to keep abreast of things here. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 08:21, 20 November 2013 (UTC)<br />
<br />
== What does the hallway full of runes actually do? ==<br />
<br />
symbol spells? sepia snake sigil? explosive runes? something else? how many of each? caster levels? save DCs? hallway dimensions? material type? {{unsigned|172.58.14.243}}<br />
<br />
: I always imagined it as explosive runes. To pass it, basically have infinite hp/fast healing, be able to dimension door or teleport some other way, or have trapfinding and search/disable device. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 08:44, 28 August 2019 (MDT)<br />
<br />
::How is this supposed to be a useful, objective test if it's left up to how each user "imagines it"? Why is this information not provided in the test itself? As is, the reader is given no indication how to actually run this test, making it useless. {{unsigned|172.58.14.243}}<br />
<br />
:::Yeah, it's not really an objective test, and things like the hall of runes especially are maddeningly vague, but quickly running through what you think a character would do for each encounter in an hour has helped me get a better gut feeling for how strong and versatile a class is a few times. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 14:29, 28 August 2019 (MDT)<br />
<br />
::::How is anyone supposed to "run through what their character would do" when there's no indication of what kind of threat or problem they're facing? {{unsigned|172.58.14.243}}<br />
<br />
::::That's idiotic, the whole point of a balance test is to provide a way of comparing relative balance.If everyone's making up their own test, it serves no purpose. {{unsigned|172.58.14.243}}<br />
<br />
:::::Added some recommendations for information to add so that the test is actually coherent. {{unsigned|172.58.14.243}}<br />
<br />
:::::: I'm not a huge fan of the SGT, but basically it's a bunch of benchmarks for a character to check themselves against to see if they have what it takes, and you can usually eyeball the result pretty easily if you understand the game decently.<br />
:::::: Also, leaving just recommendations on a main page isn't something we want. Feel free to discuss adding things here, but until it's finished, it shouldn't be added to the article page. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 08:21, 29 August 2019 (MDT)<br />
<br />
::::::: How do you "eyeball" a hallway full of magical runes? That might as well say nothing at all. What if it's a bunch of arcane marks I can just walk past? How does this help anyone? {{unsigned|172.58.14.243}}<br />
<br />
:::::::: Did you read what I said above? If you fulfill one of those criteria, or have something similar, you pass. If not, you don't. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 08:59, 29 August 2019 (MDT)<br />
<br />
::::::::: Ok, the hall is 10 feet long and contains a single rune that does nothing. Guess I pass. {{unsigned|172.58.14.243}}<br />
<br />
:::::::::: Yeah, good luck getting anyone who's not a sock puppet to agree with that. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 15:41, 3 September 2019 (MDT)<br />
<br />
:::::::::: Yes, that was exactly his point. Since that interpretation of the test will not be accepted, there must be some minimum and maximum bounds that define an acceptable interpretation of the test. Since that must be the case, why not add these bounds to the test so that it actually becomes useful?<br />
<br />
:::::::::: Hallway full of magical runes is: can you disable or somehow bypass magical traps? Then you pass. You can't? Then you (probably) fail. Not sure why you're having difficulty with this particular thing. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 19:29, 3 September 2019 (MDT)<br />
<br />
::::::::::: ANSWER ME. <br />
<br />
<br />
::::::::::: What if the traps trigger immediately in the presence of carbon dioxide, or water vapor? Now you automatically fail unless you are a warforged, undead, or some other sort of non-typical race. What if every trap is Death Spell and has a DC of 600? Now you fail unless you're immune to death effects. What are the walls or floor made of? Does your character have passwall, or a burrow speed? Is the hallway in a dead magic zone? This is why the test is useless without specific definitions. It doesn't actually say anything.<br />
<br />
::::::::::: The problem is that it is an arbitrarily large number of traps. Therefore, if the character has less than a 100% chance to find and disable each trap, they automatically fail. If they can automatically succeed but require a resource such as spell slots, they automatically fail. This is so obvious I can't believe you need it spelled out. Was this test written by an infant? {{unsigned|Gatorized}}<br />
<br />
:::::::::::: Problem is, if you want to define the rune test (i.e. to specify which runes are there, how many and what's the DC) the test is as useless as a vague one as it only can give results regarding that particular, which is useless if in any case in which the DM uses another set of runes (which is almost everytime). Multiple users have pointed out that the tests it's not perfect and clearly establishes guidelines more than strict rules, exactly to give room to those that need to use it, and would otherwise find themselves with examples that don't fit their intended results. This is so obvious I can't believe you need it spelled out. Please, engage in discussions in good faith. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 23:58, 30 October 2022 (UTC)<br />
<br />
<br />
::::::::::::: Problem is, the test as it is, is entirely non-functional. There exist changes that would make it functional. This is so obvious I can't believe you need it spelled out. Please, engage in discussions in good faith.<br />
<br />
(Reset Indent) Gator, why are you so angry? <br />
<br />
I found this because I happened to come across angry messages on Surgo's user page and I was curious. You're complaining about a test which is intentionally open ended and vague being open ended and vague. There's no hard numbers to crunch here, and that's kind of the point.<br />
<br />
Others already said it, but I'll try to spell it out. The number of runes in the hall doesn't really matter, it literally can be one. The type of rune could matter (cause maybe you're immune to X Y Z) but most fall into the general "trap does damage" category. Doesn't matter if it kills you, and making the DC itself is just luck. So the actual question being asked is "Can you disable or bypass a trap in your path?"<br />
<br />
And.... can you? There are no other variables to consider, if you're in antimagic, or can't teleport, or can only speak in prime numbers of words, since the test doesn't involve that. Path, obstruction, method of egress. And if you can't, fail. And that's ok, cause sometimes the fail is still an ok result like the party meatshield just walking through and soaking the damage as it comes. -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 10:03, 31 October 2022 (UTC)<br />
<br />
: Why aren't you angry? Why do you have such low standards? Everything else in your comment, I've already covered before. I'm not going to engage further with people who are pretending to be stupid as a hobby. {{Unsigned|Gatorized}}<br />
<br />
:: "I'm not going to engage further" -- then leave. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 21:26, 23 November 2022 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=User:Surgo/Julian_Dragoon&diff=357535User:Surgo/Julian Dragoon2022-11-17T05:04:11Z<p>Surgo: </p>
<hr />
<div>== Julian Dragoon ==<br />
<br />
Basic alternate / additional class feature to make the [[Dragoon (3.5e Class)|Dragoon]] a bit stronger, a bit more utility, and just some stuff meant for a specific character.<br />
<br />
'''Dragoon's Challenge {{Ex}}:''' Dragoons are meant to take hits. If you're not taking hits for your teammates, you're doing something wrong. At level 2 you gain Dragoon's Challenge. As a swift action, you make a mocking challenge to an enemy. If the enemy fails to attack you on their next turn, the next ally that damages them deals an additional 1d6 damage per your class level. This ability cannot be used with Jump; if you use Jump, it cancels any outstanding use of this ability.<br />
<br />
'''Dragoon Spear Stance:''' While wielding a spear, you can enter the Dragoon Spear Stance at the start of your turn as a free action. The stance lasts until the beginning of your next turn. When you enter this stance, your spear loses all non-magical special abilities and deals 1d12 damage with a base critical of 20/x4.<br />
<br />
'''Improved Draconic Resistances:''' At level 6, you gain Improved Draconic Resistances. This is spell resistance of 11 + your character level, which you may suppress or activate as a free action usable any time (not just your turn). This improves to 16 + your character level against your current challenged opponent.<br />
<br />
'''Additional Dragon's Blessing: Lightning Arc {{Su}}:''' As a standard action, you can make a weapon attack against an enemy. If successful, it can arc to up to three enemies within 30 feet. The arc deals half of the original damage, all as electricity.</div>Surgohttps://dnd-wiki.org/w/index.php?title=User:Surgo/Julian_Dragoon&diff=357534User:Surgo/Julian Dragoon2022-11-17T01:52:09Z<p>Surgo: Created page with "== Julian Dragoon == Basic alternate / additional class feature to make the Dragoon (3.5e Class)| a bit stronger, a bit more utility, and just some stuff meant for a spec..."</p>
<hr />
<div>== Julian Dragoon ==<br />
<br />
Basic alternate / additional class feature to make the [[Dragoon (3.5e Class)|Dragoon]] a bit stronger, a bit more utility, and just some stuff meant for a specific character.<br />
<br />
'''Dragoon's Challenge {{Ex}}:''' Dragoons are meant to take hits. If you're not taking hits for your teammates, you're doing something wrong. At level 2 you gain Dragoon's Challenge. As a swift action, you make a mocking challenge to an enemy. If the enemy fails to hit you on their next turn, the next ally that damages them deals an additional 1d6 damage per your class level. This ability cannot be used with Jump; if you use Jump, it cancels any outstanding use of this ability.<br />
<br />
'''Dragoon Spear Stance:''' While wielding a spear, you can enter the Dragoon Spear Stance at the start of your turn as a free action. The stance lasts until the beginning of your next turn. When you enter this stance, your spear loses all non-magical special abilities and deals 1d12 damage with a base critical of 20/x4.<br />
<br />
'''Improved Draconic Resistances:''' At level 6, you gain Improved Draconic Resistances. This is spell resistance of 11 + your character level, which you may suppress or activate as a free action usable any time (not just your turn). This improves to 16 + your character level against your current challenged opponent.<br />
<br />
'''Additional Dragon's Blessing: Lightning Arc {{Su}}:''' As a standard action, you can make a weapon attack against an enemy. If successful, it can arc to up to three enemies within 30 feet. The arc deals half of the original damage, all as electricity.</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:Revised_Fear_Effects_(3.5e_Variant_Rule)&diff=356588Talk:Revised Fear Effects (3.5e Variant Rule)2022-10-22T18:05:56Z<p>Surgo: Added rating.</p>
<hr />
<div>== Ratings ==<br />
{{Rating |rater=Surgo<br />
|rating=dislike<br />
|reason=I think the lack of stacking is a mistake. Intimidate-based combat options like demoralize are so nerfed under this because they can't stack, they aren't really worth using anymore. But the really good stuff that puts people right at frightened are still great.<br />
}}<br />
<br />
{{Rating|rater=Ghostwheel<br />
|rating=favor<br />
|reason=Things that make effects less "save-or-die" are always good in my book. At least now if the party faces a dragon, half of it isn't running in all directions so that they can't even have the condition removed.<br />
}}<br />
{{Rating|rater=Havvy<br />
|rating=favor<br />
|reason=Same as Ghostwheel. Also, the usage of transclusion and the inclusion of all SRD abilities. Mechanically sound and marked up soundly.<br />
}}<br />
{{Rating |rater=Leziad<br />
|rating=favor<br />
|reason=What the other said. This rule make fear-effect less of a complete screw you to the PC and don't utterly ruin encounters with one failed saving throw.<br />
}}<br />
{{Rating |rater=The-Marksman<br />
|rating=favor<br />
|reason=This is such a wonderful idea, the penalties are appropriate and realistic and the most important part, putting that control back into the players hands with a really strong encouragement to comply and act accordingly is a much more fun idea for role play.<br />
}}<br />
{{Rating |rater=Foxwarrior<br />
|rating=like<br />
|reason=Replacing an effect that forces the player to act in a certain way with one that strongly encourages them to is a pretty good idea.<br />
}}<br />
<br />
<br />
== Spell/Power Resistance Tie-In ==<br />
<br />
Since spellcasters have to deal with spell resistance, wouldn't it be easier to add the spell-failure chance to the SR roll? That way if something has a really high SR, they could effectively be immune to your spells while you are scared. --[[User:Havvy|Havvy]] 08:50, 28 December 2010 (UTC)<br />
<br />
:As a replacement for the straight up spell failure, this brings back the issue of fear not bothering spell casters when they go against creatures without SR. So that's out. As an addition to the spell failure it does increase ability failure substantially, but it looks to me like too much. This is intended to reduce your odds of success so much that the incentive is to choose to run away, not to leave you with no other alternative. I'm open to arguments otherwise, but this doesn't look like a promising change. - [[User:Tarkisflux|Tarkisflux]] 17:27, 28 December 2010 (UTC)<br />
<br />
::Well, by adding to the SR roll, you know that you are probably too scared to go after a creature with SR, so you focus on other creatures, such as yourself. If I was scared, I probably wouldn't be able to cast a spell with enough focus to bypass a lot of spell resistance. Also, if you aren't playing by the magic-psionics transparency rules, these rules don't affect psionics. --[[User:Havvy|Havvy]] 18:01, 28 December 2010 (UTC)<br />
<br />
:::F#^&$ng psionics (how do they work?). Right, that's an oversight because I don't use that subsystem. Will resolve, and probably just make it every typed ability (ex, su, sla, pla, etc) while I'm at it to catch those sublime classes and anything else I'm forgetting. Nobody gets nice things while they're feared.<br />
<br />
:::The thing that I think we're stuck on with SR seems to be this: "If I was scared, I probably wouldn't be able to cast a spell with enough focus to bypass a lot of spell resistance." I don't disagree with that in general, but I don't really see a need to take the sentence much past "If I was scared, I probably wouldn't be able to cast a spell." If you get the spell off, I don't see a reason to make it non-level appropriate against SR on top of that. For panicked casters, against anything with a level appropriate SR (~CR+12ish), this already reduces your chances from 50% to about 20% (frightened casters go from 50% to 35%). Making the SR numbers worse makes the final chances go down, but why do they need to go down any further? Those are already really bad odds. How much worse do you think they need to be for a fear condition to matter? - [[User:Tarkisflux|Tarkisflux]] 19:26, 28 December 2010 (UTC)<br />
<br />
::::Ultimately, by adding it to SR, you remove one more roll that has to be made. Maybe it only adds to the spell resistance roll if you are targeting the creator of the effect that made you shaken? But then, that increases complexity. For psionics, just add "psionic-like-ability or power" to your list of "spell or spell-like-ability". I don't see a need to punish initiators any more than the current penalties. Initiators tie in heavily with attack rolls, saving throws, and skill checks already. --[[User:Havvy|Havvy]] 19:54, 28 December 2010 (UTC)<br />
<br />
:::::I don't actually care about the extra roll, not compared with my alternatives. What you are suggesting makes the total effect of the fear on a spellcaster vary depending on their target. And while similar things happen with the non-casters of the world, the range here goes from huge effect to no effect for actions that I generally care more about. I don't see that as a positive change, even taking the simplification of rolling into account. - [[User:Tarkisflux|Tarkisflux]] 22:48, 28 December 2010 (UTC)<br />
<br />
:::::Further, I don't want any caster to say "well crap, I'm panicked. guess I'll just stand here and buff myself / the party until someone fixes that or it goes away." Tying this to SR allows exactly that, and it's not cool. I could maybe do a "you check against SR for everyone, and everyone has a minimum SR of X" thing, but that's still more target / character variable than I want, doesn't reduce rolling except in edge cases, and seems just as difficult to remember as a flat percentage failure. - [[User:Tarkisflux|Tarkisflux]] 22:57, 28 December 2010 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:Revised_Fear_Effects_(3.5e_Variant_Rule)&diff=356587Talk:Revised Fear Effects (3.5e Variant Rule)2022-10-22T18:05:47Z<p>Surgo: changing this to a rating</p>
<hr />
<div>== Ratings ==<br />
<br />
{{Rating|rater=Ghostwheel<br />
|rating=favor<br />
|reason=Things that make effects less "save-or-die" are always good in my book. At least now if the party faces a dragon, half of it isn't running in all directions so that they can't even have the condition removed.<br />
}}<br />
{{Rating|rater=Havvy<br />
|rating=favor<br />
|reason=Same as Ghostwheel. Also, the usage of transclusion and the inclusion of all SRD abilities. Mechanically sound and marked up soundly.<br />
}}<br />
{{Rating |rater=Leziad<br />
|rating=favor<br />
|reason=What the other said. This rule make fear-effect less of a complete screw you to the PC and don't utterly ruin encounters with one failed saving throw.<br />
}}<br />
{{Rating |rater=The-Marksman<br />
|rating=favor<br />
|reason=This is such a wonderful idea, the penalties are appropriate and realistic and the most important part, putting that control back into the players hands with a really strong encouragement to comply and act accordingly is a much more fun idea for role play.<br />
}}<br />
{{Rating |rater=Foxwarrior<br />
|rating=like<br />
|reason=Replacing an effect that forces the player to act in a certain way with one that strongly encourages them to is a pretty good idea.<br />
}}<br />
<br />
<br />
== Spell/Power Resistance Tie-In ==<br />
<br />
Since spellcasters have to deal with spell resistance, wouldn't it be easier to add the spell-failure chance to the SR roll? That way if something has a really high SR, they could effectively be immune to your spells while you are scared. --[[User:Havvy|Havvy]] 08:50, 28 December 2010 (UTC)<br />
<br />
:As a replacement for the straight up spell failure, this brings back the issue of fear not bothering spell casters when they go against creatures without SR. So that's out. As an addition to the spell failure it does increase ability failure substantially, but it looks to me like too much. This is intended to reduce your odds of success so much that the incentive is to choose to run away, not to leave you with no other alternative. I'm open to arguments otherwise, but this doesn't look like a promising change. - [[User:Tarkisflux|Tarkisflux]] 17:27, 28 December 2010 (UTC)<br />
<br />
::Well, by adding to the SR roll, you know that you are probably too scared to go after a creature with SR, so you focus on other creatures, such as yourself. If I was scared, I probably wouldn't be able to cast a spell with enough focus to bypass a lot of spell resistance. Also, if you aren't playing by the magic-psionics transparency rules, these rules don't affect psionics. --[[User:Havvy|Havvy]] 18:01, 28 December 2010 (UTC)<br />
<br />
:::F#^&$ng psionics (how do they work?). Right, that's an oversight because I don't use that subsystem. Will resolve, and probably just make it every typed ability (ex, su, sla, pla, etc) while I'm at it to catch those sublime classes and anything else I'm forgetting. Nobody gets nice things while they're feared.<br />
<br />
:::The thing that I think we're stuck on with SR seems to be this: "If I was scared, I probably wouldn't be able to cast a spell with enough focus to bypass a lot of spell resistance." I don't disagree with that in general, but I don't really see a need to take the sentence much past "If I was scared, I probably wouldn't be able to cast a spell." If you get the spell off, I don't see a reason to make it non-level appropriate against SR on top of that. For panicked casters, against anything with a level appropriate SR (~CR+12ish), this already reduces your chances from 50% to about 20% (frightened casters go from 50% to 35%). Making the SR numbers worse makes the final chances go down, but why do they need to go down any further? Those are already really bad odds. How much worse do you think they need to be for a fear condition to matter? - [[User:Tarkisflux|Tarkisflux]] 19:26, 28 December 2010 (UTC)<br />
<br />
::::Ultimately, by adding it to SR, you remove one more roll that has to be made. Maybe it only adds to the spell resistance roll if you are targeting the creator of the effect that made you shaken? But then, that increases complexity. For psionics, just add "psionic-like-ability or power" to your list of "spell or spell-like-ability". I don't see a need to punish initiators any more than the current penalties. Initiators tie in heavily with attack rolls, saving throws, and skill checks already. --[[User:Havvy|Havvy]] 19:54, 28 December 2010 (UTC)<br />
<br />
:::::I don't actually care about the extra roll, not compared with my alternatives. What you are suggesting makes the total effect of the fear on a spellcaster vary depending on their target. And while similar things happen with the non-casters of the world, the range here goes from huge effect to no effect for actions that I generally care more about. I don't see that as a positive change, even taking the simplification of rolling into account. - [[User:Tarkisflux|Tarkisflux]] 22:48, 28 December 2010 (UTC)<br />
<br />
:::::Further, I don't want any caster to say "well crap, I'm panicked. guess I'll just stand here and buff myself / the party until someone fixes that or it goes away." Tying this to SR allows exactly that, and it's not cool. I could maybe do a "you check against SR for everyone, and everyone has a minimum SR of X" thing, but that's still more target / character variable than I want, doesn't reduce rolling except in edge cases, and seems just as difficult to remember as a flat percentage failure. - [[User:Tarkisflux|Tarkisflux]] 22:57, 28 December 2010 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:Revised_Fear_Effects_(3.5e_Variant_Rule)&diff=356586Talk:Revised Fear Effects (3.5e Variant Rule)2022-10-22T18:05:21Z<p>Surgo: </p>
<hr />
<div>== Ratings ==<br />
<br />
{{Rating|rater=Ghostwheel<br />
|rating=favor<br />
|reason=Things that make effects less "save-or-die" are always good in my book. At least now if the party faces a dragon, half of it isn't running in all directions so that they can't even have the condition removed.<br />
}}<br />
{{Rating|rater=Havvy<br />
|rating=favor<br />
|reason=Same as Ghostwheel. Also, the usage of transclusion and the inclusion of all SRD abilities. Mechanically sound and marked up soundly.<br />
}}<br />
{{Rating |rater=Leziad<br />
|rating=favor<br />
|reason=What the other said. This rule make fear-effect less of a complete screw you to the PC and don't utterly ruin encounters with one failed saving throw.<br />
}}<br />
{{Rating |rater=The-Marksman<br />
|rating=favor<br />
|reason=This is such a wonderful idea, the penalties are appropriate and realistic and the most important part, putting that control back into the players hands with a really strong encouragement to comply and act accordingly is a much more fun idea for role play.<br />
}}<br />
{{Rating |rater=Foxwarrior<br />
|rating=like<br />
|reason=Replacing an effect that forces the player to act in a certain way with one that strongly encourages them to is a pretty good idea.<br />
}}<br />
<br />
<br />
== Spell/Power Resistance Tie-In ==<br />
<br />
Since spellcasters have to deal with spell resistance, wouldn't it be easier to add the spell-failure chance to the SR roll? That way if something has a really high SR, they could effectively be immune to your spells while you are scared. --[[User:Havvy|Havvy]] 08:50, 28 December 2010 (UTC)<br />
<br />
:As a replacement for the straight up spell failure, this brings back the issue of fear not bothering spell casters when they go against creatures without SR. So that's out. As an addition to the spell failure it does increase ability failure substantially, but it looks to me like too much. This is intended to reduce your odds of success so much that the incentive is to choose to run away, not to leave you with no other alternative. I'm open to arguments otherwise, but this doesn't look like a promising change. - [[User:Tarkisflux|Tarkisflux]] 17:27, 28 December 2010 (UTC)<br />
<br />
::Well, by adding to the SR roll, you know that you are probably too scared to go after a creature with SR, so you focus on other creatures, such as yourself. If I was scared, I probably wouldn't be able to cast a spell with enough focus to bypass a lot of spell resistance. Also, if you aren't playing by the magic-psionics transparency rules, these rules don't affect psionics. --[[User:Havvy|Havvy]] 18:01, 28 December 2010 (UTC)<br />
<br />
:::F#^&$ng psionics (how do they work?). Right, that's an oversight because I don't use that subsystem. Will resolve, and probably just make it every typed ability (ex, su, sla, pla, etc) while I'm at it to catch those sublime classes and anything else I'm forgetting. Nobody gets nice things while they're feared.<br />
<br />
:::The thing that I think we're stuck on with SR seems to be this: "If I was scared, I probably wouldn't be able to cast a spell with enough focus to bypass a lot of spell resistance." I don't disagree with that in general, but I don't really see a need to take the sentence much past "If I was scared, I probably wouldn't be able to cast a spell." If you get the spell off, I don't see a reason to make it non-level appropriate against SR on top of that. For panicked casters, against anything with a level appropriate SR (~CR+12ish), this already reduces your chances from 50% to about 20% (frightened casters go from 50% to 35%). Making the SR numbers worse makes the final chances go down, but why do they need to go down any further? Those are already really bad odds. How much worse do you think they need to be for a fear condition to matter? - [[User:Tarkisflux|Tarkisflux]] 19:26, 28 December 2010 (UTC)<br />
<br />
::::Ultimately, by adding it to SR, you remove one more roll that has to be made. Maybe it only adds to the spell resistance roll if you are targeting the creator of the effect that made you shaken? But then, that increases complexity. For psionics, just add "psionic-like-ability or power" to your list of "spell or spell-like-ability". I don't see a need to punish initiators any more than the current penalties. Initiators tie in heavily with attack rolls, saving throws, and skill checks already. --[[User:Havvy|Havvy]] 19:54, 28 December 2010 (UTC)<br />
<br />
:::::I don't actually care about the extra roll, not compared with my alternatives. What you are suggesting makes the total effect of the fear on a spellcaster vary depending on their target. And while similar things happen with the non-casters of the world, the range here goes from huge effect to no effect for actions that I generally care more about. I don't see that as a positive change, even taking the simplification of rolling into account. - [[User:Tarkisflux|Tarkisflux]] 22:48, 28 December 2010 (UTC)<br />
<br />
:::::Further, I don't want any caster to say "well crap, I'm panicked. guess I'll just stand here and buff myself / the party until someone fixes that or it goes away." Tying this to SR allows exactly that, and it's not cool. I could maybe do a "you check against SR for everyone, and everyone has a minimum SR of X" thing, but that's still more target / character variable than I want, doesn't reduce rolling except in edge cases, and seems just as difficult to remember as a flat percentage failure. - [[User:Tarkisflux|Tarkisflux]] 22:57, 28 December 2010 (UTC)<br />
<br />
== Kind of Overnerfs Some Options ==<br />
<br />
I think the lack of stacking is a mistake. Intimidate-based combat options like demoralize are so nerfed under this because they can't stack, they aren't really worth using anymore. But the really good stuff that puts people right at frightened are still great. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 18:05, 22 October 2022 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Geologist_(3.5e_Feat)&diff=356212Geologist (3.5e Feat)2022-10-12T20:15:23Z<p>Surgo: this is a +2/+2 skill bonus feat, which is the canonical "low" balance</p>
<hr />
<div>{{author<br />
|author_name=<!-- Insert your name here -->Neostar<br />
|date_created=<!-- Insert date here -->October 2022<br />
|status=<!-- Insert idea's status here -->Finished<br />
|balance=low<br />
<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=<!-- Feat Name -->Geologist<br />
|types=<!-- Feat Types (Fighter, Metamagic, etc. Do not put "General" here.) --><br />
|summary=<!-- A short summary of the feat -->Become a real rocks analyzer<br />
|prereqs=<!-- All prerequisites, including feats -->[[Knowledge]] (Nature) 1 rank<br />
|fluff=<!-- Any non-mechanical flavor you want to show --><br />
|benefit=When you can see and touch a fragment of rock (or a rock larger than a fragment). You gain a bonus of + 2 in [[Knowledge]] (Nature) for determine what the rock is it. If you successul determine what rock is it, you gain a +2 bonus in [[Knowledge]] (engineering) to see all weak points and cracks of the rock. <br />
|example=<!-- If your feat has a complicated mechanic, give an example of how it works. --><br />
|normal=<br />
|special=<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=24-Hour_Gym_(3.5e_Equipment)&diff=35609124-Hour Gym (3.5e Equipment)2022-10-07T01:47:09Z<p>Surgo: obviously, gyms need a protein bar</p>
<hr />
<div>{{April Fools}}<br />
{{author<br />
|author_name=Surgo<br />
|date_created=Sept 2nd, 2022<br />
|status=Complete<br />
|editing=Muscles only<br />
}}<br />
<onlyinclude><br />
== 24-Hour Gym ==<br />
<br />
{{3.5e Magic Item<br />
|name=24-Hour Gym<br />
|price=1,200 gp<br />
|bslot=<!-- Item slot that the magic item goes. "Held" for held items. --><br />
|cl=4th<br />
|aura=Faint Transmutation<br />
|act=Use-activated<br />
|weight= 3<br />
|summary=Make any flat surface a door to a fully-equipped gym!<br />
}}<br />
<br />
''Never skip leg day.''<br />
<br />
This item looks like an iron skeleton key. The key can be used to magically create a doorway to a small pocket dimension which consists of a fully equipped weightlifting gym, appropriately sized for the creature holding the key. To activate the item, the keyholder must approach a vertical surface large enough to feasibly admit them (such as a rock, a wall, or even a tree trunk of sufficient diameter), specify which daily workout routine they have to complete, and push the key into the flat surface. A glowing door appears (light equivalent to a torch), with a doorknob and a loaded and bent barbell inscribed on the upper half of the door. The door locks from the inside automatically, but can be opened from the outside with a DC 22 Open Lock check. <br />
<br />
Inside, the room acts as a fully equipped weightlifting and conditioning gym complete with barbells, dumbbells, ropes, machines, etc. It even contains a shower, a sauna, and enough protein for one meal. All of the items inside function normally, and appear clean and ready to use when the door is created. The room is brightly lit with overhead ''continual flames'' and kept at a comfortable 65 degrees Fahrenheit, perfect for working out. There is no time limit for an occupant, and the door vanishes as soon as the occupant leaves. Any items left inside the gym reappear outside when the user leaves. Should the surface on which the door exists be damaged or destroyed, the occupant and the key appear in the closest available square, possibly creating a very socially awkward situation. Though the gym is technically a pocket dimension, occupants are not considered having left the plane they were on when they enter the 24-Hour Gym. This means, for example, that spells limited to one plane still function normally on an occupant.<br />
<br />
If used to perform a standard weightlifting or conditioning routine of at least 45 minutes, the user gains a +2 circumstance bonus to Strength and Constitution checks until they next sleep.<br />
<br />
Prerequisites: Craft Wondrous Item, ''create food and water'', ''rope trick'', crafter must have a strength score of at least 14.<br /><br />
Cost to Create: 600 gp, 48 EXP, 2 days. <br />
</onlyinclude><br />
<br />
----<br />
{{3.5e Wondrous Items Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Wondrous Item]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Gymaholic_(3.5e_Flaw)&diff=356090Gymaholic (3.5e Flaw)2022-10-07T01:05:00Z<p>Surgo: set workout to specified time + additional food requirement</p>
<hr />
<div><onlyinclude><br />
{{Author<br />
|author_name=Surgo<br />
|date_created=10/4/2022<br />
|status=complete<br />
}}<br />
<br />
{{3.5e Flaw<br />
|name=Gymaholic<br />
|summary=Your strength comes from hard work in the gym. Gotta keep working at it, lest those gains slip away.<br />
|prerequisite=Strength score 16+.<br />
|effect=You must work out for at least an hour a day at a chosen time (morning, before bed). If you fail to complete your daily routine, your strength score is reduced by 2 for the following day. This continues, with penalties stacking up to half your total strength score. Once you get back to your workout routine, the penalties go away at the rate of 2 points per day. Furthermore, you also require twice as much food as normal.<br />
|benefit=A {{Property Link|Flaw Grants|Dungeons and Dragons Wiki:Article Balance#Moderate Balance|Moderate bonus feat}} or lower for which you meet the prerequisites.<br />
|special=The rules for working out, and what you can and can't do during it, are similar to that of a [[SRD:Wizard|Wizard]] studying their spellbook. Fighting monsters might work up a sweat but it's not a proper workout.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Flaws Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Flaw]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Barrier_(3.5e_Feat)&diff=356079Barrier (3.5e Feat)2022-10-05T23:01:44Z<p>Surgo: removed nowiki</p>
<hr />
<div>{{author<br />
|author_name=Furhammer<br />
|date_created=10/5/2022<br />
|status=<!-- Insert idea's status here --><br />
|balance=High<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Barrier<br />
|types=<br />
|summary=Put up a magical or Psionic barrier at the start of the day at the cost of spell slots or Power Points<br />
|prereqs= Ability to Cast Spells or Psionic Powers<br />
|benefit=The Magical/Psionic barrier provides a deflection bonus equal to the highest spell/power level used to make it. To use the Barrier at the start of the day when preparing spells, or after regaining your power points for the day, you sacrifice 2 spell slots of the same level or a number of power points equal to double the amount of the specified level to create the barrier. <br />
<br />
|Magic example= Your highest level spell is 5. You can sacrifice any 2 spell slot from level 1-5. If you sacrifice 2 level 5 slots the bonus is +5.<br />
|Psionic example=You spend double the amount of power points to the power level up to your highest known, the spent points reduce your maximum power point total and cannot be regained until you rest.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:Gymaholic_(3.5e_Flaw)&diff=356078Talk:Gymaholic (3.5e Flaw)2022-10-05T23:01:11Z<p>Surgo: </p>
<hr />
<div>This seems fun and it's definetely flavorful. Just I'm not sure a Moderate feat is balanced, I would be tempt to go low. Care to explain the reasons behind your balance rating? --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 22:02, 5 October 2022 (UTC)<br />
<br />
:Yeah it does seem a little lacking for a moderate feat. I'm thinking maybe you have to specify a time each day (like morning or evening) to do your workout, to make it more inconvenient. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 23:01, 5 October 2022 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Gymaholic_(3.5e_Flaw)&diff=356073Gymaholic (3.5e Flaw)2022-10-05T21:31:21Z<p>Surgo: Created page with "<onlyinclude> {{Author |author_name=Surgo |date_created=10/4/2022 |status=complete }} {{3.5e Flaw |name=Gymaholic |summary=Your strength comes from hard work in the gym. Gott..."</p>
<hr />
<div><onlyinclude><br />
{{Author<br />
|author_name=Surgo<br />
|date_created=10/4/2022<br />
|status=complete<br />
}}<br />
<br />
{{3.5e Flaw<br />
|name=Gymaholic<br />
|summary=Your strength comes from hard work in the gym. Gotta keep working at it, lest those gains slip away.<br />
|prerequisite=Strength score 16+.<br />
|effect=You must work out for at least an hour a day. If you fail to complete your daily work out, your strength score is reduced by 2 for the following day. This continues, with penalties stacking up to half your total strength score. Once you get back to your workout routine, the penalties go away at the rate of 2 points per day.<br />
|benefit=A {{Property Link|Flaw Grants|Dungeons and Dragons Wiki:Article Balance#Moderate Balance|Moderate bonus feat}} or lower for which you meet the prerequisites.<br />
|special=The rules for working out, and what you can and can't do during it, are similar to that of a [[SRD:Wizard|Wizard]] studying their spellbook. Fighting monsters might work up a sweat but it's not a proper workout.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Flaws Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Flaw]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Frontline_Warlock_(3.5e_Alternate_Class_Feature)&diff=356031Frontline Warlock (3.5e Alternate Class Feature)2022-10-05T02:43:12Z<p>Surgo: Created page with "{{author |author_name=Surgo |date_created=10/3/2022 |status=Complete }} {{3.5e Alternate Class Feature |name=Frontline Warlock |summary=You're still a spellcaster...but you p..."</p>
<hr />
<div>{{author<br />
|author_name=Surgo<br />
|date_created=10/3/2022<br />
|status=Complete<br />
}}<br />
<br />
{{3.5e Alternate Class Feature<br />
|name=Frontline Warlock<br />
|summary=You're still a spellcaster...but you prefer to cast fist.<br />
|class=Warlock<br />
|level=1, 4, 9<br />
|replaces=Use Magic Device class skill, Deceive Item, Imbue Item<br />
|benefit=You gain proficiency with medium armor and light shields. At level 4, you can use your Warlock abilities in medium armor and light shields with no spell failure chance. When you reach level 9, you can move at full speed in medium armor.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Alternate Class Features Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Alternate Class Feature]]<br />
[[Category:Pathfinder Archetype]]<br />
[[Category:WotC Alternate Class Feature]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Bloodline_Warlock_(3.5e_Class)&diff=356030Bloodline Warlock (3.5e Class)2022-10-05T02:18:49Z<p>Surgo: /* Elemental */</p>
<hr />
<div>{{author<br />
|author_name=Eiji-kun<br />
|date_created=9-16-13<br />
|adopter=<br />
|date_adopted=<br />
|status=Complete<br />
|editing=Mechanical changes on Talk<br />
|balance=Very High<br />
}}<div class="blank"><br />
[[Summary::A warlock class tuned for very high level campaigns.]]<br />
[[Length::20]]<br />
[[Minimum Level::0]]<br />
[[Base Attack Bonus Progression::Moderate]]<br />
[[Fortitude Save Progression::Poor]]<br />
[[Reflex Save Progression::Poor]]<br />
[[Will Save Progression::Good]]<br />
[[Class Ability::Invocations]]<br />
[[Class Ability Progression::Full]]<br />
<br />
{{3.5e Class Alignments |lg, ng, cg, ln, n, cn, le, ne, ce}}<br />
</div><br />
<br />
<!-- If your page should contain a picture, replace this line with<br />
[[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]]<br />
--><br />
<br />
==Bloodline Warlock==<br />
<br />
The warlock is an interesting and flavorful class, a spellcaster with<br />
infinite endurance but limited versitility and power. It works well<br />
enough, but pales in comparison to wizards, clerics, druids, and the<br />
like which dominate in the very high level campaigns. The bloodline<br />
warlock brings all the powers of a warlock, but augments then to keep<br />
up with their spellcasting brethern.<br />
<br />
===Making a Bloodline Warlock===<br />
<br />
'''Abilities:''' [[Charisma]] determine a great deal of warlock class<br />
features, DCs, and the like. However a strong [[Dexterity]] helps<br />
down defense and hitting, and [[Constitution]] helps anyone. Other<br />
scores can be important, depending on the needs and desires of the<br />
warlock in question.<br />
<br />
'''Races:''' Any.<br />
<br />
'''Alignment:''' Any. A warlock may gain their powers from fiends or<br />
fey, but their bloodline does not determine their fate any more than a<br />
sorcerer has the desires of their draconic kin.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="zebra d20"<br />
|+<br />
<div>{{Anchor|Table: The Bloodline Warlock}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Invocations Known<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|-<br />
|1st||class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Bloodline (Power), Eldritch Blast, Invocation (Least)<br />
|1<br />
|-<br />
|2nd||class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Damage Reduction 1/cold iron, Detect Magic<br />
|2<br />
|-<br />
|3rd||class="left" | +2 || +1 || +1 || +3<br />
| class="left" | Bloodline (Power)<br />
|3<br />
|-<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Damage Reduction 2/cold iron, Deceive Item<br />
|4<br />
|-<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Bonus Feat<br />
|5<br />
|-<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | Damage Reduction 3/cold iron, Invocation (Least or Lesser)<br />
|6<br />
|-<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Synchronize Magic Item<br />
|7<br />
|-<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | Bloodline (Power), Damage Reduction 4/cold iron<br />
|8<br />
|-<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | Imbue Item, Improved Detect Magic<br />
|9<br />
|-<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | Bonus Feat, Damage Reduction 5/cold iron<br />
|10<br />
|-<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | Invocation (Least, Lesser, or Greater), Spell Resistance<br />
|11<br />
|-<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | Damage Reduction 6/cold iron<br />
|12<br />
|-<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | Bloodline (Power)<br />
|13<br />
|-<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | Damage Reduction 7/cold iron<br />
|14<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9<br />
| class="left" | Bonus Feat, Timeless Body<br />
|15<br />
|-<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Damage Reduction 8/cold iron, Invocation (Least, Lesser, Greater, or Dark)<br />
|16<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Grand Perinarch<br />
|17<br />
|-<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | Bloodline (Power), Damage Reduction 9/cold iron<br />
|18<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | Eternal Pact<br />
|19<br />
|-<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | Ascension, Bonus Feat, Damage Reduction 10/cold iron<br />
|20<br />
|- class="noalt"<br />
| colspan="42" class="skill" |<br />
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]]<br />
modifier per level, &times;4 at 1st level)'''<br/><br />
{{3.5e Skills|<br />
Bluff,<br />
Concentration,<br />
Craft,<br />
Disguise,<br />
Hide,<br />
Intimidate,<br />
Knowledge (arcana) (nature) (religion) (the planes),<br />
Listen,<br />
Move Silently,<br />
Profession,<br />
Sense Motive,<br />
Spellcraft,<br />
Spot,<br />
Tumble,<br />
Use Magic Device}}<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Bloodline Warlock.<br />
<br />
'''Weapon and Armor Proficiency:''' Bloodline warlocks are proficient with all simple weapons. They are proficient with light armor, but not with shields.<br />
<br />
Although bloodline warlocks technically employ spell-like abilities, several of them still have an arcane spell failure chance. On the other hand, the somatic components to these abilities are simple, and a bloodline warlock may use their abilities in light armor with no spell failure chance, much like a [[bard]].<br />
<br />
'''{{Anchor|Invocations}}:''' Bloodline warlocks draw from the same list of invocations as normal warlocks. They receive one least level invocation at 1st level, and one additional invocation at each level. As normal warlocks, a bloodline warlock does not prepare or cast spells and instead may use their invocations at will. These are spell-like abilities, but unlike normal spell-like abilities they have an arcane spell failure chance (except in light armor, as above). The save DC for invocations are 10 + 1/2 HD + [[Charisma]] modifier, and his caster level is equal to his bloodline warlock level.<br />
<br />
The four grades of invocations in order of their power are least, lesser, greater, and dark. A bloodline warlock begins only able to obtain least invocations. As they gain levels, he gets access to lesser, greater, and dark invocations as listed on the table above. At any level a bloodline warlock learns a new invocation, he may replace a previous invocation he knows with a different invocation of equal or lower level than the invocation being replaced.<br />
<br />
'''{{Anchor|Bloodline}}:''' A warlock draws his power from things beyond, most often fiends, fey, and unspeakable horrors beyond the veil. Though the source of their power has no effect on their alignment, bloodline warlocks do gain additional powers related to the source of their dark energies. Choose a bloodline (see below). You gain powers associated with that bloodline at 1st, 3rd, 8th, 13th, and 18th level as well as the ascension ability. One a power is chosen, it cannot be changed.<br />
<br />
'''''{{Anchor|Eldritch Blast}}'' {{Sp}}:''' The primary power of a bloodline warlock is their ability to create destructive blasts of energy associated with the nature of their power. An eldritch blast is a ray with a range of 60 feet, as a ranged touch attack that effects a single target with no saving throw. An eldritch blast deals 1d10 untyped damage plus another +1d10 every odd level beyond, and is the equivalent of a spell whose level is equal to 1/2 the bloodline warlock's class level with a minimum of 1st and a maximum of 9th when the bloodline warlock reaches 18th level or higher.<br />
<br />
Eldritch blast is subject to spell resistance, and deals half damage to objects before hardness. Metamagic feats cannot augment eldritch blast, but effects which affect spell-like abilities (such as [[SRD:Ability Focus|Ability Focus]]) work just fine.<br />
<br />
'''{{Anchor|Damage Reduction}} {{Ex}}:''' At 2nd level, a bloodline warlock is fortified by the supernatural energy in his body. He gains DR/cold iron equal to 1/2 his class level.<br />
<br />
'''''{{Anchor|Detect Magic}}'' {{Ps}}:''' At 2nd level, a bloodline warlock gains ''[[SRD:Detect Magic|detect magic]]'' as a spell-like ability at will. This is a normal spell-like ability and thus does not have arcane spell failure.<br />
<br />
'''{{Anchor|Deceive Item}} {{Ex}}:''' At 3rd level, a bloodline warlock may take 10 on a Use Magic Device check even if distracted or threatened.<br />
<br />
'''{{Anchor|Bonus Feat}}:''' At 5th level and every 5 levels beyond, a bloodline warlock gains a bonus feat from the following list; [[SRD:Ability Focus|Ability Focus]], Extra Invocation<sup>CA</sup>, [[SRD:Greater Spell Penetration|Greater Spell Penetration]], [[SRD:Improved Familiar|Improved Familiar]], [[Magical Attacker (3.5e Feat)|Magical Attacker]], [[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Precise Shot|Precise Shot]], Obtain Familiar<sup>CA</sup>, [[SRD:Skill Focus|Skill Focus (any class skill)]], or [[SRD:Spell Penetration|Spell Penetration]]. He must still qualify for the bonus feat as normal.<br />
<br />
'''{{Anchor|Synchronize Magic Item}}:''' At 7th level, a bloodline warlock gains [[Synchronize Magic Item (3.5e Feat)|Synchronize Magic Item]] as a bonus feat.<br />
<br />
'''{{Anchor|Imbue Item}} {{Su}}:''' At 9th level, a bloodline warlock can use his supernatural power to create magic items, even if he does not know the spells required to make an item (though he must still have the required item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells, or DC 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast. If the check succeeds, the warlock can create the item as if he had cast the required spell. If he fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.<br />
<br />
'''''{{Anchor|Improved Detect Magic}}'' {{Ps}}:''' At 9th level, a bloodline warlock's ''detect magic'' ability improves. They may now treat themselves as having concentrated for 3 rounds immediately. In addition, they may study an item with ''improved detect magic'' for one minute to duplicate the effects of ''[[SRD:Identify|identify]]''.<br />
<br />
'''{{Anchor|Spell Resistance}} {{Su}}:''' At 11th level, a bloodline warlock's eldritch essence surrounds and protects them from other forms of magic. They gain spell resistance equal to 10 + their HD. They may toggle their spell resistance as a nonaction to allow helpful spells through.<br />
<br />
'''{{Anchor|Timeless Body}} {{Ex}}:''' At 15th level, a bloodline warlock's link to the supernatural grants them eternal youth. A bloodline warlock no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the bloodline warlock still dies of old age when his time is up.<br />
<br />
'''{{Anchor|Grand Perinarch}} {{Ex}} and {{Sp}}:''' At 17th level, a bloodline warlock gains a strong bond to the home plane where his powers manifest from. Choose a plane, such as one of the lower planes for fiendish origin, or the feywild, or far realm, and such forth. You are considered a native to both your original home plane and the chosen plane and do not take penalties from the planar traits.<br />
<br />
When on your chosen plane you may manipulate an area as if using ''planar perinarch''<sup>SpC</sup>, with a range of Medium (100 ft + 10ft/level) and a duration of permanent. The order he imposes does not fade away if he leaves the area, but if he casts a second instance of ''planar perinarch'' the first fades away. This is a normal spell-like ability (thus with no arcane spell failure).<br />
<br />
You gain the ability to use ''[[SRD:Plane Shift|plane shift]]'' (self only) at will, only between your current plane and your chosen plane's divine realm. This is a normal spell-like ability (thus with no arcane spell failure).<br />
<br />
'''{{Anchor|Eternal Pact}} {{Su}}:''' At 19th level, a bloodline warlock can choose to perish more like an outsider than a mortal. If they die, they can choose to have their body disintegrate in a spectacular fashion as appropriate for their bloodline. They re-appear on their chosen plane (see Grand Perinarch) alive, but banished from the plane they died on for a year and a day. However, others can bring him back in a ritual which takes 24 hours without any cost or loss of experience. As long as he has friends willing to bring him back, a bloodline warlock can prove to be difficult to keep dead.<br />
<br />
'''{{Anchor|Ascension}}:''' At 20th level, a bloodline warlock wins D&D. Just kidding, but the bloodline warlock does gain the ascension power of their bloodline. In addition to their ascension power, their type changes to Outsider, though they may still count as a member of their original type when beneficial. They become biologically immortal, and no longer have a maximum age.<br />
<br />
===Bloodlines===<br />
<br />
A bloodline warlock gains his power from planar forces, and the nature of these planar forces changes him in strange and mysterious ways. Choose a bloodline from the list below. You can then select from any of the bloodline powers available at your level. Unless specified you may only select a bloodline power once. If a bloodline power has a saving throw, the DC is 10 + 1/2 HD + [[Charisma]] modifier.<br />
<br />
==== Abomination ====<br />
Your powers step from the insane gibbering terrors which lurk in the far realm, forgotten half-deific abominations, and nightmares displaced from time. They always lurk in the back of your head urging you to insanity but you keep them at bay... for now.<br />
<br />
'''Ascension:''' Your presence is unnatural and cannot be comprehended. You become immune to all Divination spells, any divination attempts registering clearly nonsensical information. In addition whenever someone speaks your name (or a title of your choosing) you become aware of their position, though you don't know any other information. This effect does not distract you.<br />
<br />
''{{Anchor|Aberrant Biology}} {{Ex}}:'' You look normal on the outside but inside you're a freak. You gain 25% fortification. This stacks with fortification from other sources (to a maximum of 100%) and unlike most bloodline powers you may select this multiple times.<br />
<br />
''{{Anchor|Forbidden Knowledge}} {{Sp}}:'' You gain knowledge of things you should not know. Once per day you can use ''[[SRD:Commune|commune]]'' as a spell-like ability. The casting time is only 1 round instead of 10 minutes. In addition you gain a +2 insight bonus to all Knowledge checks. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Incomprehensible Invocation}} ''{{Ex}}'':'' Your spell-like abilities (including your eldritch blast) are alien and difficult to comprehend. You gain a +4 bonus on effective caster level for the purpose of resisting counterspells and dispel attempts, and against successfully identifying the effect with Spellcraft.<br />
<br />
''{{Anchor|Incomprehensible Psychology}} {{Ex}}:'' Your alien mind makes controlling you difficult. You become immune to charm and compulsion effects. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Non-Euclidean Blast}} {{Ex}}:'' Your eldritch blasts take impossible paths to their targets. You ignore cover and total cover as long as they are within 60 feet, though you suffer concealment as normal (including the 50% miss chance for attacking a creature you cannot see past total cover). Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Squamous Flesh}} {{Ex}}:'' Your skin is covered in hardened scales not normal for your kind. You gain a +1 enhancement bonus to natural armor plus an additional +1 at 4th level and every four levels beyond.<br />
<br />
''{{Anchor|Worming Tendrils}} {{Ex}}:'' You gain two tentacles which grow out of some part of your body, each dealing 1d6 points of damage (for a medium creature). These tentacles have reach, but unlike most weapons with reach they can attack adjutant squares. The tentacles can hold objects, but not wield weapons or shields. You gain a non-standard body type and armor must be custom made for you (x2 normal mundane cost).<br />
<br />
''{{Anchor|Yog-Sothoth Is The Gate}} {{Sp}}:'' You gain ''[[Passage of the Warp (3.5e Spell)|passage of the warp]]'' as a spell-like ability at will, except you suffer no chance of wisdom damage. However other creatures still suffer potential wisdom penalties. Requires a minimum class level of 13th.<br />
<br />
==== Abyssal ====<br />
Your power stems from demonic blood, or a pact with some terrible abyssal entity. Your blasts are filled with destructive chaos, born from a hate of all things and an insatiable wrath. The power of the abyss fulfills your power needs, but one day you feel this same power may consume you as well.<br />
<br />
'''Ascension:''' You become a demonic version of yourself, your appearance somehow more feral and terrifying. You become immune to poison and electricity, and gain telepathy out to 100 feet. You also gain the Summon spell-like ability of a demon, calling in any number of demons whose CR equals your HD or less a day, and none whose CR is greater than 1/2 your HD. For example, a level 20 warlock can have up to two CR 10 demons. Summoned creatures are actually called beings who otherwise follow your instruction and who exist for 1 hour before being sent back.<br />
<br />
''{{Anchor|Abyssal Skin}} {{Ex}}:'' You are more resilient than your typical warlock. Choose good or law. Your DR/cold iron becomes DR/cold iron and X, where X is the alignment you chose. You can select this power twice, the second time choosing the second alignment and giving you DR/cold iron and good and lawful.<br />
<br />
''{{Anchor|Brutal Wounding}} {{Ex}}:'' You deal brutal wounds. Add your [[Charisma]] modifier to all damage rolls, or your class level, whichever is less.<br />
<br />
''{{Anchor|Demon Claws}} {{Ex}}:'' You can grow long and sharp black claws out of your hands as a free action, giving you two natural claw attacks that deal 1d6 points of damage (for medium creatures). At 10 HD, the claws gain a critical threat range of 18-20/x2, and count as dealing chaotic and evil aligned damage.<br />
<br />
''{{Anchor|Demonic Rage}} {{Ex}}:'' You fill creatures with a furious hate. You gain ''[[SRD:Rage|rage]]'' as a normal spell-like ability (no arcane spell failure). At 10 HD, your rage gains an additional +2 [[Strength]] and [[Constitution]] and a +1 bonus to [[Will]] saves. At 20 HD, you gain another +2 bonus to Str and Con, and +1 to Will.<br />
<br />
''{{Anchor|Murder Spree}} {{Ex}}:'' Once per round, when you kill a creature whose CR was at least your HD -4 or greater (minimum CR 1), you can make a free attack with your eldritch blast against any creatures in range. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Strength of the Abyss}} {{Ex}}:'' Only the strong survive in the depths of the abyss. You gain a +2 inherent bonus to [[Strength]]. At 13 HD your bonus rises to +4, and at 18 HD your bonus rises to +6 (breaking the usual cap of +5 for inherent bonuses). Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Venomous Slick}} {{Su}}:'' You carry a potent and painful magical toxin. As a swift action you can coat one of your weapons in a special poison congealed out of your soul. It deals 1d3 damage to the ability score of your choice with no secondary effect, Fortitude negates. At 6 HD, it becomes 1d4 points of damage. At 12 HD it becomes 1d6 points of damage. At 18 HD, it becomes 1d8 points of damage. The poison only lasts for 1 round before evaporating. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Wild Blast}} {{Ex}}:'' You can choose to turn your eldritch blast into a wild blast. Roll a die anywhere between 1d4 to 1d20 (your choice). Rolling higher than average gives you a bonus to your effective class level for eldritch blast damage, while below average lowers it. For example a 1d6 can either lower your damage by 3, 2, or 1 die (results 1, 2, and 3), or increase it by 1, 2, or 3 die (results 4, 5, and 6). The higher the die, the higher the risk and reward. Requires a minimum class level of 13th.<br />
<br />
==== Celestial ====<br />
Your powers stem from the radiant heavenly beings of the universe; both the traditional humanoids with wings and the angels from deep within the light of the world, those multidimensional aberrant beings covered in eyes with unfathomable morality. Their good nature lets you fit in better than the typical Cthulthu-powered warlock, but their natures can also be uncompromising and seemingly cruel in the name of the greater good.<br />
<br />
'''Ascension:''' You ascend to a higher plane of existence, and gain the [Good] subtype and may use ''[[SRD:Greater Teleport|greater teleport]]'' (self only) as a spell-like ability. You are always under the effect of ''[[SRD:Tongues|tongues]]'' and gain the Protective Aura of an angel. Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the warlock. Otherwise, it functions as a ''[[SRD:Magic Circle Against Evil|magic circle against evil]]'' effect and a ''[[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]]'', both with a radius of 20 feet (caster level equals warlock’s HD). This aura can be dispelled, but the warlock can create it again as a free action on its next turn.<br />
<br />
If an ally would die within 30 feet of you from an attack, you can choose to sacrifice yourself in their place as an immediate action. Doing so causes the fatal action to your ally to be negated and your ally subject to a ''[[SRD:Heal|heal]]'' effect, but you "die" in their place and your body fades away. You respawn in the upper planes 3 days later unharmed, allowing you to try and travel back to the material plane.<br />
<br />
''{{Anchor|Angel Wings}} {{Ex}}:'' Your develop beautiful wings soft as down, but strong enough to lift you into the air. You gain a fly speed (good maneuverability) equal to twice your land speed. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Aura of Righteous Terror}} ''{{Su}}'':'' Your presence is at once awe inspiring and terrifying. The ability takes effect automatically whenever the warlock attacks, charges, or otherwise displays aggression. Neutral creatures within a radius of 60 feet are shaken for as long as long as they remain in the aura, and evil creatures are frightened for 1 round and then shaken for as long as they remain in the aura. A successful [[Will]] save negates for neutral creatures, and makes evil creatures only shaken for 1 round. Good creatures are unaffected.<br />
<br />
''{{Anchor|Divine Resistance}} {{Ex}}:'' Your soul is guarded by angels watching over you, granting you good fortune in your life. You gain a +1 resistance bonus to all saving throws plus an additional +1 at 4th level and every four levels beyond.<br />
<br />
''{{Anchor|Eyes Inside and Out}} {{Ex}}:'' Tattoos resembling eyes mark your body and grant your omniscient vision. They seem to move and twitch on their own when unobserved. You can see in all directions and cannot be flanked. You always act in a surprise round, and are immune to dazzling and blindness. Once per day you can use ''[[SRD:Commune|commune]]'' as a spell-like ability. Requires a minimum class level of 13th.<br />
<br />
''{{Anchor|Fearless Crusader}} {{Ex}}:'' You've faced such innumerable horrors fighting evil, nothing can phase you. You gain a [[SRD:Paladin|paladin's]] Aura of Courage, becoming immune to fear. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Halo}} {{Su}}:'' You can choose to display a halo over your head which sheds light as a [[SRD:Torch|torch]] as a standard action. It acts as a holy symbol and divine focus, and clearly marks you as an agent of good. While it is active, you can use ''[[SRD:Detect Evil|detect evil]]'' at will and all evil creatures in 10 feet take a -2 penalty on saving throws. It can be discharged as an immediate action to provide an ally in 10 feet a reroll on a failed saving throw. They must accept the result of the reroll, even if it is lower than the first.<br />
<br />
''{{Anchor|Holy Power}} {{Su}}:'' The fires of purification run through you and all your weapons. Any weapons (including weapon-like spells such as eldritch blast) gain the benefit of the [[Holy, Lesser (3.5e Equipment)|lesser holy]] enhancement. This turns into the [[SRD:Holy|holy]] weapon enhancement at 9th level and beyond. This stacks with the actual holy weapon enhancement. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Retribution}} {{Su}}:'' One per day as an immediate action you can reduce rebound divine energy back on your attacker. The damage is the same type as the damage you receive. Evil creatures take the full damage they would have dealt, neutral creatures take half, and good creatures are unaffected. You gain additional use of this ability at 10 HD, and every 10 HD beyond (20th, 30th, etc).<br />
<br />
If an attack kills you, this ability goes into effect immediately, with no action or daily use on your part.<br />
<br />
==== Draconic ====<br />
Dragons are already well known for mucking things up with their magical bloodlines and amazing powers. Making magic contracts with them are also quite potent as you channel to power of these ancient scaled ones. Your powers seem intertwined with elemental power or the strength of alignment, and many effects some with a strange metallic or chromatic shine. As part of gaining this bloodline you gain the Dragonblood subtype.<br />
<br />
'''Ascension:''' You gain the Dragon type with the augmented subtype, and are immune to the frightful presence of dragons. You also gain frightful presence, +5 natural armor, and spell resistance equal to 10 + HD. Dragons start out one step more friendly to you.<br />
<br />
''{{Anchor|Awakening the Blood}} {{Sp}}:'' You gain some of the spellcasting ability of dragons. You gain the spellcasting of a [[sorcerer]] equal to 1/4th your class level, and a caster level equal to your class level. Requires a minimum class level of 13th.<br />
<br />
''{{Anchor|Claws of the Dragon}} {{Ex}}:'' Your nails harden into adamantine claws. You gain two claw attacks which deal 1d4 damage (for medium creatures) and bypass DR/magic. When you gain class level 6th you also gain a bite attack which deals 1d6 damage.<br />
<br />
''{{Anchor|Draconic Immunities}} {{Ex}}:'' Your draconic blood protects you from danger. You become immune to paralysis and sleep effects. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Dragon Wings}} {{Ex}}:'' Your develop scaled intimidating bat-like wings to lift you into the air. You gain a fly speed (good maneuverability) equal to twice your land speed. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Eldritch Breath}} {{Su}}:'' Choose the breath weapon of a dragon of your CR or less. You gain it as a breath weapon usable every 1d4 rounds and unlike most bloodline powers you may select this multiple times, choosing a different breath weapon each time. However all breath weapons use the same cool down time. You can change your breath weapon each time you level up. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Energy in the Blood}} ''{{Ex}}'':'' The blood of dragons empower your energy effects. Choose an energy type. You gain +1 damage per HD on any abilities which deal this energy damage, including eldritch blasts and weapon enhancements. You may select this ability multiple times, choosing a different energy type each time.<br />
<br />
''{{Anchor|Iron Scales}} {{Ex}}:'' Your skin is covered in hardened scales or metallic or chromatic color. You gain a +1 enhancement bonus to natural armor plus an additional +1 at 4th level and every four levels beyond.<br />
<br />
''{{Anchor|Pseudodragon}} {{Ex}}:'' You gain the service of a pseudodragon familiar who gains a "breath weapon" of your eldritch blast. It may use any and all augments your eldritch blast has, but only deals half damage and may only use it once every 1d4 rounds. Familiar benefits are based on your character level. Requires a minimum class level of 8th.<br />
<br />
==== Elemental ====<br />
You channel the elements. Choose an element when you take this bloodline. Your eldritch blast always does damage of this element, instead of untyped damage, unless it would be modified by an eldritch essence. You gain a resistance to that element equal to your class level.<br />
<br />
'''Ascension:''' You gain the elemental type with a subtype equal to your chosen elemental type, with everything this implies. You can still be raised from the dead as per your previous type.<br />
<br />
''Body of Pain {{Su}}:'' Grappling you can be a painful experience. Creatures in a grapple with you automatically take half your eldritch blast damage each round.<br />
<br />
''Composite Element:'' Choose a second element. Your Eldritch Blast now deals mixed damage (half of each element), and you gain resistance to both elements as per the basic bloodline power.<br />
<br />
''Discorporation {{Su}}:'' As a full round action you can partially discorporate into your element, duplicating the effect of ''[[Heart of a Champion (3.5e Maneuver)|heart of a champion]]''. Requires class level 8.<br />
<br />
''Elemental Absorption {{Ex}}:'' Any damage blocked by your elemental resistance instead heals you.<br />
<br />
''Elemental Flight {{Su}}:'' You can run like lightning, or shoot your element out behind you like a jet...of acid...or something. You gain a fly speed (good maneuverability) equal to twice your land speed. Requires Elemental Trail.<br />
<br />
''Elemental Shielding {{Ex}}:'' Your element of choice occasionally bursts or zaps around you. You gain a +1 natural armor bonus to AC, plus an additional +1 at 4th level and every 4 levels beyond.<br />
<br />
''Elemental Trail {{Su}}:'' When you move, you leave a trail of your element behind you. For one round, anyone moving in a space you moved through in the prior turn takes half your eldritch blast damage. You can turn this on or off as a free action. Requires a class level of 3.<br />
<br />
''Piercing Element:'' Your eldritch blast ignores an amount of elemental resistance equal to your own elemental resistance. If you somehow gain immunity, it ignores immunity, though not against creatures with the elemental subtype matching your element.<br />
<br />
==== Entropy ====<br />
The knowledge of the impending end of the universe has lead many to madness, however you draw your magical power from creature which strive on or seek to accelerate this steady universal decay. The power of entropy encourage steady but unstoppable progress that will eventually bring down anyone and everyone, even the warlock himself. <br />
<br />
'''Ascension:''' You become one with the void and eternity. You no longer need to breath, eat or sleep and gain a fly speed equal to twice your land speed with perfect maneuverability. You become immune to entropy, you are healed by both positive and negative energy as well as immune to the [[SRD:Disintegrate|''disintegrate'']] spell or similar effect. This immunity extend to the point that you can survive 1 round of exposure to a [[SRD:Sphere of Annihilation|Sphere of Annihilation]], allowing you to move away to safety or push it away.<br />
<br />
''Decaying Lifeforce {{Ex}}:'' The power of entropy has taken a toll over your auras. You can no longer be detected by ''detect'' spells (such as [[SRD:Detect Evil|''detect evil'']] or [[SRD:Detect Undead|''detect undead'']]). You also gain the Darkstalker<sup>LoM</sup> feat as a bonus feat.<br />
<br />
''Eternity is a Moment {{Su}}:'' You gain the ability to pass time as an instant, causing your body to rapidly age and effects on yourself to decay. As a standard action you may have 1 hour worth of time suddenly happen on your body and any effects, positive or negative, affecting you. This can end a negative effect which would last a minute instantly, but if overused will cause you to grow hungry and tired.<br />
<br />
''Heat Death {{Su}}:'' You understand that everything cool down and die, even the universe. Once per round, as a free action on your turn you may deal 1 point of cold damage to a creature within 30 feet of you. This increase by 1 point at each odd class level beyond 1st level.<br />
<br />
''Inner Void {{Ex}}:'' You completely embrace the void within you, riding yourself of your emotions and changing your body permanently. You gain the [[Shades of Death (3.5e Feat)|Shades of Death]] feat even if you do not meet the prerequisites. Requires a minimum class level of 3rd. <br />
<br />
''Master of the Sphere {{Su}}:'' You gain the ability to shape your eldritch blast in the same shape as a [[SRD:Sphere of Annihilation|Sphere of Annihilation]]. Your eldricth blast then behave just as a [[SRD:Sphere of Annihilation|Sphere of Annihilation]], except instead of instantly killing anyone who come in contact with it it simply deal five times your eldritch blast damage. There sphere must be conjured within 15 feet of yourself and not in an occupied square. While the sphere is in existence you cannot use your eldritch blast. You gain a +8 bonus on your control checks with your own sphere. This is an eldritch shape. Requires a minimum class level of 13th. <br />
<br />
As a side benefit you may use your [[Charisma]] instead of your [[Intelligence]] on your [[SRD:Sphere of Annihilation|Sphere of Annihilation]]'s control checks.<br />
<br />
''Nothingness Ever After {{Ex}}:'' When you die you do not pass into any afterlives, you simply experience the sweet bliss of oblivion. This make you immune to any effects which would move or trap your soul and make it so a soul is not required for resurrection. In fact the lack of afterlife make it so that when you are brought back from the dead you do not lose a level or [[Constitution]]. Requires a minimum class level of 3rd. <br />
<br />
''Snuff Lifeforce {{Sp}}:'' You gain the ability to use [[SRD:Death Knell|''death knell'']] as an immediate action at-will. <br />
<br />
''Void Blast {{Su}}:'' The Entropy Warlock firing bolt of raw entropy at her targets, tearing them apart. Your eldritch blast cause creature to rapidly decay, causing them to [[Burning (3.5e Condition)|burn]] at the start of each of their turn, with a [[Will]] save allowed to end the effect. This is a 4th level eldritch essence. Requires a minimum class level of 8th.<br />
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==== Fey ====<br />
Your power is a result of mischievous or sinister fey meddling in the affairs of the material world, or the unwitting deal with a fair folk which surely had or will have unexpected consequences. Like the fey, your power is random and capricious, seeming to act with a mind of its own. It is your good fortune that it chooses to obey you for now.<br />
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'''Ascension:''' You become more like a fey and may count as a fey when beneficial (though your type remains outsider). Your body is so in tune with the fey you gain regeneration 10 which is bypassed by cold iron and any attacks from aberrations or constructs. You may Hide in Plain Sight when in natural terrain like a [[ranger]].<br />
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''{{Anchor|Animal Tongue}} {{Sp}}:'' Perhaps you're a Disney princess, or maybe you're a furry. Whatever the case, you gain ''[[SRD:Speak with Animals|speak with animals]]'' as a spell-like ability at will, and you may use normal social checks in place of Handle Animal. You gain Handle Animal and Ride as class skills.<br />
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''{{Anchor|Champion of the Wild}} {{Ex}}:'' You have a powerful hatred for unnatural beings. You gain a favored enemy as a [[ranger]] of your level, but can only choose between aberrations and constructs. You gain the full bonus as if it were your main favored enemy. You may select this power twice, the second time choosing the other enemy type as a ranger of your level -5.<br />
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''{{Anchor|Deceiving Noise}} {{Sp}}:'' Around you, things are never as they seem. You gain ''[[SRD:Ghost Sound|ghost sound]]'' as a spell-like ability at will. If you have both this and Deceptive Vision, they can combine into one effect duplicating ''[[SRD:Major Image|major image]]'' at will. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Deceiving Vision}} {{Sp}}:'' Around you, things are never as they seem. You gain ''[[SRD:Silent Image|silent image]]'' as a spell-like ability at will. If you have both this and Deceptive Noise, they can combine into one effect duplicating ''[[SRD:Major Image|major image]]'' at will. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Doppleganger}} {{Sp}}:'' You create a doppleganger to trick your foes. As a move action you can duplicate the effect of ''[[SRD:Mirror Image|mirror image]]'', but only produce a single copy of yourself which lasts until destroyed or dispelled. You can have no more than one doppleganger at a time, and it does not stack with ''mirror image''. Requires a minimum class level of 8th.<br />
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''{{Anchor|Fey Trickery}} {{Ex}}:'' You are good at deceiving others in the heat of combat. You gain [[SRD:Improved Feint|Improved Feint]] as a bonus feat, ignoring pre-requisites. In addition if you take a standard action you may take 10 on your bluff check to feint.<br />
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''{{Anchor|I Was Never There}} {{Su}}:'' In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. Requires a minimum class level of 13th.<br />
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''{{Anchor|Magical Performer}} {{Su}} and {{Sp}}:'' You gain Perform as a class skill, and the countersong and fascinate abilities of a [[bard]]. Your class level stacks with bard for determining the power and effectiveness of various bardic music abilities, as well as the number of bardic music attempts per day. Finally you gain ''[[SRD:Summon Instrument|summon instrument]]'' as a normal spell-like ability at will (no arcane failure chance).<br />
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==== Genie ====<br />
Your power come form the mysterious genies, great being from the elemental planes. The power of the genies have to do with the elements, changing size or consistency and of course granting wishes... or twisting them.<br />
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'''Ascension:''' You gain the ability to grant three [[SRD:Wish|wish]] per day to any other creatures. You cannot grant these wish to yourself and you need to pay any material or XP component. <br />
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''Djinni's Whirlwind {{Su}}:'' You gain the Whirlwind ability of a [[SRD:Djinni|Djinni]]. Requires a minimum class level of 3rd.<br />
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''Gaseous Form {{Su}}:'' As a move action you may turn into a [[SRD:Gaseous Form|gaseous form]] at-will. You may return to to your normal form as a free action. Requires a minimum class level of 8th.<br />
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''Genies's Endurance {{Ex}} and {{Su}}:'' You are constantly under the effect of [[SRD:Endure Elements|''endure elements'']]. You are also constantly under the effect of [[SRD:Adapt Body|''adapt body'']] but only on the elemental planes. <br />
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''Grant Wishes {{Ex}}:'' You gain [[Wishcasting (3.5e Feat)|Wishcasting]] as a bonus feat. You can learn [[Minor Wish (3.5e Spell)|''minor wish'']] as a lesser invocation and [[SRD:Limited Wish|''limited wish'']] as a dark invocation. You need to pay any material or XP component of your wish and you cannot grant yourself a wish, it must be made through the [[Wishcasting (3.5e Feat)|Wishcasting]] for another creature. <br />
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''Heatblast {{Sp}}:'' You learn a new Eldritch Essence, which turn your eldritch blast into a blast of superheated air. Your eldricth blast deal fire damage and all creature caught in it are [[SRD:Bull Rush|Bull Rushed]] away from the source (either you or the origin of the blast) using your [[Charisma]] instead of your [[Strength]]. You cannot move alongside the creature but it movement is not limited to 5 feet.<br />
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''Janni's Change Size {{Sp}}'' You gain the Change Size ability of a [[SRD:Janni|Janni]]. This ability is usable a number of times per day equal to your [[Charisma]] modifier. Requires a minimum class level of 3rd.<br />
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''Lamp's Home {{Su}}:'' You can turn any mundane lamp into a home for yourself. This behave as the [[SRD:Rope Trick|rope trick]] spell except the only entrance to the dimension is through the lamp and only you or gaseous creatures can enter it. If the lamp is destroyed you and any objects there are ejected. If a [[SRD:Magic Circle against Chaos|Magic Circle against Chaos]] is cast upon the lamp or if the lamp is placed in one you become trapped in it until the duration run out or the lamp is otherwise freed. <br />
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''Wishing for Wishes {{Su}}:'' Whenever you use [[SRD:Wish|''wish'']] or a [[SRD:Ring of Three Wishes|Ring of Three Wishes]] you gain an extra wish out of it. Requires a minimum class level of 13th.<br />
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==== Ghost ====<br />
Your power has spooky ethereal origins, things related to ghosts, the undead, and forbidden rituals involving life and death itself. You often feel as if you're being haunted or there are unseen presences watching you and judging your actions, and may feel more comfortable with the dead than the living.<br />
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'''Ascension:''' You become half-dead, always dancing between this world and the next. As a standard action at will you may toggle between being material or gaining the incorporeal subtype. While incorporeal, you gain your [[Charisma]] modifier as a deflection modifier to AC (though you lose any natural armor or physical armor and shields). You can always see into the ethereal plane, out to 60 feet.<br />
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''{{Anchor|Ghost Touch}} {{Ex}}:'' Things you wield shift between the planes and end up on both. Any weapons you wield are considered ghost touch weapons, and any armor you use adds its armor bonus against incorporeal touch attacks. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Jacob's Revolving Door}} {{Ex}}:'' Going between living and dead is easy for you. If you die and your body is intact, you can still be healed back to life (such as with ''[[SRD:Cure Light Wounds|cure]]'' spells) no matter how far into the negatives you go. Destroying the body prevents you coming back in this way. Even so, revival attempts only cost half as much in gp and XP, and do not penalize you with lost levels or [[Con]]. Requires a minimum class level of 13th.<br />
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''{{Anchor|One of Us}} {{Ex}}:'' The undead treat you as one of their own. They do not inherently attack you unless commanded to do so, and you possess a +4 dodge bonus against the undead. You may use bluff, diplomacy, and intimidate on even non-intelligent undead and speak to them regardless of language. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Schrodinger's Warlock}} {{Ex}}:'' You resonate with both the energies of the living and the dead. You can healed by both positive and negative energy, and are immune to energy drain. Requires a minimum class level of 8th.<br />
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''{{Anchor|To Spooky For Me}} {{Su}}:'' You can make a melee touch attack as a standard action which causes living creatures to become shaken for 1 round/level, Will negates. If you touch a shaken creature who has HD equal or less than you, they become frightened for 1 round. Against undead, it becomes a save vs being staggered for 1 round regardless of HD.<br />
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''{{Anchor|Turn/Rebuke Undead}} {{Su}}:'' Show your mastery over the forces of the dead. You gain turn undead (or rebuke undead) of a [[cleric]] of your class level.<br />
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''{{Anchor|Undead Durability}} {{Ex}}:'' You are more object than man. You gain DR/lethal equal to your class level, and you do not tire from any activity covered by the [[SRD:Endurance|Endurance]] feat. For example, you may run without stopping.<br />
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''{{Anchor|Undead Resistance}} {{Ex}}:'' You can shrug off many things as if you were undead. You gain your [[Charisma]] modifier or your class level, whichever is lower, to saves against ability damage, ability drain, death effects, energy drain, mind-affecting, and stunning. You also gain darkvision 60 ft, or improve your existing darkvision by +30 ft.<br />
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==== Illithid ====<br />
Time traveling psychic squids have been messing with you, altering your genetic code, stealing your brain, and augmenting you. Somehow you've gotten an illithid's psionic touch and channel the power of the elder brains in your eldritch might.<br />
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'''Ascension:''' You discard your body and become a floating brain with a psionic projection of a body in its place. You may count as three sizes smaller than normal when beneficial, and gain a fly speed of 90 ft (perfect). Being three sizes smaller you can fit through smaller places. If you are killed, you may immediately duplicate the effect of ''[[SRD:Mind Switch|mind switch]]'' on your killer with a [[Will]] save to resist. If successful, you retain this body for 1d10 days. If not expelled before then, the stolen body transforms into a duplicate of your original body with your original abilities and other attributes.<br />
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''{{Anchor|Flayer Tentacle}} {{Ex}}:'' You gain a long tentacle hidden in your mouth which deals 1d4 points of damage for a medium creature, and has improved grab. You may use your [[Charisma]] instead of your [[Strength]] for grapple checks with your tentacle. Unlike most powers, you can take this power up to four times, gaining a new tentacle each time. When you have four tentacles, your face transforms to resemble more like an illithid and successfully pinning a creature gives you the option to eat their brains on the next round. They must make a [[Fortitude]] save or die as their brain is eaten, a successful save instead deals critical hit damage for all the tentacles. If you eat a brain, you gain all their memories for 24 hours, allowing you to use their skill ranks in place of your own. You do not, however, obtain any class features or feats of the eaten creature. Memories not specifically recalled or written down fade after 24 hours.<br />
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''{{Anchor|Force of Intellect}} {{Ex}}:'' All class features which run off [[Charisma]] now run off [[Intelligence]]. You also may use your Intelligence in place of Charisma based skill checks and ability checks.<br />
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''{{Anchor|Mind Blast}} {{Sp}}:'' As a normal spell-like ability (no arcane spell failure), you can project a blast of disruptive psychic energy in a 60 foot cone, or a 30 foot radius burst centered on yourself. Creatures must make a [[Will]] save or be stunned for 1d4 rounds. You may use a mind blast every 1d4 rounds. Requires a minimum class level of 8th.<br />
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''{{Anchor|Mind of Telepathy}} {{Su}}:'' You gain the effects of wearing a [[SRD:Helm of Telepathy|helm of telepathy]], including its interaction with certain spells such as ''[[SRD:Phantasmal Killer|phantasmal killer]]''. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Obtain Psicrystal}} {{Ex}}:'' You gain the [[SRD:Psicrystal Affinity|Psicrystal Affinity]] feat. You may share your invocations with your psicrystal whenever you would otherwise use powers.<br />
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''{{Anchor|Psi Blast}} {{Sp}}:'' Your eldritch blast can be fired as a psionic blast. It makes the blast a mind-affecting effect, but also destroys 1 power point per damage die (or 1 point of [[Int]] damage if they do not have any power points). For any effects which provoke a saving throw from your blast, you can change it from a [[Fort]] or [[Reflex]] save to a [[Will]] save when desired. Unlike eldritch blast, it suffers from no arcane spell failure. This counts as an eldritch essence.<br />
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''{{Anchor|Reflective Mind}} {{Su}}:'' Whenever you are subject to a mind-affecting effect and it is caught by your spell resistance or you succeed on the saving throw, you redirect it at a new target (including the original caster) as if you had cast it yourself with a +4 bonus on the DC. Requires a minimum class level of 13th.<br />
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''{{Anchor|Thrall Master}} {{Su}}:'' Whenever you use a charm or compulsion effect, you gain a +1 bonus to the DC and the effect is automatically [[SRD:Extend Spell|extended]]. In addition, creature immune to mind-affecting effects are no longer immune, though they recieve a +8 bonus on their saving throws. Requires a minimum class level of 3rd.<br />
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==== Infernal ====<br />
You or an ancestor made a deal with the devil, gaining fantastic infernal power at a high cost. Your infernal legacy gives you a commanding presence over others and fame and fortune in the now, but will you retain such prestige later when you are beholden to forces above you, forces who do not have your best interest at heart?<br />
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'''Ascension:''' You become a devilish version of yourself, your appearance somehow grim and heartless. You become immune to poison and fire, and gain telepathy out to 100 feet. You also gain the Summon spell-like ability of a devil, calling in any number of devils whose CR equals your HD or less a day, and none whose CR is greater than 1/2 your HD. For example, a level 20 warlock can have up to two CR 10 devils. Summoned creatures are actually called beings who otherwise follow your instruction and who exist for 1 hour before being sent back.<br />
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''{{Anchor|Aura of Fear}} {{Su}}:'' Your very presence causes others to shake in their boots. You gain an aura of fear out to 10 feet whenever making any sort of aggresive or hostile threat or action. Creatures with less HD than you must make a [[Will]] save or be frightened for 1 minute and shaken for 1 round/level afterward, save negates. Creatures equal to your HD or higher instead save or are shaken for 1 round/level, save negates. Regardless of the result a creature is immune to your aura of fear for 24 hours afterward. Requires a minimum class level of 8th.<br />
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''{{Anchor|General of War}} {{Ex}}:'' Your tactical prowess is hell for your enemies. As a swift action you can target one creature within 60 feet and command others to attack them. You and any allies attacking this creature gains a +2 bonus to their attack rolls against this creature for 1 round.<br />
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''{{Anchor|Hellfire Blast}} {{Su}}:'' You now channel the power of hell itself. You can convert any source of hp damage to deal hellfire damage instead. It counts as fire damage, but ignores resistance to fire and immunity to fire only halves the damage. In addition it works very effective against creatures with the chaotic or good subtypes, dealing +50% additional damage to them. This does not count as a warlock essence. Requires a minimum class level of 13th.<br />
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''{{Anchor|Infernal Branding}} {{Sp}}:'' With a touch you can brand someone and mark them as your own. As a touch attack you inflict a mark similar to ''[[SRD:Arcane Mark|arcane mark]]'' onto a creature in a somewhat painful process. As a result you become aware of that creature as per ''[[SRD:Status|status]]''. You may do this at will, with a [[Will]] save to negate when performed on unwilling creatures. The mark lasts for 1 month, or until removed by ''[[SRD:Dispel Magic|dispel magic]]'' or any effect which removes ''arcane mark''. This counts as a 2nd level spell. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Infernal Skin}} {{Ex}}:'' You are more resilient than your typical warlock. Any instances of DR/cold iron from this class now grant DR/silver. In addition choose chaos or good. Your DR/silver becomes DR/silver and X, where X is the alignment you chose. You can select this power twice, the second time choosing the second alignment and giving you DR/silver and chaos and good.<br />
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''{{Anchor|Silver Tongue}} {{Ex}}:'' You have a way with words. You gain Diplomacy and Speak Language as class skills, and whenever you use an effect from the charm or compulsion subschools the DC rises by +1.<br />
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''{{Anchor|Soul Stealer}} {{Su}}:'' Souls are valuable, and they weren't using it anyway. Whenever you kill a creature with your eldritch blast or one of your invocations, you can choose to steal their soul. You can hold onto one soul at a time until you release it, use it (with any methods which involve souls), or seal it away in a crystal vessel worth 1000 gp for every HD the creature possessed (as per ''[[SRD:Trap the Soul|trap the soul]]''). Possessing a soul gives you knowledge of how many HD it possesses. As long as the soul is imprisoned within you or a crystal, the creature cannot be revived. If you die, any soul you are currently holding within yourself is freed. Creatures attempting to revive the soul become aware it is trapped and who is trapping it, but nothing else. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Terrify the Masses}} {{Ex}}:'' You may make intimidate checks against all creatures within 30 feet. In addition if you spend 1 minute making an intimidating speech, the effect applies to all creatures which can see and hear you. Finally if your intimidate check exceeds the DC by 20 or more, creatures will not become unfriendly or hostile afterwards as you successfully instill fear deep within their core.<br />
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==== Ki Force ====<br />
Your bloodline reverberates with the very pulse of life known as ki. It transforms you from shadowy chaotic spellcaster to something more of a martial artist, whose attacks are the very essence of life itself. As taking this bloodline, your [[Reflex]] save becomes good and your [[Will]] save becomes poor, and your DR/cold iron becomes DR/adamantine.<br />
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'''Ascension:''' Your type changes to Outsider (Native) with the augmented subtype, and you count as both an outsider and your original type when beneficial. You also gain fast healing 5. When you die, you appear on the Astral Plane alive, but unable to leave until revived or a year and a day passes in which you respawn within 1 mile of your death. While you are on the astral, slain or not, you may use ''[[SRD:Sending|sending]]'' at will (with a standard action cast time) as your mind reaches across dimensional barriers. Killing you on the astral plane will kill you normally with normal revival methods.<br />
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''{{Anchor|Bonus Feat}} {{Ex}}:'' Your combat training grants you any Fighter or Monk bonus feat you qualify for, and you count as a fighter and monk of your level.<br />
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''{{Anchor|Brick Breaker}} {{Ex}}:'' Once per encounter as a free action, you may surge with power and augment any one sunder attack, break DC, or [[Strength]] check, and gain your class level as a morale bonus to the check (or to damage for a sunder attack). In addition as a constant effect, your unarmed strike and eldritch blast damage is not reduced before hardness. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Close Combat Ki}} {{Ex}}:'' Your eldritch blast no longer provokes attacks of opportunity (either for being a ranged attack, nor a spell-like ability), and you can use your eldritch blast as a melee touch attack if you wish.<br />
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''{{Anchor|Evasive Reactions}} {{Ex}}:'' You gain evasion. Requires a minimum class level of 3rd, and be taken a second time at 13th level and beyond to gain Improved Evasion.<br />
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''{{Anchor|Flash Step}} {{Ex}}:'' Your movement speeds increase by +10 ft, and you count as being ''[[SRD:Invisible|invisible]]'' while moving. Requires a minimum class level of 8th.<br />
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''{{Anchor|Perfect Body}} {{Sp}}:'' You gain the unarmed strike and scaling of a [[monk]] of your level, and you gain [[Masterwork Body (3.5e Feat)|Masterwork Body]] as a bonus feat. You may apply materials to your unarmed strike and body as if they were manufactured light weapons or light armor.<br />
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''{{Anchor|Strong Heart}} {{Su}}:'' You may use your [[Constitution]] in place of your [[Charisma]] for the purpose of DCs with this class and its invocations, and you gain [[SRD:Endurance|Endurance]] as a bonus feat. If you already have Endurance, you gain [[SRD:Diehard (Feat)|Diehard]]. If you already have Diehard, the range you can survive before dying increases by 10 hp.<br />
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''{{Anchor|Supercharge}} {{Su}}:'' Once per day as a full round action, you enter a state of enhanced fighting ability not unlike a [[SRD:Barbarian|barbarian's]] rage (though your spellcasting is unhindered). You gain bonuses to two ability scores of your choice as a barbarian of your level would get with rage, as well as falling under the effect of ''[[SRD:Haste|haste]]''. When using eldritch blast you can fire a second blast that deals half damage on a full attack. If you would be dropped to under 0 hp while you are in this state, you can sacrifice this state as a non-action and end it early, but remain at -1 hp and stable. After this ability is expended, you are exhausted for 10 minutes afterward. Requires a minimum class level of 13th.<br />
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==== Myconid ====<br />
Your powers stem from the underdark spores which have invaded your body. They carry the power of your eldritch might through the dust in the air.<br />
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'''Ascension:''' You now constantly emit microscopic spores from which your memories are retained. You gain regeneration 0 which is bypassed by fire and any effect which harms plants specifically. You count as a Plant for the purpose of interacting with spells and abilities. If you die, you will respawn in 1d10 days within a mile of your death, reborn from a mushroom that appears in the area. Your revival can be interrupted if the mushroom is found, it has hardness 2, as many hp as you do normally, and the same regeneration but increased to regeneration 5.<br />
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''{{Anchor|Eldritch Cloud}}:'' You release spores into the air which emit thousands of tiny eldritch blasts between themselves. Treat as ''[[SRD:Fog Cloud|fog cloud]]'' but it does not obscure sight, instead creatures within must make a [[Reflex]] save or receive your eldritch blast damage, save negates. The cloud lasts for 1 minute or until you make another eldritch cloud. This is considered a 5th level eldritch blast shape. Requires a minimum class level of 8th.<br />
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''{{Anchor|Healthy Mushroom}} {{Ex}}:'' Every day your body produces useful mushrooms that you or others can eat. It has the effect of ''[[SRD:Goodberry|goodberry]]'' each day excempt the effect only remains viable for 24 hours. When you gain Lesser invocations, it also carries the effect of ''[[SRD:Lesser Restoration|lesser restoration]]'' when eaten. When you gain Greater invocations, it becomes ''[[SRD:Restoration|restoration]]'' and also can be crushed and used as a salve that cures petrification (as using ''[[SRD:Stone to Flesh|stone to flesh]]''). When you gain Dark invocations, it cures all status effects that would be cured by ''[[SRD:Heal|heal]]'' in addition to its ''restoration'' effect. <br />
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''{{Anchor|Itching Powder}}:'' Your eldritch blast causes people to become incredibly itchy. Creatures hit by your blast must make a [[Fortitude]] save or take a -1 penalty to attack rolls, ability checks, and skill checks for 1 minute or until they spend a move action to scratch themselves. The penalty increases by -1 at 3rd level and every odd level beyond to a maximum of -10 at 19th level. This is a 2nd level eldritch essence.<br />
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''{{Anchor|Reanimating Spores}} {{Su}}:'' You can touch a dead creature and reanimate them as if they were a [[SRD:Zombie|zombie]], though they count as a Construct instead of an Undead. The creature remains animated as long as you Concentrate, and remains standing but goes inert when no concentrated on. Regardless how many you reanimate, you can only concentrate on one at a time and these creatures continue to decay as normal, typically becoming to rotten after 3 days in normal environments. This does not add to your control pool for the number of undead you can control.<br />
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''{{Anchor|Regenerating Earth}} ''{{Ex}}'':'' Whenever resting on earth or underground for at least 1 hour, you gain fast healing 5 and are considered to have eaten a full meal. It ends the moment you engage in any strenuous activity. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Sporemind}} {{Ex}}:'' You can spread spores that links them to your fungal hivemind with a touch, with a DC 10 + 1/2 level + [[Charisma]] modifier [[Fortitude]] save to negate. You have telepathy to anyone so infected out to unlimited range on the same plane, and ''[[SRD:Status|status]]'' effect on them. You can also employ any invocation or eldritch blast upon the target from unlimited range, but doing so burns out the infection and ends the effect. No matter how many creatures you have in your sporemind, you are not distracted by the surge of new information. Requires a minimum class level of 13th.<br />
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''{{Anchor|Spore Talk}} {{Su}}:'' You become able to speak to plants and fungi as if always under ''[[SRD:Speak with Plants|speak with plants]]''. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Stun Spore}} {{Su}}:'' You can release a puff of spores out to 5 ft from your body, forcing a [[Fortitude]] save DC 10 + 1/2 level + [[Constitution]] modifier. Creatures that fail the save are stunned for 1 round, save negates. You may use this once per class level each day.<br />
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==== Primal ====<br />
Your powers stem from far back in time, before life crawled the earth and outsiders battled in the heavens and hells. Before all things there were the primal elemental forces clashing and forming a grand cosmic maelstrom. Your soul is as conflicted and turbulent as the ancient cataclysms of the past and it links you to the strange and inhuman whims of elemental beings.<br />
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'''Ascension:''' You gain an elemental subtype (Air, Earth, Fire, or Water) and gain an immunity to an energy type (electric, acid, fire, and cold respectively). Any effect which deals damage, including your eldritch blast and magic items, may be converted to dealing the appropriate elemental damage you chose to be immune to. Lastly you may count yourself as the elemental type when beneficial (though your type remains outsider).<br />
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''{{Anchor|Captain Planet}} {{Sp}}:'' With the elements combined, you are captain planet. You gain ''[[SRD:Control Weather|control weather]]'' as a normal spell-like ability (no arcane spell failure). However you can only have one instance of control weather at a time, a second casting dismisses the first. Requires a minimum class level of 13th.<br />
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''{{Anchor|Dampen/Excite Element}} {{Sp}}:'' You can change how vigorous elemental energy is. As a standard action anywhere in Medium range (100 ft + 10ft/level), you can target a magical or mundane effect which deals energy damage (either acid, cold, electricity, or fire). You can either dampen its effect, causing the hazard to deal 50% less its typical energy damage or excite the effect, dealing 50% more energy damage. This has a duration of concentration. If used against an enemy spell effect or an creature which deals energy damage, they get a [[Will]] save to negate. A readied action can apply dampen or excite to instantaneous energy effects.<br />
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''{{Anchor|Elemental Movement}} {{Ex}}:'' You gain a movement related to your element. Choose an element (Air, Earth, Fire, or Water). Air gains a fly speed of 60 ft, good. Earth gains a burrow speed of 30 ft and tremorsense out to 10 feet. Fire gains a +30 bonus to their base land speed and [[SRD:Run|Run]] as a bonus feat. Water gains a swim speed of 60 ft and the ability to breath water. Requires a minimum class level of 8th.<br />
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''{{Anchor|Elemental Resistance}} {{Ex}}:'' You can weather the elements. You gain ''[[SRD:Endure Elements|endure elements]]'' as a constant effect. In addition choose an energy type (acid, cold, electric, or fire). You gain energy resistance 2 per class level you have. Unlike most powers, this may be selected multiple times, each time becoming resistant to a new element. When you ascend, if you become immune to an element you have resistance to by virtue of this power, you may select a new power in its place.<br />
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''{{Anchor|Elemental Resonance}} {{Ex}}:'' You push out more damage than normal hen it comes to energy damage. Choose an energy type (acid, cold, electric, or fire). When dealing this type of damage through any means you add your [[Charisma]] modifier or your class level, whichever is lower, as additional energy damage. Unlike most powers, this may be selected multiple times, each time augmenting a new kind of energy damage.<br />
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''{{Anchor|Natural Blast}} {{Sp}}:'' Your eldritch blast isn't unnatural. If anything, it's too natural. You can choose to have your eldritch blast phase through unworked natural terrain such as stone, trees, and other obstructions. This ignores cover or concealment from natural terrain. Elementals are immune to any natural blasts, and constructs take 50% more damage. This is considered a blast essence. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Turn/Rebuke Elemental}} {{Su}}:'' You can command or destroy the elements at your whim. Choose an elemental subtype (Air, Earth, Fire, or Water). You can turn creatures with this subtype as with turn undead, and rebuke creatures of the opposing type (Fire vs Water and Air vs Earth). You turn/rebuke as a [[cleric]] of your level.<br />
<br />
''{{Anchor|World Speaker}} {{Sp}}:'' You can listen to the long slow voice of the planet. You gain ''[[SRD:Commune with Nature|commune with nature]]'' as a normal spell-like ability (arcane spell failure does not apply) at will. Requires a minimum class level of 3rd.<br />
<br />
==== Quori ====<br />
In the plane of dreams, nightmares become reality in the form of the quori. They plot against the material plane, seeking to harvest more mental energy from the unsuspecting populace. Perhaps you play host to one, or have made a deal with one to gain access to the minds of others. But can you trust something that feeds on your fears?<br />
<br />
'''Ascension:''' You become half-unreal, formed of the very stuff of dreams themselves. You gain the [[Dreamborn (3.5e Subtype)|dreamborn]]<sup>Hyper</sup> subtype, which grants you a 20% miss chance from Unreality. You count as both native to your original home plane and the plane of dreams. In addition whenever you go to sleep (or rest if you are a creature that does not sleep) you may vanish into the plane of dreams and travel up to 1000 miles for every hour you are asleep, as if teleporting. You can also reach other planes after 1d4 hours of sleeping. This operates similar to ''[[SRD:Shadow Walk|shadow walk]]'', but you travel through the plane of dreams.<br />
<br />
''{{Anchor|Dream Touch}} {{Sp}}:'' You can invoke dream states in others. At will as a touch attack you force a [[Will]] save or fall asleep for 1 round/level, save negates. Regardless of the success or failure of the ability a creature can only be affected by this power once every 24 hours. This is a mind-affecting effect. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Dreamcrafter}} {{Sp}}:'' You can manipulate the dreamscape of others, drawing forth or tampering with their subconscious minds. This power allows you to tamper with the target’s memories as if using ''[[SRD:Modify Memory|modify memory]]'', or you may ask questions as if using ''[[SRD:Speak with Dead|speak with dead]]'' upon a corpse. A successful Will save negates the effect. Regardless of the success or failure of the ability a creature can only be affected by this power once every 24 hours. This is a mind-affecting effect. Requires a minimum class level of 13th.<br />
<br />
''{{Anchor|Latent Talent}} {{Ex}}:'' Dreams and the mind are the domain of psionics. You gain Hidden Talent<sup>XPH</sup> as a bonus feat. If you multiclass with any psionic class you may add your class level for the purposes of determining your manifester level.<br />
<br />
''{{Anchor|No Fear}} {{Ex}}:'' Others manipulate fear, but you were born in it. You become immune to fear. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Primal Terror}} {{Ex}}:'' Any fear effect you produce, by spell or through mundane means, works on anything regardless of immunity. Creatures which are normally immune instead gain a +8 bonus on the save against fear, or the DC against intimidation.<br />
<br />
''{{Anchor|Sleep It Off}} {{Ex}}:'' You can burn through mind-affecting compulsion or charm effects by willingly falling asleep as a free action. If you do so, any mind-affecting compulsion or charm effects are suppressed but continue to burn through their duration. Nothing can force you to unwillingly wake up. Combined with sleepwalker, you can act and shield yourself from charms and compulsions.<br />
<br />
''{{Anchor|Sleepwalker}} {{Ex}}:'' When you are asleep, by choice or forced, you are not helpless and retain all your senses. You may even continue standing, and can only take move actions but you are not flatfooted. At 8 HD, you can take your normal actions, but still cannot attack or do anything requiring concentration. At 16 HD, you gain your full actions each round effectively rendering you immune to sleep.<br />
<br />
''{{Anchor|Dream Precognition}} {{Sp}}:'' When you dream, you see the future. You mimic the effects of ''[[SRD:Moment of Prescience|moment of prescience]]'', though with a casting time of 10 minutes as you must rest and actively daydream or sleep to gain the bonus. Requires a minimum class level of 8th.<br />
<br />
==== Shadow ====<br />
Darkness is where you have made your home. Far away from the terrible blinding light of the sun, you have found strength in the Plane of Shadows and its familiar, but distorted inhabitants. It may seem fake and insubstantial, but to you its as real as anything the material world has to offer, and perhaps even more so.<br />
<br />
'''Ascension:''' You become one with darkness, always outlined in the darkest shadows. You become native to both your original plane and the Plane of Shadow. You benefit from a constant 20% miss chance from concealment in bright light and total concealment (50%) in shadowy illumination or lower. If using ''[[SRD:Shadow Walk|shadow walk]]'', you travel 100x times as quickly, and change planes in 1d4 rounds rather than 1d4 hours.<br />
<br />
''{{Anchor|Chilling Dark}} {{Su}}:'' Your darkness seems to sap the life out of those inside. You can choose to have any [Darkness] effect you produce deal 1 point of cold damage per level for its duration, in addition to any other effects it creates.<br />
<br />
''{{Anchor|Dark Creation}} {{Sp}}:'' You can craft things out of darkness. You gain ''[[SRD:Minor Creation|minor creation]]'' as a normal spell-like ability (no arcane spell failure), but it is an Illusion [Shadow] spell. When interacting with creatures, magical objects, or attended objects they must make a [[Will]] save. If they succeed on the save the item is only 20% real to them, which may make the item deal less damage or not function correctly. At 10 HD, it becomes ''[[SRD:Major Creation|major creation]]'' and the amount on a save goes up to 50%. At 20 HD, the amount on a save becomes 80%.<br />
<br />
''{{Anchor|Hide In Shadows}} {{Ex}}:'' The darkness is enough to conceal you. You gain Hide in Plain Sight as an [[assassin]]. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Negate Light}} {{Su}}:'' You seem darker than you should be, as if you were always in shade. You are immune to any [Light] spells of a spell level equal to 1/2 your level or less (minimum 0th level, maximum 9th level spells at class level 18th).<br />
<br />
''{{Anchor|See In Darkness}} {{Ex}}:'' Your eyes can see through darkness as well as it were full daylight. You can even see through magical darkness effects, including ''blacklight''<sup>SpC</sup>. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Shadow Pin}} {{Sp}}:'' You toss a dagger-shaped bolt of force at a creature's shadow and pin it to the ground. Make a ranged touch attack to a creature in 60 ft. A successful hit immobilizes them, rendering their movement speed to 0 ft, though they can still move and perform other actions. They can free themselves as a standard action to dislodge the dagger from their shadow, or if their square is subject to a [Light] spell, which disrupts the dagger. This does not function on flying creatures. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Shadow Walk}} {{Sp}}:'' The plane of shadow is a familiar home to you. You gain ''[[SRD:Shadow Walk|shadow walk]]'' as a normal spell-like ability (no arcane spell failure) at will. In addition, you suffer no chance of being off target. Requires a minimum class level of 13th.<br />
<br />
''{{Anchor|Touch of Darkness}} {{Su}}:'' As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for 1 round/level, and the creature can remove the dark miasma from their vision with a move action.<br />
<br />
==== Time Lord ====<br />
A time traveler from the distant future or mysterious past has contacted you and granted you strange and alien powers not from your time. Sometimes it is granted by accident, the result of a paradox that involved (or resulted in) your existence.<br />
<br />
'''Ascension:''' You are outside of the concept of time itself. You can choose to be immune to any time based effects such as ''[[SRD:Slow|slow]]''. You can also act within the effect of ''[[SRD:Time Stop|time stop]]'' which occurs within 500 ft. In addition the actions of your alternate timeline selves will revive you from death 1d10 days after you die in a random location on the same plane, though you can only benefit from this once per year. If you die again before the year's end you are not revived.<br />
<br />
''{{Anchor|Altered Progression}} {{Ex}}:'' As a swift action you enter either accelerated or slowed progression of durations. The duration of any effects upon you such as spells or poison and disease count as either 2 rounds or 1/2 rounds, regardless if it is positive or negative. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Delayed Blast}}:'' You can delay your eldritch blasts up to 5 rounds. As long as your target is still within range at the end of the delay, the eldritch blast goes off as normal emanating from where you cast your eldritch blast.<br />
<br />
''{{Anchor|Entropic Aura}} ''{{Sp}}'':'' A shell of entropic energy envelops you. Treat it as an at will spell-like ability of ''[[SRD:Fire Shield|fire shield]]'' with 24 hour duration but protects against negative energy and [[Entropy (3.5e Other)|entropy]] damage, and deals entropy damage (damage die is one size smaller, 1d4 + caster level). This form of entropy damage does not cause targets to age. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Entropic Miasma}} {{Su}}:'' You gain a special essence for your eldritch blast. Your eldritch blast now deals [[Entropy (3.5e Other)|entropy]] damage, but its damage die drops by one step (typically d8s). This form of entropy damage does not cause targets to age. In addition as a touch attack any non-magical unattended object up to a 10 ft cube and deal damage to it via erosion, age, and decay. Hardness applies, but damage is not reduced before hardness.<br />
<br />
''{{Anchor|Eye of Past and Future}} ''{{Sp}}'':'' You gain the following spell-like abilities: At will- ''[[SRD:Object Reading|object reading]]''; 3/day- ''[[SRD:Augury|augury]]''. You gain +1 CL on any divination effects.<br />
<br />
''{{Anchor|Quickening}} {{Su}}:'' You gain ''[[SRD:Haste|haste]]'' up to 1 round per class level per day, as per the [[SRD:Boots of Speed|Boots of Speed]]. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Tintalos Step}} {{Ex}}:'' You can shutterwalk, becoming difficult to target. You gain the effect of [[SRD:Mobility|Mobility]] which stacks with the feat. At 6th level you no longer provoke for the first square of movement you make. At 12th level you no longer provoke for moving.<br />
<br />
''{{Anchor|Unchanging}} {{Ex}}:'' You are unable to decay as if always under ''[[SRD:Gentle Repose|gentle repose]]'' and you cannot be raised as an undead. You become immune to negative energy. At will you can cast an extraordinary ''[[SRD:Temporal Stasis|temporal stasis]]'' (self only), and are able to escape your or any other's ''temporal stasis'' effect as a 1 round action that provokes attacks of opportunity. You may take this action even though you are normally disallowed. Requires a minimum class level of 13th.<br />
<br />
==== Vampire ====<br />
You've made a blood pact with a vampiric being, perhaps as a thrall or as a botched attempt to become a vampire yourself. Or you could just BE a vampire. Be it through blood transmission or demonic interference, vampiric power flows within you and empowers you with the power of the undead.<br />
<br />
'''Ascension:''' You become pale as a vampire and gain many of their traits. You may count as undead when beneficial (though you do not gain undead immunities), and gain fast healing equal to your [[Charisma]] modifier. You are immune to any Necromancy spell, energy drain, or death effect. If you are undead, you gain your [[Charisma]] modifier as a bonus to turn resistance.<br />
<br />
''{{Anchor|Blood Drinker}} {{Ex}}:'' You gain a bite attack which deals 1d6 damage (as a Medium creature). If you bite while in a grapple, you can drink their blood dealing 1d4 points of [[Con]] damage, and healing 5 points of hp for every point of [[Con]] damage dealt. You can survive off blood alone and do not need to eat or drink otherwise.<br />
<br />
''{{Anchor|Blood Scent}} {{Ex}}:'' You gain the scent special quality to any blood-bearing creatures. At 10 HD the scent is so accurate you can pinpoint creatures as if using blindsight.<br />
<br />
''{{Anchor|Cloak of Darkness}} {{Sp}}:'' You cover yourself in dark shadows, giving yourself a +4 armor bonus, plus an additional +1 at 3rd and every odd level beyond (5th, 7th, etc). While wearing the cloak you are protected from the light temporarly. Natural sunlight strips away 1 point of armor bonus each round, and [Light] spells strip away 1 point of armor for every spell level it possesses. You are not dealt any harmful effects these light sources until the armor is gone. The armor can be returned as a standard action, and otherwise lasts for 24 hours like a normal invocation. It also regenerates 1 point of armor bonus a round in shadowy illumination and darker up to its maximum.<br />
<br />
''{{Anchor|Dominating Gaze}} {{Sp}}:'' As a standard action you can make a creature within 30 ft become [[SRD:Fascinated|fascinated]] for 1 minute. If used on a fascinated creature, they become charmed instead as per ''[[SRD:Charm Person|charm person]]''. If used on a charmed creature you can employ the effect of ''[[SRD:Suggestion|suggestion]]''. A [[Will]] save negates each instance. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Resist Death/Resist Life}} {{Ex}}:'' You empower yourself against negative energy effects, gaining negative energy resistance equal to 2x your class level, and becoming immune at 20th level. If you are undead, you instead gain positive energy resistance.<br />
<br />
''{{Anchor|Vampiric Blast}} {{Su}}:'' Whenever you hit a creature with your eldritch blast, you heal 1 hp for every die of damage it deals. This only counts as an essence, and only functions on living creatures. Requires a minimum class level of 13th.<br />
<br />
''{{Anchor|Vampiric Mist}} {{Sp}}:'' You gain ''[[SRD:Gaseous Form|gaseous form]]'' as a normal spell-like ability at will (no arcane spell failure). In addition if you are brought below 0 hp, you can make a [[Will]] save as an immediate action (DC equals to the amount of damage past 0 hp). If successful, you remain at 1 hp and immediately assume gaseous form. You can continue to make [[Will]] saves to negate damage, but the DC rises by +5 each time until you revert to solid form. Reverting from this semi-involuntary change takes 1 minute. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Vampiric Transformation}} {{Su}}:'' You gain the alternate form ability, though you may only transform into a [[SRD:Bat|bat]], a [[SRD:Small Monstrous Spider|Small]] or [[SRD:Medium Monstrous Spider|Medium monstrous spider]], a [[SRD:Rat|rat]], a[[SRD:Raven|raven]], or a [[SRD:Wolf|wolf]]. Requires a minimum class level of 3rd.<br />
<br />
====Yokai====<br />
You are descended from a strange specie of outsiders and fey, the yokai. You possess the ability to easily trick others and tap into your strange abilities.<br />
<br />
'''Ascension:''' You master the trickery of the yokai, gaining the ability to use any non-damaging invocations as a swift action.<br />
<br />
''Bakeneko's Control {{Su}}:'' You gain Rebuke Undead as a [[SRD:Cleric|Cleric]] of your level.<br />
<br />
''Foxfire Blast {{Su}}:'' You can make your Eldritch Blast deal fire or electricity damage (chosen at time of use). If you use this as an essence, it deals mixed fire and electricity damage and leave a [[SRD:Faerie Fire|''faerie fire'']] effect on any creature damage by your eldritch blast, lasting for 1 round per class level.<br />
<br />
''Kamaitachi's Fury {{Su}}:'' As a full round action, you can unleash you fullest fury. You automatically hit all enemies within 60' with your eldritch blast. After you do this, you become [[SRD:Fatigued|fatigued]] and cannot use your eldritch blast (both for 1d4+1 rounds). Any foes killed by this blast is sliced in half, rendering their body unsuitable for [[SRD:Raise Dead|''raise dead'']]. This counts as a blast shape. Requires a minimum class level of 13th.<br />
<br />
''Kappa Skin {{Ex}}:'' You gain the Aquatic subtype and the Amphibious Special Quality, as well as the [[Dry Skin (3.5e Feat)|Dry Skin]] feat. Requires a minimum class level of 8th.<br />
<br />
''Oni's Fortitude {{Ex}}:'' You can never get intoxicated from alcohol, never getting more than slightly buzzed no matter how much you drink. Additionally, you gain a bonus to saves against poison and disease equal to your class level (minimum +3).<br />
<br />
''Neck of the Rokurokubi {{Ex}}:'' Your neck can stretch to extreme lengths. You gain a bite feral strike (1d4 damage, +1 Con damage on a crit threat) which you can use out to your normal reach +10'. You only threaten with this bite out to your normal reach. Additionally, you can use your long neck to look at things from further away or from different angle within your normal reach +10 by moving your head in position.<br />
<br />
''Spirit Nobility {{Ex}}:'' You have gained a lordship in the lands of the spirits. You are constantly affected by [[Regal Presence (3.5e Spell)|''regal presence'']], although you cannot use the sanctuary portion of this spell and it does not apply to humanoids or animals. Additionally, you gain [[Commoner Authority (3.5e Feat)|Commoner Authority]] as a bonus feat, with the same type restrictions as above. Requires a minimum class level of 8th.<br />
<br />
''Tanuki's Touch {{Su}}:'' You can transform leaves you touch into mundane equipment with a total net worth no more than ten times your class level. You can do this at will, but the transformation lasts only while you are touching them. Requires a minimum class level of 3rd.<br />
<br />
''Tengu's Fan {{Su}}:'' As long as you have one hand free, you may manifest a magic fan that allows you to use [[SRD:Gust of Wind|''gust of wind'']] at will. Only you can use the fan for this purpose, and if it is broken or stolen, you may manifest it at will. Requires a minimum class level of 3rd.<br />
<br />
''Yokai Tail {{Ex}}:'' You grow a magical tail, which further increases your potential. Gain an extra invocation known at each level you have access to. Requires a minimum class level of 3rd.<br />
<br />
''Yokai Trickery {{Su}}:'' You can replicate [[SRD:Disguise Self|''disguise self'']] at will. This counts as a transmutation effect rather than an illusion effect, but is still seen through by True Seeing.<br />
<br />
==== Yuan-Ti ====<br />
In the ancient days where mankind was still very young, an ancient race of snake people ruled over the earth. They took men and women as slave and bred with them, while their empires have fallen from power the trace of their heritage still remain. As a warlock you draw power form the same source as the Yuan-Ti Anathema, the godlike being who now rule over the Yuan-Ti and used to rule over mankind so long ago.<br />
<br />
'''Ascension:''' You unlock the full power of your Yuan-Ti heritage and effectively become a Yuan-ti Anathema. You gain Regeneration 5 bypassed by admantine and force. As a swift action you may replace your head with six snake heads, granting you the all-around vision ability and increasing the reach of any bite attack you possess by 10 feet. This ability automatically activate if you are ever beheaded and you may return to normal as a standard action.<br />
<br />
''{{Anchor|Forked Tongue}} {{Ex}}:'' You gain a +4 bonus to bluff, the [[Goad (3.5e Feat)|Goad]] feat and you are also under a constant [[SRD:Speak with Animals|''speak with animals'']] effect (snakes only).<br />
<br />
''{{Anchor|Form of the Serpent}} {{Su}}:'' You may use the Alternate Form ability to turn into any kind of snake-like animals whose CR is equal or less than half your class level (minimum 1). You gain the Shapechanger subtype.<br />
<br />
''{{Anchor|Grow Tail}}:'' You become much more like a Yuan-ti Abomination, gaining the [[Snake Tail (3.5e Feat)|Snake Tail]] feat even if you do not meet the prerequisites.<br />
<br />
''{{Anchor|Hypnotic Gaze}} ''{{Su}}'':'' As long as you maintain eye contact (treat this as a gaze attack), increase the caster level and DC of any spells or spell-like ability of the (charm) or (compulsion) subschool by 1. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Poisonous Fangs}} {{Ex}}:'' You gain a basic bite feral strike which inject a poison when successfully used. The poison deal 1d6 [[Constitution]] damage as primary damage on a failed [[Fortitude]] save with no secondary damage. Your bite attack also possess the [[SRD:Improved Grab|Improved Grab]] special ability. Requires a minimum class level of 3rd<br />
<br />
''{{Anchor|Pureblood Form}}:'' The warlock unlock part of her yuan-ti heritage and become much like the pureblood. You gain [[SRD:Scent|Scent]] and may use [[SRD:Detect Poison|detect poison]] as a spell-like ability at-will. When you gain spell resistance it increase by 2. Finally snake animals are friendly toward you unless you attack them.<br />
<br />
''{{Anchor|Serpentine Biology}} {{Ex}}:'' Your body become more and more serpentine, even if the changes are subtle. You gain a +1 Natural Armor bonus to AC, immunity to poison and count as one size category smaller for the purpose of squeezing. You become cold-blooded and only need to eat once per month, assuming you previously had a normal metabolism. <br />
<br />
''{{Anchor|Shed Skin}} {{Ex}}:'' As a move action you may shed your skin, doing so remove any negative status effect currently affecting you. This does not apply for ability burn or any effect with a instantaneous or permanent duration. You may use this ability once per day plus an additional time per day at 5th level and each 5 level thereafter. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Snake Pit}} {{Su}}:'' Whenever you kill a creature with your eldritch blast, you use your dark magic to force their body into becoming your minion. They effectively become [[Simple Zombie (3.5e Template)|Simple Zombie]] under your control. When the zombie is slain, the body is instantly devoured by what was dwelling under it skin, a [https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-swarm-venomous/ swarm of venomous snake]. The swarm is under your control for 1 round per level after which is disperse. Requires a minimum class level of 13th.<br />
<br />
==== Xeno ====<br />
Alien forces exist beyond your planet and they have been manipulating things upon the surface without others knowing. You were likely one of their victims, spirited away into a hazy nightmare and dropped back onto the world with new powers and an unknown purpose. What could these alien invaders desire with you and the world?<br />
<br />
'''Ascension:''' You gain the [[Xenotheric (3.5e Subtype)|Xenotheric]] subtype and all the traits that go with it. You may now survive in any natural environment, from the depths of space to the surface of the sun and not take damage or suffer any side effects (though non-environmental effects still take their toll). This includes the environmental effects of gravity letting you ignore fall damage. It's still a bad idea to cross the event horizon of a black hole though... you won't come out.<br />
<br />
''{{Anchor|Active Deflector}} {{Sp}}:'' When attacked by a ray or a projectile, you can make an attack roll with your eldritch blast as an immediate action. This is your new AC against the attack. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Alien Abduction}} {{Sp}}:'' I'm not saying it's aliens, but its aliens. Twice per day, you can duplicate ''[[SRD:Phantasmal Killer|phantasmal killer]]'' as a normal spell-like ability (no arcane spell failure) with the DC 10 + 1/2 HD + [[Charisma]] instead of its intended spell level. At 16 HD, it becomes ''[[SRD:Weird|weird]]''. When creatures fail their saves, aliens steal their brain leaving their empty bodies behind. Unlike both spells, this is neither fear nor mind-affecting and is instead considered a transmutation effect. Against mindless creatures it steals whatever passes for a brain. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Global Positioning}} {{Ex}}:'' The aliens put something in your brain. You always know your exact position within the universe as long as you can see the sky.<br />
<br />
''{{Anchor|Mind Probe}} {{Sp}}:'' You can extract knowledge forcefully from others. Make a touch attack against a target, who must make a [[Will]] save. On a failed save they are affected as if you had used ''[[SRD:Detect Thoughts|detect thoughts]]'' for a full 3 rounds, and deal 1d6 + your [[Charisma]] modifier in nonlethal damage. It lasts as long as you concentrate up to 1 minute/level. A failed save negates the thought detection, and halves the mental damage. A willing target can have their mind read without taking damage by willingly failing their save.<br />
<br />
''{{Anchor|Tech Knowledge}} {{Ex}}:'' You remember things from your otherworldly experiences. You may use your class level + your [[Intelligence]] modifier as your effective ranks in Disable Device, and for the purpose of determining the function or purpose of complex machines, even if you have never seen one before.<br />
<br />
''{{Anchor|Void Breath}} {{Ex}}:'' You're Batman, and you can breath in space. You do not need to breath, and you may talk even in a vacuum or a ''[[SRD:Silence|silence]]'' spell (though the silence spell still impedes vocal spell components). Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Warp Drive}} {{Su}}:'' You can briefly enter FTL speeds, effectively moving from place to place instantly. When you make a move action, you can teleport that distance as long as you have line of effect as part of the movement. As a result, you can move out of grapples and do not provoke attacks of opportunity for movement. You can also stand up from prone without provoking. Requires a minimum class level of 13th.<br />
<br />
''{{Anchor|Xenoblooded}} {{Ex}}:'' You're not quite normal, alien genes flow inside you. You gain the [[Xenoblooded (3.5e Subtype)|Xenoblooded]] subtype, and also gain a [[Xenotheric (3.5e Creature Subtype)|bio-energy]] pool, allowing you to take feats normally restricted to xenotheric creatures. When you gain your ascension power, you gain a +2 additional points of bio-energy.<br />
<br />
====Epic Bloodline Warlock====<br />
<br />
{| class="zebra d20"<br />
|+ class="epic" |<br />
<div>{{Anchor|Table: The Epic Bloodline Warlock}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|-<br />
| 21st || class="left" | Eldritch Blast, Invocations<br />
|-<br />
| 22nd || class="left" | Damage Reduction 11/cold iron<br />
|-<br />
| 23rd || class="left" | <br />
|-<br />
| 24th || class="left" | Damage Reduction 12/cold iron<br />
|-<br />
| 25th || class="left" | Bonus Feat<br />
|-<br />
| 26th || class="left" | Damage Reduction 13/cold iron<br />
|-<br />
| 27th || class="left" | <br />
|- class<br />
| 28th || class="left" | Damage Reduction 14/cold iron<br />
|- class<br />
| 29th || class="left" | <br />
|- class=<br />
| 30th || class="left" | Bonus Feat, Damage Reduction 15/cold iron<br />
|- class="noalt"<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
====Human Bloodline Warlock Starting Package====<br />
<br />
'''Weapons:''' Longspear.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="zebra d20"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class=<br />
| class="left" | Bluff || 4 || [[Cha]] || &mdash;<br />
|- class=<br />
| class="left" | Concentration || 4 || [[Con]] || &mdash;<br />
|- class=<br />
| class="left" | Knowledge Arcana || 4 || [[Int]] || &mdash;<br />
|- class=<br />
| class="left" | Spellcraft || 4 || [[Int]] || &mdash;<br />
|- class=<br />
| class="left" | Use Magic Device || 4 || [[Cha]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Improved Initiative|Improved Initiative]].<br />
<br />
'''Bonus Feats:''' [[SRD:Dodge|Dodge]].<br />
<br />
'''Gear:''' Chain Shirt.<br />
<br />
'''Gold:''' 20 gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Bloodline Warlock====<br />
<br />
'''Religion:''' Like warlocks, bloodline warlocks are keenly aware of the supernatural and the effect they have on their lives. They may worship or not worship, but almost all respect the power of the outer planes.<br />
<br />
'''Other Classes:''' Warlocks often come into conflict with paladins and clerics, the "status quo" who disapprove of their presence. Yet they know not to anger those who can heal them, or smite them. They share much in common with sorcerers in terms of power source and social acceptance.<br />
<br />
'''Combat:''' A warlock is a selfish caster whose abilities rarely help the team, but they can still help through blasting and battlefield control, all based on their invocations, essences, and shapes chosen.<br />
<br />
'''Advancement:''' Any class which can advance warlock can advance bloodline warlock.<br />
<br />
====Bloodline Warlocks in the World====<br />
<br />
{{quote|Spooky Star Love Eye BEEEEEAAAAAAMMMM!!!!|orig=Pneuma, Halfling Bloodline Warlock}}<br />
<br />
'''Daily Life:''' What do you do when you have infinite ammo? Everything begins to look like a nail to the hammer that you possess, and often you'd love to use your power often as if to snub it in the face of those limited-per-day casters. The problem is a lot of people find your methods spooky, and rightfully or not you often must hide your power.<br />
<br />
'''Notables:''' Supposedly a whole army of bloodline warlocks who are also good at martial arts exist, under some sort of "Chilly" or "Frosty" alien fellow.<br />
<br />
'''Organizations:''' Due to their stereotype as being evil and cruel, most warlocks do not collect en masse. Each is his own being, forging his way in the world.<br />
<br />
'''NPC Reactions:''' Casters are scary enough, but casters who never run out of ammo are terrifying, and many treat them as such.<br />
<br />
====Bloodline Warlock Lore====<br />
<br />
Characters with ranks in Knowledge Arcana can research bloodline warlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="zebra d20"<br />
|+ Knowledge Arcana<br />
! DC || class="left" | Result<br />
|-<br />
| 10 || class="left" | Bloodline warlocks are like warlocks, but stronger. They can shoot pew pew lasers all day long and don't even give a damn.<br />
|-<br />
| 15 || class="left" | Bloodline warlocks gain their power from various occult sources like elder evils, outsiders, and fey. Their bloodline gives them special unique powers appropriate for their origin.<br />
|-<br />
| 20 || class="left" | Powerful bloodline warlocks can even alter the outer planes like a archdevil or deity, and are banished from the material instead of dying like an outsider as well.<br />
|-<br />
| 30 || class="left" | Those who reach this level of knowledge can research specific bloodline warlocks, their whereabouts, motives, recent activity, and other lore.<br />
|}<br />
<br />
====Bloodline Warlocks in the Game====<br />
<br />
'''Adaptation:''' The original stronger form of this class had 1d6 eldritch blast per level. This may not work well with abilities which have multiple blasts a round, but is balanced as a single-shot effect.<br />
<br />
'''Sample Encounter:''' A powerful warlock has been released from his prison after 10,000 years! Now it's time to conquer Earth!<br />
<br />
''EL 10:'' PENDING.<br />
<br />
----<br />
{{3.5e Base Classes Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Bloodline_Warlock_(3.5e_Class)&diff=356029Bloodline Warlock (3.5e Class)2022-10-05T02:16:55Z<p>Surgo: /* Elemental */</p>
<hr />
<div>{{author<br />
|author_name=Eiji-kun<br />
|date_created=9-16-13<br />
|adopter=<br />
|date_adopted=<br />
|status=Complete<br />
|editing=Mechanical changes on Talk<br />
|balance=Very High<br />
}}<div class="blank"><br />
[[Summary::A warlock class tuned for very high level campaigns.]]<br />
[[Length::20]]<br />
[[Minimum Level::0]]<br />
[[Base Attack Bonus Progression::Moderate]]<br />
[[Fortitude Save Progression::Poor]]<br />
[[Reflex Save Progression::Poor]]<br />
[[Will Save Progression::Good]]<br />
[[Class Ability::Invocations]]<br />
[[Class Ability Progression::Full]]<br />
<br />
{{3.5e Class Alignments |lg, ng, cg, ln, n, cn, le, ne, ce}}<br />
</div><br />
<br />
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--><br />
<br />
==Bloodline Warlock==<br />
<br />
The warlock is an interesting and flavorful class, a spellcaster with<br />
infinite endurance but limited versitility and power. It works well<br />
enough, but pales in comparison to wizards, clerics, druids, and the<br />
like which dominate in the very high level campaigns. The bloodline<br />
warlock brings all the powers of a warlock, but augments then to keep<br />
up with their spellcasting brethern.<br />
<br />
===Making a Bloodline Warlock===<br />
<br />
'''Abilities:''' [[Charisma]] determine a great deal of warlock class<br />
features, DCs, and the like. However a strong [[Dexterity]] helps<br />
down defense and hitting, and [[Constitution]] helps anyone. Other<br />
scores can be important, depending on the needs and desires of the<br />
warlock in question.<br />
<br />
'''Races:''' Any.<br />
<br />
'''Alignment:''' Any. A warlock may gain their powers from fiends or<br />
fey, but their bloodline does not determine their fate any more than a<br />
sorcerer has the desires of their draconic kin.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="zebra d20"<br />
|+<br />
<div>{{Anchor|Table: The Bloodline Warlock}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Invocations Known<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|-<br />
|1st||class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Bloodline (Power), Eldritch Blast, Invocation (Least)<br />
|1<br />
|-<br />
|2nd||class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Damage Reduction 1/cold iron, Detect Magic<br />
|2<br />
|-<br />
|3rd||class="left" | +2 || +1 || +1 || +3<br />
| class="left" | Bloodline (Power)<br />
|3<br />
|-<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Damage Reduction 2/cold iron, Deceive Item<br />
|4<br />
|-<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Bonus Feat<br />
|5<br />
|-<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | Damage Reduction 3/cold iron, Invocation (Least or Lesser)<br />
|6<br />
|-<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Synchronize Magic Item<br />
|7<br />
|-<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | Bloodline (Power), Damage Reduction 4/cold iron<br />
|8<br />
|-<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | Imbue Item, Improved Detect Magic<br />
|9<br />
|-<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | Bonus Feat, Damage Reduction 5/cold iron<br />
|10<br />
|-<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | Invocation (Least, Lesser, or Greater), Spell Resistance<br />
|11<br />
|-<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | Damage Reduction 6/cold iron<br />
|12<br />
|-<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | Bloodline (Power)<br />
|13<br />
|-<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | Damage Reduction 7/cold iron<br />
|14<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9<br />
| class="left" | Bonus Feat, Timeless Body<br />
|15<br />
|-<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Damage Reduction 8/cold iron, Invocation (Least, Lesser, Greater, or Dark)<br />
|16<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Grand Perinarch<br />
|17<br />
|-<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | Bloodline (Power), Damage Reduction 9/cold iron<br />
|18<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | Eternal Pact<br />
|19<br />
|-<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | Ascension, Bonus Feat, Damage Reduction 10/cold iron<br />
|20<br />
|- class="noalt"<br />
| colspan="42" class="skill" |<br />
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]]<br />
modifier per level, &times;4 at 1st level)'''<br/><br />
{{3.5e Skills|<br />
Bluff,<br />
Concentration,<br />
Craft,<br />
Disguise,<br />
Hide,<br />
Intimidate,<br />
Knowledge (arcana) (nature) (religion) (the planes),<br />
Listen,<br />
Move Silently,<br />
Profession,<br />
Sense Motive,<br />
Spellcraft,<br />
Spot,<br />
Tumble,<br />
Use Magic Device}}<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Bloodline Warlock.<br />
<br />
'''Weapon and Armor Proficiency:''' Bloodline warlocks are proficient with all simple weapons. They are proficient with light armor, but not with shields.<br />
<br />
Although bloodline warlocks technically employ spell-like abilities, several of them still have an arcane spell failure chance. On the other hand, the somatic components to these abilities are simple, and a bloodline warlock may use their abilities in light armor with no spell failure chance, much like a [[bard]].<br />
<br />
'''{{Anchor|Invocations}}:''' Bloodline warlocks draw from the same list of invocations as normal warlocks. They receive one least level invocation at 1st level, and one additional invocation at each level. As normal warlocks, a bloodline warlock does not prepare or cast spells and instead may use their invocations at will. These are spell-like abilities, but unlike normal spell-like abilities they have an arcane spell failure chance (except in light armor, as above). The save DC for invocations are 10 + 1/2 HD + [[Charisma]] modifier, and his caster level is equal to his bloodline warlock level.<br />
<br />
The four grades of invocations in order of their power are least, lesser, greater, and dark. A bloodline warlock begins only able to obtain least invocations. As they gain levels, he gets access to lesser, greater, and dark invocations as listed on the table above. At any level a bloodline warlock learns a new invocation, he may replace a previous invocation he knows with a different invocation of equal or lower level than the invocation being replaced.<br />
<br />
'''{{Anchor|Bloodline}}:''' A warlock draws his power from things beyond, most often fiends, fey, and unspeakable horrors beyond the veil. Though the source of their power has no effect on their alignment, bloodline warlocks do gain additional powers related to the source of their dark energies. Choose a bloodline (see below). You gain powers associated with that bloodline at 1st, 3rd, 8th, 13th, and 18th level as well as the ascension ability. One a power is chosen, it cannot be changed.<br />
<br />
'''''{{Anchor|Eldritch Blast}}'' {{Sp}}:''' The primary power of a bloodline warlock is their ability to create destructive blasts of energy associated with the nature of their power. An eldritch blast is a ray with a range of 60 feet, as a ranged touch attack that effects a single target with no saving throw. An eldritch blast deals 1d10 untyped damage plus another +1d10 every odd level beyond, and is the equivalent of a spell whose level is equal to 1/2 the bloodline warlock's class level with a minimum of 1st and a maximum of 9th when the bloodline warlock reaches 18th level or higher.<br />
<br />
Eldritch blast is subject to spell resistance, and deals half damage to objects before hardness. Metamagic feats cannot augment eldritch blast, but effects which affect spell-like abilities (such as [[SRD:Ability Focus|Ability Focus]]) work just fine.<br />
<br />
'''{{Anchor|Damage Reduction}} {{Ex}}:''' At 2nd level, a bloodline warlock is fortified by the supernatural energy in his body. He gains DR/cold iron equal to 1/2 his class level.<br />
<br />
'''''{{Anchor|Detect Magic}}'' {{Ps}}:''' At 2nd level, a bloodline warlock gains ''[[SRD:Detect Magic|detect magic]]'' as a spell-like ability at will. This is a normal spell-like ability and thus does not have arcane spell failure.<br />
<br />
'''{{Anchor|Deceive Item}} {{Ex}}:''' At 3rd level, a bloodline warlock may take 10 on a Use Magic Device check even if distracted or threatened.<br />
<br />
'''{{Anchor|Bonus Feat}}:''' At 5th level and every 5 levels beyond, a bloodline warlock gains a bonus feat from the following list; [[SRD:Ability Focus|Ability Focus]], Extra Invocation<sup>CA</sup>, [[SRD:Greater Spell Penetration|Greater Spell Penetration]], [[SRD:Improved Familiar|Improved Familiar]], [[Magical Attacker (3.5e Feat)|Magical Attacker]], [[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Precise Shot|Precise Shot]], Obtain Familiar<sup>CA</sup>, [[SRD:Skill Focus|Skill Focus (any class skill)]], or [[SRD:Spell Penetration|Spell Penetration]]. He must still qualify for the bonus feat as normal.<br />
<br />
'''{{Anchor|Synchronize Magic Item}}:''' At 7th level, a bloodline warlock gains [[Synchronize Magic Item (3.5e Feat)|Synchronize Magic Item]] as a bonus feat.<br />
<br />
'''{{Anchor|Imbue Item}} {{Su}}:''' At 9th level, a bloodline warlock can use his supernatural power to create magic items, even if he does not know the spells required to make an item (though he must still have the required item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells, or DC 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast. If the check succeeds, the warlock can create the item as if he had cast the required spell. If he fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.<br />
<br />
'''''{{Anchor|Improved Detect Magic}}'' {{Ps}}:''' At 9th level, a bloodline warlock's ''detect magic'' ability improves. They may now treat themselves as having concentrated for 3 rounds immediately. In addition, they may study an item with ''improved detect magic'' for one minute to duplicate the effects of ''[[SRD:Identify|identify]]''.<br />
<br />
'''{{Anchor|Spell Resistance}} {{Su}}:''' At 11th level, a bloodline warlock's eldritch essence surrounds and protects them from other forms of magic. They gain spell resistance equal to 10 + their HD. They may toggle their spell resistance as a nonaction to allow helpful spells through.<br />
<br />
'''{{Anchor|Timeless Body}} {{Ex}}:''' At 15th level, a bloodline warlock's link to the supernatural grants them eternal youth. A bloodline warlock no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the bloodline warlock still dies of old age when his time is up.<br />
<br />
'''{{Anchor|Grand Perinarch}} {{Ex}} and {{Sp}}:''' At 17th level, a bloodline warlock gains a strong bond to the home plane where his powers manifest from. Choose a plane, such as one of the lower planes for fiendish origin, or the feywild, or far realm, and such forth. You are considered a native to both your original home plane and the chosen plane and do not take penalties from the planar traits.<br />
<br />
When on your chosen plane you may manipulate an area as if using ''planar perinarch''<sup>SpC</sup>, with a range of Medium (100 ft + 10ft/level) and a duration of permanent. The order he imposes does not fade away if he leaves the area, but if he casts a second instance of ''planar perinarch'' the first fades away. This is a normal spell-like ability (thus with no arcane spell failure).<br />
<br />
You gain the ability to use ''[[SRD:Plane Shift|plane shift]]'' (self only) at will, only between your current plane and your chosen plane's divine realm. This is a normal spell-like ability (thus with no arcane spell failure).<br />
<br />
'''{{Anchor|Eternal Pact}} {{Su}}:''' At 19th level, a bloodline warlock can choose to perish more like an outsider than a mortal. If they die, they can choose to have their body disintegrate in a spectacular fashion as appropriate for their bloodline. They re-appear on their chosen plane (see Grand Perinarch) alive, but banished from the plane they died on for a year and a day. However, others can bring him back in a ritual which takes 24 hours without any cost or loss of experience. As long as he has friends willing to bring him back, a bloodline warlock can prove to be difficult to keep dead.<br />
<br />
'''{{Anchor|Ascension}}:''' At 20th level, a bloodline warlock wins D&D. Just kidding, but the bloodline warlock does gain the ascension power of their bloodline. In addition to their ascension power, their type changes to Outsider, though they may still count as a member of their original type when beneficial. They become biologically immortal, and no longer have a maximum age.<br />
<br />
===Bloodlines===<br />
<br />
A bloodline warlock gains his power from planar forces, and the nature of these planar forces changes him in strange and mysterious ways. Choose a bloodline from the list below. You can then select from any of the bloodline powers available at your level. Unless specified you may only select a bloodline power once. If a bloodline power has a saving throw, the DC is 10 + 1/2 HD + [[Charisma]] modifier.<br />
<br />
==== Abomination ====<br />
Your powers step from the insane gibbering terrors which lurk in the far realm, forgotten half-deific abominations, and nightmares displaced from time. They always lurk in the back of your head urging you to insanity but you keep them at bay... for now.<br />
<br />
'''Ascension:''' Your presence is unnatural and cannot be comprehended. You become immune to all Divination spells, any divination attempts registering clearly nonsensical information. In addition whenever someone speaks your name (or a title of your choosing) you become aware of their position, though you don't know any other information. This effect does not distract you.<br />
<br />
''{{Anchor|Aberrant Biology}} {{Ex}}:'' You look normal on the outside but inside you're a freak. You gain 25% fortification. This stacks with fortification from other sources (to a maximum of 100%) and unlike most bloodline powers you may select this multiple times.<br />
<br />
''{{Anchor|Forbidden Knowledge}} {{Sp}}:'' You gain knowledge of things you should not know. Once per day you can use ''[[SRD:Commune|commune]]'' as a spell-like ability. The casting time is only 1 round instead of 10 minutes. In addition you gain a +2 insight bonus to all Knowledge checks. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Incomprehensible Invocation}} ''{{Ex}}'':'' Your spell-like abilities (including your eldritch blast) are alien and difficult to comprehend. You gain a +4 bonus on effective caster level for the purpose of resisting counterspells and dispel attempts, and against successfully identifying the effect with Spellcraft.<br />
<br />
''{{Anchor|Incomprehensible Psychology}} {{Ex}}:'' Your alien mind makes controlling you difficult. You become immune to charm and compulsion effects. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Non-Euclidean Blast}} {{Ex}}:'' Your eldritch blasts take impossible paths to their targets. You ignore cover and total cover as long as they are within 60 feet, though you suffer concealment as normal (including the 50% miss chance for attacking a creature you cannot see past total cover). Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Squamous Flesh}} {{Ex}}:'' Your skin is covered in hardened scales not normal for your kind. You gain a +1 enhancement bonus to natural armor plus an additional +1 at 4th level and every four levels beyond.<br />
<br />
''{{Anchor|Worming Tendrils}} {{Ex}}:'' You gain two tentacles which grow out of some part of your body, each dealing 1d6 points of damage (for a medium creature). These tentacles have reach, but unlike most weapons with reach they can attack adjutant squares. The tentacles can hold objects, but not wield weapons or shields. You gain a non-standard body type and armor must be custom made for you (x2 normal mundane cost).<br />
<br />
''{{Anchor|Yog-Sothoth Is The Gate}} {{Sp}}:'' You gain ''[[Passage of the Warp (3.5e Spell)|passage of the warp]]'' as a spell-like ability at will, except you suffer no chance of wisdom damage. However other creatures still suffer potential wisdom penalties. Requires a minimum class level of 13th.<br />
<br />
==== Abyssal ====<br />
Your power stems from demonic blood, or a pact with some terrible abyssal entity. Your blasts are filled with destructive chaos, born from a hate of all things and an insatiable wrath. The power of the abyss fulfills your power needs, but one day you feel this same power may consume you as well.<br />
<br />
'''Ascension:''' You become a demonic version of yourself, your appearance somehow more feral and terrifying. You become immune to poison and electricity, and gain telepathy out to 100 feet. You also gain the Summon spell-like ability of a demon, calling in any number of demons whose CR equals your HD or less a day, and none whose CR is greater than 1/2 your HD. For example, a level 20 warlock can have up to two CR 10 demons. Summoned creatures are actually called beings who otherwise follow your instruction and who exist for 1 hour before being sent back.<br />
<br />
''{{Anchor|Abyssal Skin}} {{Ex}}:'' You are more resilient than your typical warlock. Choose good or law. Your DR/cold iron becomes DR/cold iron and X, where X is the alignment you chose. You can select this power twice, the second time choosing the second alignment and giving you DR/cold iron and good and lawful.<br />
<br />
''{{Anchor|Brutal Wounding}} {{Ex}}:'' You deal brutal wounds. Add your [[Charisma]] modifier to all damage rolls, or your class level, whichever is less.<br />
<br />
''{{Anchor|Demon Claws}} {{Ex}}:'' You can grow long and sharp black claws out of your hands as a free action, giving you two natural claw attacks that deal 1d6 points of damage (for medium creatures). At 10 HD, the claws gain a critical threat range of 18-20/x2, and count as dealing chaotic and evil aligned damage.<br />
<br />
''{{Anchor|Demonic Rage}} {{Ex}}:'' You fill creatures with a furious hate. You gain ''[[SRD:Rage|rage]]'' as a normal spell-like ability (no arcane spell failure). At 10 HD, your rage gains an additional +2 [[Strength]] and [[Constitution]] and a +1 bonus to [[Will]] saves. At 20 HD, you gain another +2 bonus to Str and Con, and +1 to Will.<br />
<br />
''{{Anchor|Murder Spree}} {{Ex}}:'' Once per round, when you kill a creature whose CR was at least your HD -4 or greater (minimum CR 1), you can make a free attack with your eldritch blast against any creatures in range. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Strength of the Abyss}} {{Ex}}:'' Only the strong survive in the depths of the abyss. You gain a +2 inherent bonus to [[Strength]]. At 13 HD your bonus rises to +4, and at 18 HD your bonus rises to +6 (breaking the usual cap of +5 for inherent bonuses). Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Venomous Slick}} {{Su}}:'' You carry a potent and painful magical toxin. As a swift action you can coat one of your weapons in a special poison congealed out of your soul. It deals 1d3 damage to the ability score of your choice with no secondary effect, Fortitude negates. At 6 HD, it becomes 1d4 points of damage. At 12 HD it becomes 1d6 points of damage. At 18 HD, it becomes 1d8 points of damage. The poison only lasts for 1 round before evaporating. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Wild Blast}} {{Ex}}:'' You can choose to turn your eldritch blast into a wild blast. Roll a die anywhere between 1d4 to 1d20 (your choice). Rolling higher than average gives you a bonus to your effective class level for eldritch blast damage, while below average lowers it. For example a 1d6 can either lower your damage by 3, 2, or 1 die (results 1, 2, and 3), or increase it by 1, 2, or 3 die (results 4, 5, and 6). The higher the die, the higher the risk and reward. Requires a minimum class level of 13th.<br />
<br />
==== Celestial ====<br />
Your powers stem from the radiant heavenly beings of the universe; both the traditional humanoids with wings and the angels from deep within the light of the world, those multidimensional aberrant beings covered in eyes with unfathomable morality. Their good nature lets you fit in better than the typical Cthulthu-powered warlock, but their natures can also be uncompromising and seemingly cruel in the name of the greater good.<br />
<br />
'''Ascension:''' You ascend to a higher plane of existence, and gain the [Good] subtype and may use ''[[SRD:Greater Teleport|greater teleport]]'' (self only) as a spell-like ability. You are always under the effect of ''[[SRD:Tongues|tongues]]'' and gain the Protective Aura of an angel. Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the warlock. Otherwise, it functions as a ''[[SRD:Magic Circle Against Evil|magic circle against evil]]'' effect and a ''[[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]]'', both with a radius of 20 feet (caster level equals warlock’s HD). This aura can be dispelled, but the warlock can create it again as a free action on its next turn.<br />
<br />
If an ally would die within 30 feet of you from an attack, you can choose to sacrifice yourself in their place as an immediate action. Doing so causes the fatal action to your ally to be negated and your ally subject to a ''[[SRD:Heal|heal]]'' effect, but you "die" in their place and your body fades away. You respawn in the upper planes 3 days later unharmed, allowing you to try and travel back to the material plane.<br />
<br />
''{{Anchor|Angel Wings}} {{Ex}}:'' Your develop beautiful wings soft as down, but strong enough to lift you into the air. You gain a fly speed (good maneuverability) equal to twice your land speed. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Aura of Righteous Terror}} ''{{Su}}'':'' Your presence is at once awe inspiring and terrifying. The ability takes effect automatically whenever the warlock attacks, charges, or otherwise displays aggression. Neutral creatures within a radius of 60 feet are shaken for as long as long as they remain in the aura, and evil creatures are frightened for 1 round and then shaken for as long as they remain in the aura. A successful [[Will]] save negates for neutral creatures, and makes evil creatures only shaken for 1 round. Good creatures are unaffected.<br />
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''{{Anchor|Divine Resistance}} {{Ex}}:'' Your soul is guarded by angels watching over you, granting you good fortune in your life. You gain a +1 resistance bonus to all saving throws plus an additional +1 at 4th level and every four levels beyond.<br />
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''{{Anchor|Eyes Inside and Out}} {{Ex}}:'' Tattoos resembling eyes mark your body and grant your omniscient vision. They seem to move and twitch on their own when unobserved. You can see in all directions and cannot be flanked. You always act in a surprise round, and are immune to dazzling and blindness. Once per day you can use ''[[SRD:Commune|commune]]'' as a spell-like ability. Requires a minimum class level of 13th.<br />
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''{{Anchor|Fearless Crusader}} {{Ex}}:'' You've faced such innumerable horrors fighting evil, nothing can phase you. You gain a [[SRD:Paladin|paladin's]] Aura of Courage, becoming immune to fear. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Halo}} {{Su}}:'' You can choose to display a halo over your head which sheds light as a [[SRD:Torch|torch]] as a standard action. It acts as a holy symbol and divine focus, and clearly marks you as an agent of good. While it is active, you can use ''[[SRD:Detect Evil|detect evil]]'' at will and all evil creatures in 10 feet take a -2 penalty on saving throws. It can be discharged as an immediate action to provide an ally in 10 feet a reroll on a failed saving throw. They must accept the result of the reroll, even if it is lower than the first.<br />
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''{{Anchor|Holy Power}} {{Su}}:'' The fires of purification run through you and all your weapons. Any weapons (including weapon-like spells such as eldritch blast) gain the benefit of the [[Holy, Lesser (3.5e Equipment)|lesser holy]] enhancement. This turns into the [[SRD:Holy|holy]] weapon enhancement at 9th level and beyond. This stacks with the actual holy weapon enhancement. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Retribution}} {{Su}}:'' One per day as an immediate action you can reduce rebound divine energy back on your attacker. The damage is the same type as the damage you receive. Evil creatures take the full damage they would have dealt, neutral creatures take half, and good creatures are unaffected. You gain additional use of this ability at 10 HD, and every 10 HD beyond (20th, 30th, etc).<br />
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If an attack kills you, this ability goes into effect immediately, with no action or daily use on your part.<br />
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==== Draconic ====<br />
Dragons are already well known for mucking things up with their magical bloodlines and amazing powers. Making magic contracts with them are also quite potent as you channel to power of these ancient scaled ones. Your powers seem intertwined with elemental power or the strength of alignment, and many effects some with a strange metallic or chromatic shine. As part of gaining this bloodline you gain the Dragonblood subtype.<br />
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'''Ascension:''' You gain the Dragon type with the augmented subtype, and are immune to the frightful presence of dragons. You also gain frightful presence, +5 natural armor, and spell resistance equal to 10 + HD. Dragons start out one step more friendly to you.<br />
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''{{Anchor|Awakening the Blood}} {{Sp}}:'' You gain some of the spellcasting ability of dragons. You gain the spellcasting of a [[sorcerer]] equal to 1/4th your class level, and a caster level equal to your class level. Requires a minimum class level of 13th.<br />
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''{{Anchor|Claws of the Dragon}} {{Ex}}:'' Your nails harden into adamantine claws. You gain two claw attacks which deal 1d4 damage (for medium creatures) and bypass DR/magic. When you gain class level 6th you also gain a bite attack which deals 1d6 damage.<br />
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''{{Anchor|Draconic Immunities}} {{Ex}}:'' Your draconic blood protects you from danger. You become immune to paralysis and sleep effects. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Dragon Wings}} {{Ex}}:'' Your develop scaled intimidating bat-like wings to lift you into the air. You gain a fly speed (good maneuverability) equal to twice your land speed. Requires a minimum class level of 8th.<br />
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''{{Anchor|Eldritch Breath}} {{Su}}:'' Choose the breath weapon of a dragon of your CR or less. You gain it as a breath weapon usable every 1d4 rounds and unlike most bloodline powers you may select this multiple times, choosing a different breath weapon each time. However all breath weapons use the same cool down time. You can change your breath weapon each time you level up. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Energy in the Blood}} ''{{Ex}}'':'' The blood of dragons empower your energy effects. Choose an energy type. You gain +1 damage per HD on any abilities which deal this energy damage, including eldritch blasts and weapon enhancements. You may select this ability multiple times, choosing a different energy type each time.<br />
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''{{Anchor|Iron Scales}} {{Ex}}:'' Your skin is covered in hardened scales or metallic or chromatic color. You gain a +1 enhancement bonus to natural armor plus an additional +1 at 4th level and every four levels beyond.<br />
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''{{Anchor|Pseudodragon}} {{Ex}}:'' You gain the service of a pseudodragon familiar who gains a "breath weapon" of your eldritch blast. It may use any and all augments your eldritch blast has, but only deals half damage and may only use it once every 1d4 rounds. Familiar benefits are based on your character level. Requires a minimum class level of 8th.<br />
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==== Elemental ====<br />
You channel the elements. Choose an element when you take this bloodline. Your eldritch blast always does damage of this element, instead of untyped damage, unless it would be modified by an eldritch essence. You gain a resistance to that element equal to your class level.<br />
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'''Ascension:''' You gain the elemental type with a subtype equal to your chosen elemental type, with everything this implies. You can still be raised from the dead as per your previous type.<br />
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''Body of Pain {{Su}}:'' Grappling you can be a painful experience. Creatures in a grapple with you automatically take half your eldritch blast damage each round.<br />
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''Composite Element:'' Choose a second element. Your Eldritch Blast now deals mixed damage (half of each element), and you gain resistance to both elements as per the basic bloodline power.<br />
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''Discorporation {{Su}}:'' As a full round action you can partially discorporate into your element, duplicating the effect of ''[[Heart of a Champion (3.5e Maneuver)|heart of a champion]]''. Requires class level 8.<br />
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''Elemental Absorption {{Ex}}:'' Any damage blocked by your elemental resistance instead heals you.<br />
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''Elemental Flight {{Su}}:'' You can run like lightning, or shoot your element out behind you like a jet...of acid...or something. You gain a fly speed (good maneuverability) equal to twice your land speed. Requires Elemental Trail.<br />
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''Elemental Shielding {{Ex}}:'' Your element of choice occasionally bursts or zaps around you. You gain a +1 natural armor bonus to AC, plus an additional +1 at 4th level and every 4 levels beyond.<br />
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''Elemental Trail {{Su}}:'' When you move, you leave a trail of your element behind you. For one round, anyone moving in a space you moved through in the prior turn takes half your eldritch blast damage. Requires a class level of 3.<br />
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''Piercing Element:'' Your eldritch blast ignores an amount of elemental resistance equal to your own elemental resistance. If you somehow gain immunity, it ignores immunity, though not against creatures with the elemental subtype matching your element.<br />
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==== Entropy ====<br />
The knowledge of the impending end of the universe has lead many to madness, however you draw your magical power from creature which strive on or seek to accelerate this steady universal decay. The power of entropy encourage steady but unstoppable progress that will eventually bring down anyone and everyone, even the warlock himself. <br />
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'''Ascension:''' You become one with the void and eternity. You no longer need to breath, eat or sleep and gain a fly speed equal to twice your land speed with perfect maneuverability. You become immune to entropy, you are healed by both positive and negative energy as well as immune to the [[SRD:Disintegrate|''disintegrate'']] spell or similar effect. This immunity extend to the point that you can survive 1 round of exposure to a [[SRD:Sphere of Annihilation|Sphere of Annihilation]], allowing you to move away to safety or push it away.<br />
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''Decaying Lifeforce {{Ex}}:'' The power of entropy has taken a toll over your auras. You can no longer be detected by ''detect'' spells (such as [[SRD:Detect Evil|''detect evil'']] or [[SRD:Detect Undead|''detect undead'']]). You also gain the Darkstalker<sup>LoM</sup> feat as a bonus feat.<br />
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''Eternity is a Moment {{Su}}:'' You gain the ability to pass time as an instant, causing your body to rapidly age and effects on yourself to decay. As a standard action you may have 1 hour worth of time suddenly happen on your body and any effects, positive or negative, affecting you. This can end a negative effect which would last a minute instantly, but if overused will cause you to grow hungry and tired.<br />
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''Heat Death {{Su}}:'' You understand that everything cool down and die, even the universe. Once per round, as a free action on your turn you may deal 1 point of cold damage to a creature within 30 feet of you. This increase by 1 point at each odd class level beyond 1st level.<br />
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''Inner Void {{Ex}}:'' You completely embrace the void within you, riding yourself of your emotions and changing your body permanently. You gain the [[Shades of Death (3.5e Feat)|Shades of Death]] feat even if you do not meet the prerequisites. Requires a minimum class level of 3rd. <br />
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''Master of the Sphere {{Su}}:'' You gain the ability to shape your eldritch blast in the same shape as a [[SRD:Sphere of Annihilation|Sphere of Annihilation]]. Your eldricth blast then behave just as a [[SRD:Sphere of Annihilation|Sphere of Annihilation]], except instead of instantly killing anyone who come in contact with it it simply deal five times your eldritch blast damage. There sphere must be conjured within 15 feet of yourself and not in an occupied square. While the sphere is in existence you cannot use your eldritch blast. You gain a +8 bonus on your control checks with your own sphere. This is an eldritch shape. Requires a minimum class level of 13th. <br />
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As a side benefit you may use your [[Charisma]] instead of your [[Intelligence]] on your [[SRD:Sphere of Annihilation|Sphere of Annihilation]]'s control checks.<br />
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''Nothingness Ever After {{Ex}}:'' When you die you do not pass into any afterlives, you simply experience the sweet bliss of oblivion. This make you immune to any effects which would move or trap your soul and make it so a soul is not required for resurrection. In fact the lack of afterlife make it so that when you are brought back from the dead you do not lose a level or [[Constitution]]. Requires a minimum class level of 3rd. <br />
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''Snuff Lifeforce {{Sp}}:'' You gain the ability to use [[SRD:Death Knell|''death knell'']] as an immediate action at-will. <br />
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''Void Blast {{Su}}:'' The Entropy Warlock firing bolt of raw entropy at her targets, tearing them apart. Your eldritch blast cause creature to rapidly decay, causing them to [[Burning (3.5e Condition)|burn]] at the start of each of their turn, with a [[Will]] save allowed to end the effect. This is a 4th level eldritch essence. Requires a minimum class level of 8th.<br />
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==== Fey ====<br />
Your power is a result of mischievous or sinister fey meddling in the affairs of the material world, or the unwitting deal with a fair folk which surely had or will have unexpected consequences. Like the fey, your power is random and capricious, seeming to act with a mind of its own. It is your good fortune that it chooses to obey you for now.<br />
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'''Ascension:''' You become more like a fey and may count as a fey when beneficial (though your type remains outsider). Your body is so in tune with the fey you gain regeneration 10 which is bypassed by cold iron and any attacks from aberrations or constructs. You may Hide in Plain Sight when in natural terrain like a [[ranger]].<br />
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''{{Anchor|Animal Tongue}} {{Sp}}:'' Perhaps you're a Disney princess, or maybe you're a furry. Whatever the case, you gain ''[[SRD:Speak with Animals|speak with animals]]'' as a spell-like ability at will, and you may use normal social checks in place of Handle Animal. You gain Handle Animal and Ride as class skills.<br />
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''{{Anchor|Champion of the Wild}} {{Ex}}:'' You have a powerful hatred for unnatural beings. You gain a favored enemy as a [[ranger]] of your level, but can only choose between aberrations and constructs. You gain the full bonus as if it were your main favored enemy. You may select this power twice, the second time choosing the other enemy type as a ranger of your level -5.<br />
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''{{Anchor|Deceiving Noise}} {{Sp}}:'' Around you, things are never as they seem. You gain ''[[SRD:Ghost Sound|ghost sound]]'' as a spell-like ability at will. If you have both this and Deceptive Vision, they can combine into one effect duplicating ''[[SRD:Major Image|major image]]'' at will. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Deceiving Vision}} {{Sp}}:'' Around you, things are never as they seem. You gain ''[[SRD:Silent Image|silent image]]'' as a spell-like ability at will. If you have both this and Deceptive Noise, they can combine into one effect duplicating ''[[SRD:Major Image|major image]]'' at will. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Doppleganger}} {{Sp}}:'' You create a doppleganger to trick your foes. As a move action you can duplicate the effect of ''[[SRD:Mirror Image|mirror image]]'', but only produce a single copy of yourself which lasts until destroyed or dispelled. You can have no more than one doppleganger at a time, and it does not stack with ''mirror image''. Requires a minimum class level of 8th.<br />
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''{{Anchor|Fey Trickery}} {{Ex}}:'' You are good at deceiving others in the heat of combat. You gain [[SRD:Improved Feint|Improved Feint]] as a bonus feat, ignoring pre-requisites. In addition if you take a standard action you may take 10 on your bluff check to feint.<br />
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''{{Anchor|I Was Never There}} {{Su}}:'' In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. Requires a minimum class level of 13th.<br />
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''{{Anchor|Magical Performer}} {{Su}} and {{Sp}}:'' You gain Perform as a class skill, and the countersong and fascinate abilities of a [[bard]]. Your class level stacks with bard for determining the power and effectiveness of various bardic music abilities, as well as the number of bardic music attempts per day. Finally you gain ''[[SRD:Summon Instrument|summon instrument]]'' as a normal spell-like ability at will (no arcane failure chance).<br />
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==== Genie ====<br />
Your power come form the mysterious genies, great being from the elemental planes. The power of the genies have to do with the elements, changing size or consistency and of course granting wishes... or twisting them.<br />
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'''Ascension:''' You gain the ability to grant three [[SRD:Wish|wish]] per day to any other creatures. You cannot grant these wish to yourself and you need to pay any material or XP component. <br />
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''Djinni's Whirlwind {{Su}}:'' You gain the Whirlwind ability of a [[SRD:Djinni|Djinni]]. Requires a minimum class level of 3rd.<br />
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''Gaseous Form {{Su}}:'' As a move action you may turn into a [[SRD:Gaseous Form|gaseous form]] at-will. You may return to to your normal form as a free action. Requires a minimum class level of 8th.<br />
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''Genies's Endurance {{Ex}} and {{Su}}:'' You are constantly under the effect of [[SRD:Endure Elements|''endure elements'']]. You are also constantly under the effect of [[SRD:Adapt Body|''adapt body'']] but only on the elemental planes. <br />
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''Grant Wishes {{Ex}}:'' You gain [[Wishcasting (3.5e Feat)|Wishcasting]] as a bonus feat. You can learn [[Minor Wish (3.5e Spell)|''minor wish'']] as a lesser invocation and [[SRD:Limited Wish|''limited wish'']] as a dark invocation. You need to pay any material or XP component of your wish and you cannot grant yourself a wish, it must be made through the [[Wishcasting (3.5e Feat)|Wishcasting]] for another creature. <br />
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''Heatblast {{Sp}}:'' You learn a new Eldritch Essence, which turn your eldritch blast into a blast of superheated air. Your eldricth blast deal fire damage and all creature caught in it are [[SRD:Bull Rush|Bull Rushed]] away from the source (either you or the origin of the blast) using your [[Charisma]] instead of your [[Strength]]. You cannot move alongside the creature but it movement is not limited to 5 feet.<br />
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''Janni's Change Size {{Sp}}'' You gain the Change Size ability of a [[SRD:Janni|Janni]]. This ability is usable a number of times per day equal to your [[Charisma]] modifier. Requires a minimum class level of 3rd.<br />
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''Lamp's Home {{Su}}:'' You can turn any mundane lamp into a home for yourself. This behave as the [[SRD:Rope Trick|rope trick]] spell except the only entrance to the dimension is through the lamp and only you or gaseous creatures can enter it. If the lamp is destroyed you and any objects there are ejected. If a [[SRD:Magic Circle against Chaos|Magic Circle against Chaos]] is cast upon the lamp or if the lamp is placed in one you become trapped in it until the duration run out or the lamp is otherwise freed. <br />
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''Wishing for Wishes {{Su}}:'' Whenever you use [[SRD:Wish|''wish'']] or a [[SRD:Ring of Three Wishes|Ring of Three Wishes]] you gain an extra wish out of it. Requires a minimum class level of 13th.<br />
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==== Ghost ====<br />
Your power has spooky ethereal origins, things related to ghosts, the undead, and forbidden rituals involving life and death itself. You often feel as if you're being haunted or there are unseen presences watching you and judging your actions, and may feel more comfortable with the dead than the living.<br />
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'''Ascension:''' You become half-dead, always dancing between this world and the next. As a standard action at will you may toggle between being material or gaining the incorporeal subtype. While incorporeal, you gain your [[Charisma]] modifier as a deflection modifier to AC (though you lose any natural armor or physical armor and shields). You can always see into the ethereal plane, out to 60 feet.<br />
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''{{Anchor|Ghost Touch}} {{Ex}}:'' Things you wield shift between the planes and end up on both. Any weapons you wield are considered ghost touch weapons, and any armor you use adds its armor bonus against incorporeal touch attacks. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Jacob's Revolving Door}} {{Ex}}:'' Going between living and dead is easy for you. If you die and your body is intact, you can still be healed back to life (such as with ''[[SRD:Cure Light Wounds|cure]]'' spells) no matter how far into the negatives you go. Destroying the body prevents you coming back in this way. Even so, revival attempts only cost half as much in gp and XP, and do not penalize you with lost levels or [[Con]]. Requires a minimum class level of 13th.<br />
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''{{Anchor|One of Us}} {{Ex}}:'' The undead treat you as one of their own. They do not inherently attack you unless commanded to do so, and you possess a +4 dodge bonus against the undead. You may use bluff, diplomacy, and intimidate on even non-intelligent undead and speak to them regardless of language. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Schrodinger's Warlock}} {{Ex}}:'' You resonate with both the energies of the living and the dead. You can healed by both positive and negative energy, and are immune to energy drain. Requires a minimum class level of 8th.<br />
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''{{Anchor|To Spooky For Me}} {{Su}}:'' You can make a melee touch attack as a standard action which causes living creatures to become shaken for 1 round/level, Will negates. If you touch a shaken creature who has HD equal or less than you, they become frightened for 1 round. Against undead, it becomes a save vs being staggered for 1 round regardless of HD.<br />
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''{{Anchor|Turn/Rebuke Undead}} {{Su}}:'' Show your mastery over the forces of the dead. You gain turn undead (or rebuke undead) of a [[cleric]] of your class level.<br />
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''{{Anchor|Undead Durability}} {{Ex}}:'' You are more object than man. You gain DR/lethal equal to your class level, and you do not tire from any activity covered by the [[SRD:Endurance|Endurance]] feat. For example, you may run without stopping.<br />
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''{{Anchor|Undead Resistance}} {{Ex}}:'' You can shrug off many things as if you were undead. You gain your [[Charisma]] modifier or your class level, whichever is lower, to saves against ability damage, ability drain, death effects, energy drain, mind-affecting, and stunning. You also gain darkvision 60 ft, or improve your existing darkvision by +30 ft.<br />
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==== Illithid ====<br />
Time traveling psychic squids have been messing with you, altering your genetic code, stealing your brain, and augmenting you. Somehow you've gotten an illithid's psionic touch and channel the power of the elder brains in your eldritch might.<br />
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'''Ascension:''' You discard your body and become a floating brain with a psionic projection of a body in its place. You may count as three sizes smaller than normal when beneficial, and gain a fly speed of 90 ft (perfect). Being three sizes smaller you can fit through smaller places. If you are killed, you may immediately duplicate the effect of ''[[SRD:Mind Switch|mind switch]]'' on your killer with a [[Will]] save to resist. If successful, you retain this body for 1d10 days. If not expelled before then, the stolen body transforms into a duplicate of your original body with your original abilities and other attributes.<br />
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''{{Anchor|Flayer Tentacle}} {{Ex}}:'' You gain a long tentacle hidden in your mouth which deals 1d4 points of damage for a medium creature, and has improved grab. You may use your [[Charisma]] instead of your [[Strength]] for grapple checks with your tentacle. Unlike most powers, you can take this power up to four times, gaining a new tentacle each time. When you have four tentacles, your face transforms to resemble more like an illithid and successfully pinning a creature gives you the option to eat their brains on the next round. They must make a [[Fortitude]] save or die as their brain is eaten, a successful save instead deals critical hit damage for all the tentacles. If you eat a brain, you gain all their memories for 24 hours, allowing you to use their skill ranks in place of your own. You do not, however, obtain any class features or feats of the eaten creature. Memories not specifically recalled or written down fade after 24 hours.<br />
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''{{Anchor|Force of Intellect}} {{Ex}}:'' All class features which run off [[Charisma]] now run off [[Intelligence]]. You also may use your Intelligence in place of Charisma based skill checks and ability checks.<br />
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''{{Anchor|Mind Blast}} {{Sp}}:'' As a normal spell-like ability (no arcane spell failure), you can project a blast of disruptive psychic energy in a 60 foot cone, or a 30 foot radius burst centered on yourself. Creatures must make a [[Will]] save or be stunned for 1d4 rounds. You may use a mind blast every 1d4 rounds. Requires a minimum class level of 8th.<br />
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''{{Anchor|Mind of Telepathy}} {{Su}}:'' You gain the effects of wearing a [[SRD:Helm of Telepathy|helm of telepathy]], including its interaction with certain spells such as ''[[SRD:Phantasmal Killer|phantasmal killer]]''. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Obtain Psicrystal}} {{Ex}}:'' You gain the [[SRD:Psicrystal Affinity|Psicrystal Affinity]] feat. You may share your invocations with your psicrystal whenever you would otherwise use powers.<br />
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''{{Anchor|Psi Blast}} {{Sp}}:'' Your eldritch blast can be fired as a psionic blast. It makes the blast a mind-affecting effect, but also destroys 1 power point per damage die (or 1 point of [[Int]] damage if they do not have any power points). For any effects which provoke a saving throw from your blast, you can change it from a [[Fort]] or [[Reflex]] save to a [[Will]] save when desired. Unlike eldritch blast, it suffers from no arcane spell failure. This counts as an eldritch essence.<br />
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''{{Anchor|Reflective Mind}} {{Su}}:'' Whenever you are subject to a mind-affecting effect and it is caught by your spell resistance or you succeed on the saving throw, you redirect it at a new target (including the original caster) as if you had cast it yourself with a +4 bonus on the DC. Requires a minimum class level of 13th.<br />
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''{{Anchor|Thrall Master}} {{Su}}:'' Whenever you use a charm or compulsion effect, you gain a +1 bonus to the DC and the effect is automatically [[SRD:Extend Spell|extended]]. In addition, creature immune to mind-affecting effects are no longer immune, though they recieve a +8 bonus on their saving throws. Requires a minimum class level of 3rd.<br />
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==== Infernal ====<br />
You or an ancestor made a deal with the devil, gaining fantastic infernal power at a high cost. Your infernal legacy gives you a commanding presence over others and fame and fortune in the now, but will you retain such prestige later when you are beholden to forces above you, forces who do not have your best interest at heart?<br />
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'''Ascension:''' You become a devilish version of yourself, your appearance somehow grim and heartless. You become immune to poison and fire, and gain telepathy out to 100 feet. You also gain the Summon spell-like ability of a devil, calling in any number of devils whose CR equals your HD or less a day, and none whose CR is greater than 1/2 your HD. For example, a level 20 warlock can have up to two CR 10 devils. Summoned creatures are actually called beings who otherwise follow your instruction and who exist for 1 hour before being sent back.<br />
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''{{Anchor|Aura of Fear}} {{Su}}:'' Your very presence causes others to shake in their boots. You gain an aura of fear out to 10 feet whenever making any sort of aggresive or hostile threat or action. Creatures with less HD than you must make a [[Will]] save or be frightened for 1 minute and shaken for 1 round/level afterward, save negates. Creatures equal to your HD or higher instead save or are shaken for 1 round/level, save negates. Regardless of the result a creature is immune to your aura of fear for 24 hours afterward. Requires a minimum class level of 8th.<br />
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''{{Anchor|General of War}} {{Ex}}:'' Your tactical prowess is hell for your enemies. As a swift action you can target one creature within 60 feet and command others to attack them. You and any allies attacking this creature gains a +2 bonus to their attack rolls against this creature for 1 round.<br />
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''{{Anchor|Hellfire Blast}} {{Su}}:'' You now channel the power of hell itself. You can convert any source of hp damage to deal hellfire damage instead. It counts as fire damage, but ignores resistance to fire and immunity to fire only halves the damage. In addition it works very effective against creatures with the chaotic or good subtypes, dealing +50% additional damage to them. This does not count as a warlock essence. Requires a minimum class level of 13th.<br />
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''{{Anchor|Infernal Branding}} {{Sp}}:'' With a touch you can brand someone and mark them as your own. As a touch attack you inflict a mark similar to ''[[SRD:Arcane Mark|arcane mark]]'' onto a creature in a somewhat painful process. As a result you become aware of that creature as per ''[[SRD:Status|status]]''. You may do this at will, with a [[Will]] save to negate when performed on unwilling creatures. The mark lasts for 1 month, or until removed by ''[[SRD:Dispel Magic|dispel magic]]'' or any effect which removes ''arcane mark''. This counts as a 2nd level spell. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Infernal Skin}} {{Ex}}:'' You are more resilient than your typical warlock. Any instances of DR/cold iron from this class now grant DR/silver. In addition choose chaos or good. Your DR/silver becomes DR/silver and X, where X is the alignment you chose. You can select this power twice, the second time choosing the second alignment and giving you DR/silver and chaos and good.<br />
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''{{Anchor|Silver Tongue}} {{Ex}}:'' You have a way with words. You gain Diplomacy and Speak Language as class skills, and whenever you use an effect from the charm or compulsion subschools the DC rises by +1.<br />
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''{{Anchor|Soul Stealer}} {{Su}}:'' Souls are valuable, and they weren't using it anyway. Whenever you kill a creature with your eldritch blast or one of your invocations, you can choose to steal their soul. You can hold onto one soul at a time until you release it, use it (with any methods which involve souls), or seal it away in a crystal vessel worth 1000 gp for every HD the creature possessed (as per ''[[SRD:Trap the Soul|trap the soul]]''). Possessing a soul gives you knowledge of how many HD it possesses. As long as the soul is imprisoned within you or a crystal, the creature cannot be revived. If you die, any soul you are currently holding within yourself is freed. Creatures attempting to revive the soul become aware it is trapped and who is trapping it, but nothing else. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Terrify the Masses}} {{Ex}}:'' You may make intimidate checks against all creatures within 30 feet. In addition if you spend 1 minute making an intimidating speech, the effect applies to all creatures which can see and hear you. Finally if your intimidate check exceeds the DC by 20 or more, creatures will not become unfriendly or hostile afterwards as you successfully instill fear deep within their core.<br />
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==== Ki Force ====<br />
Your bloodline reverberates with the very pulse of life known as ki. It transforms you from shadowy chaotic spellcaster to something more of a martial artist, whose attacks are the very essence of life itself. As taking this bloodline, your [[Reflex]] save becomes good and your [[Will]] save becomes poor, and your DR/cold iron becomes DR/adamantine.<br />
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'''Ascension:''' Your type changes to Outsider (Native) with the augmented subtype, and you count as both an outsider and your original type when beneficial. You also gain fast healing 5. When you die, you appear on the Astral Plane alive, but unable to leave until revived or a year and a day passes in which you respawn within 1 mile of your death. While you are on the astral, slain or not, you may use ''[[SRD:Sending|sending]]'' at will (with a standard action cast time) as your mind reaches across dimensional barriers. Killing you on the astral plane will kill you normally with normal revival methods.<br />
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''{{Anchor|Bonus Feat}} {{Ex}}:'' Your combat training grants you any Fighter or Monk bonus feat you qualify for, and you count as a fighter and monk of your level.<br />
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''{{Anchor|Brick Breaker}} {{Ex}}:'' Once per encounter as a free action, you may surge with power and augment any one sunder attack, break DC, or [[Strength]] check, and gain your class level as a morale bonus to the check (or to damage for a sunder attack). In addition as a constant effect, your unarmed strike and eldritch blast damage is not reduced before hardness. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Close Combat Ki}} {{Ex}}:'' Your eldritch blast no longer provokes attacks of opportunity (either for being a ranged attack, nor a spell-like ability), and you can use your eldritch blast as a melee touch attack if you wish.<br />
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''{{Anchor|Evasive Reactions}} {{Ex}}:'' You gain evasion. Requires a minimum class level of 3rd, and be taken a second time at 13th level and beyond to gain Improved Evasion.<br />
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''{{Anchor|Flash Step}} {{Ex}}:'' Your movement speeds increase by +10 ft, and you count as being ''[[SRD:Invisible|invisible]]'' while moving. Requires a minimum class level of 8th.<br />
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''{{Anchor|Perfect Body}} {{Sp}}:'' You gain the unarmed strike and scaling of a [[monk]] of your level, and you gain [[Masterwork Body (3.5e Feat)|Masterwork Body]] as a bonus feat. You may apply materials to your unarmed strike and body as if they were manufactured light weapons or light armor.<br />
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''{{Anchor|Strong Heart}} {{Su}}:'' You may use your [[Constitution]] in place of your [[Charisma]] for the purpose of DCs with this class and its invocations, and you gain [[SRD:Endurance|Endurance]] as a bonus feat. If you already have Endurance, you gain [[SRD:Diehard (Feat)|Diehard]]. If you already have Diehard, the range you can survive before dying increases by 10 hp.<br />
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''{{Anchor|Supercharge}} {{Su}}:'' Once per day as a full round action, you enter a state of enhanced fighting ability not unlike a [[SRD:Barbarian|barbarian's]] rage (though your spellcasting is unhindered). You gain bonuses to two ability scores of your choice as a barbarian of your level would get with rage, as well as falling under the effect of ''[[SRD:Haste|haste]]''. When using eldritch blast you can fire a second blast that deals half damage on a full attack. If you would be dropped to under 0 hp while you are in this state, you can sacrifice this state as a non-action and end it early, but remain at -1 hp and stable. After this ability is expended, you are exhausted for 10 minutes afterward. Requires a minimum class level of 13th.<br />
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==== Myconid ====<br />
Your powers stem from the underdark spores which have invaded your body. They carry the power of your eldritch might through the dust in the air.<br />
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'''Ascension:''' You now constantly emit microscopic spores from which your memories are retained. You gain regeneration 0 which is bypassed by fire and any effect which harms plants specifically. You count as a Plant for the purpose of interacting with spells and abilities. If you die, you will respawn in 1d10 days within a mile of your death, reborn from a mushroom that appears in the area. Your revival can be interrupted if the mushroom is found, it has hardness 2, as many hp as you do normally, and the same regeneration but increased to regeneration 5.<br />
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''{{Anchor|Eldritch Cloud}}:'' You release spores into the air which emit thousands of tiny eldritch blasts between themselves. Treat as ''[[SRD:Fog Cloud|fog cloud]]'' but it does not obscure sight, instead creatures within must make a [[Reflex]] save or receive your eldritch blast damage, save negates. The cloud lasts for 1 minute or until you make another eldritch cloud. This is considered a 5th level eldritch blast shape. Requires a minimum class level of 8th.<br />
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''{{Anchor|Healthy Mushroom}} {{Ex}}:'' Every day your body produces useful mushrooms that you or others can eat. It has the effect of ''[[SRD:Goodberry|goodberry]]'' each day excempt the effect only remains viable for 24 hours. When you gain Lesser invocations, it also carries the effect of ''[[SRD:Lesser Restoration|lesser restoration]]'' when eaten. When you gain Greater invocations, it becomes ''[[SRD:Restoration|restoration]]'' and also can be crushed and used as a salve that cures petrification (as using ''[[SRD:Stone to Flesh|stone to flesh]]''). When you gain Dark invocations, it cures all status effects that would be cured by ''[[SRD:Heal|heal]]'' in addition to its ''restoration'' effect. <br />
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''{{Anchor|Itching Powder}}:'' Your eldritch blast causes people to become incredibly itchy. Creatures hit by your blast must make a [[Fortitude]] save or take a -1 penalty to attack rolls, ability checks, and skill checks for 1 minute or until they spend a move action to scratch themselves. The penalty increases by -1 at 3rd level and every odd level beyond to a maximum of -10 at 19th level. This is a 2nd level eldritch essence.<br />
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''{{Anchor|Reanimating Spores}} {{Su}}:'' You can touch a dead creature and reanimate them as if they were a [[SRD:Zombie|zombie]], though they count as a Construct instead of an Undead. The creature remains animated as long as you Concentrate, and remains standing but goes inert when no concentrated on. Regardless how many you reanimate, you can only concentrate on one at a time and these creatures continue to decay as normal, typically becoming to rotten after 3 days in normal environments. This does not add to your control pool for the number of undead you can control.<br />
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''{{Anchor|Regenerating Earth}} ''{{Ex}}'':'' Whenever resting on earth or underground for at least 1 hour, you gain fast healing 5 and are considered to have eaten a full meal. It ends the moment you engage in any strenuous activity. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Sporemind}} {{Ex}}:'' You can spread spores that links them to your fungal hivemind with a touch, with a DC 10 + 1/2 level + [[Charisma]] modifier [[Fortitude]] save to negate. You have telepathy to anyone so infected out to unlimited range on the same plane, and ''[[SRD:Status|status]]'' effect on them. You can also employ any invocation or eldritch blast upon the target from unlimited range, but doing so burns out the infection and ends the effect. No matter how many creatures you have in your sporemind, you are not distracted by the surge of new information. Requires a minimum class level of 13th.<br />
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''{{Anchor|Spore Talk}} {{Su}}:'' You become able to speak to plants and fungi as if always under ''[[SRD:Speak with Plants|speak with plants]]''. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Stun Spore}} {{Su}}:'' You can release a puff of spores out to 5 ft from your body, forcing a [[Fortitude]] save DC 10 + 1/2 level + [[Constitution]] modifier. Creatures that fail the save are stunned for 1 round, save negates. You may use this once per class level each day.<br />
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==== Primal ====<br />
Your powers stem from far back in time, before life crawled the earth and outsiders battled in the heavens and hells. Before all things there were the primal elemental forces clashing and forming a grand cosmic maelstrom. Your soul is as conflicted and turbulent as the ancient cataclysms of the past and it links you to the strange and inhuman whims of elemental beings.<br />
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'''Ascension:''' You gain an elemental subtype (Air, Earth, Fire, or Water) and gain an immunity to an energy type (electric, acid, fire, and cold respectively). Any effect which deals damage, including your eldritch blast and magic items, may be converted to dealing the appropriate elemental damage you chose to be immune to. Lastly you may count yourself as the elemental type when beneficial (though your type remains outsider).<br />
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''{{Anchor|Captain Planet}} {{Sp}}:'' With the elements combined, you are captain planet. You gain ''[[SRD:Control Weather|control weather]]'' as a normal spell-like ability (no arcane spell failure). However you can only have one instance of control weather at a time, a second casting dismisses the first. Requires a minimum class level of 13th.<br />
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''{{Anchor|Dampen/Excite Element}} {{Sp}}:'' You can change how vigorous elemental energy is. As a standard action anywhere in Medium range (100 ft + 10ft/level), you can target a magical or mundane effect which deals energy damage (either acid, cold, electricity, or fire). You can either dampen its effect, causing the hazard to deal 50% less its typical energy damage or excite the effect, dealing 50% more energy damage. This has a duration of concentration. If used against an enemy spell effect or an creature which deals energy damage, they get a [[Will]] save to negate. A readied action can apply dampen or excite to instantaneous energy effects.<br />
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''{{Anchor|Elemental Movement}} {{Ex}}:'' You gain a movement related to your element. Choose an element (Air, Earth, Fire, or Water). Air gains a fly speed of 60 ft, good. Earth gains a burrow speed of 30 ft and tremorsense out to 10 feet. Fire gains a +30 bonus to their base land speed and [[SRD:Run|Run]] as a bonus feat. Water gains a swim speed of 60 ft and the ability to breath water. Requires a minimum class level of 8th.<br />
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''{{Anchor|Elemental Resistance}} {{Ex}}:'' You can weather the elements. You gain ''[[SRD:Endure Elements|endure elements]]'' as a constant effect. In addition choose an energy type (acid, cold, electric, or fire). You gain energy resistance 2 per class level you have. Unlike most powers, this may be selected multiple times, each time becoming resistant to a new element. When you ascend, if you become immune to an element you have resistance to by virtue of this power, you may select a new power in its place.<br />
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''{{Anchor|Elemental Resonance}} {{Ex}}:'' You push out more damage than normal hen it comes to energy damage. Choose an energy type (acid, cold, electric, or fire). When dealing this type of damage through any means you add your [[Charisma]] modifier or your class level, whichever is lower, as additional energy damage. Unlike most powers, this may be selected multiple times, each time augmenting a new kind of energy damage.<br />
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''{{Anchor|Natural Blast}} {{Sp}}:'' Your eldritch blast isn't unnatural. If anything, it's too natural. You can choose to have your eldritch blast phase through unworked natural terrain such as stone, trees, and other obstructions. This ignores cover or concealment from natural terrain. Elementals are immune to any natural blasts, and constructs take 50% more damage. This is considered a blast essence. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Turn/Rebuke Elemental}} {{Su}}:'' You can command or destroy the elements at your whim. Choose an elemental subtype (Air, Earth, Fire, or Water). You can turn creatures with this subtype as with turn undead, and rebuke creatures of the opposing type (Fire vs Water and Air vs Earth). You turn/rebuke as a [[cleric]] of your level.<br />
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''{{Anchor|World Speaker}} {{Sp}}:'' You can listen to the long slow voice of the planet. You gain ''[[SRD:Commune with Nature|commune with nature]]'' as a normal spell-like ability (arcane spell failure does not apply) at will. Requires a minimum class level of 3rd.<br />
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==== Quori ====<br />
In the plane of dreams, nightmares become reality in the form of the quori. They plot against the material plane, seeking to harvest more mental energy from the unsuspecting populace. Perhaps you play host to one, or have made a deal with one to gain access to the minds of others. But can you trust something that feeds on your fears?<br />
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'''Ascension:''' You become half-unreal, formed of the very stuff of dreams themselves. You gain the [[Dreamborn (3.5e Subtype)|dreamborn]]<sup>Hyper</sup> subtype, which grants you a 20% miss chance from Unreality. You count as both native to your original home plane and the plane of dreams. In addition whenever you go to sleep (or rest if you are a creature that does not sleep) you may vanish into the plane of dreams and travel up to 1000 miles for every hour you are asleep, as if teleporting. You can also reach other planes after 1d4 hours of sleeping. This operates similar to ''[[SRD:Shadow Walk|shadow walk]]'', but you travel through the plane of dreams.<br />
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''{{Anchor|Dream Touch}} {{Sp}}:'' You can invoke dream states in others. At will as a touch attack you force a [[Will]] save or fall asleep for 1 round/level, save negates. Regardless of the success or failure of the ability a creature can only be affected by this power once every 24 hours. This is a mind-affecting effect. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Dreamcrafter}} {{Sp}}:'' You can manipulate the dreamscape of others, drawing forth or tampering with their subconscious minds. This power allows you to tamper with the target’s memories as if using ''[[SRD:Modify Memory|modify memory]]'', or you may ask questions as if using ''[[SRD:Speak with Dead|speak with dead]]'' upon a corpse. A successful Will save negates the effect. Regardless of the success or failure of the ability a creature can only be affected by this power once every 24 hours. This is a mind-affecting effect. Requires a minimum class level of 13th.<br />
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''{{Anchor|Latent Talent}} {{Ex}}:'' Dreams and the mind are the domain of psionics. You gain Hidden Talent<sup>XPH</sup> as a bonus feat. If you multiclass with any psionic class you may add your class level for the purposes of determining your manifester level.<br />
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''{{Anchor|No Fear}} {{Ex}}:'' Others manipulate fear, but you were born in it. You become immune to fear. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Primal Terror}} {{Ex}}:'' Any fear effect you produce, by spell or through mundane means, works on anything regardless of immunity. Creatures which are normally immune instead gain a +8 bonus on the save against fear, or the DC against intimidation.<br />
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''{{Anchor|Sleep It Off}} {{Ex}}:'' You can burn through mind-affecting compulsion or charm effects by willingly falling asleep as a free action. If you do so, any mind-affecting compulsion or charm effects are suppressed but continue to burn through their duration. Nothing can force you to unwillingly wake up. Combined with sleepwalker, you can act and shield yourself from charms and compulsions.<br />
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''{{Anchor|Sleepwalker}} {{Ex}}:'' When you are asleep, by choice or forced, you are not helpless and retain all your senses. You may even continue standing, and can only take move actions but you are not flatfooted. At 8 HD, you can take your normal actions, but still cannot attack or do anything requiring concentration. At 16 HD, you gain your full actions each round effectively rendering you immune to sleep.<br />
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''{{Anchor|Dream Precognition}} {{Sp}}:'' When you dream, you see the future. You mimic the effects of ''[[SRD:Moment of Prescience|moment of prescience]]'', though with a casting time of 10 minutes as you must rest and actively daydream or sleep to gain the bonus. Requires a minimum class level of 8th.<br />
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==== Shadow ====<br />
Darkness is where you have made your home. Far away from the terrible blinding light of the sun, you have found strength in the Plane of Shadows and its familiar, but distorted inhabitants. It may seem fake and insubstantial, but to you its as real as anything the material world has to offer, and perhaps even more so.<br />
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'''Ascension:''' You become one with darkness, always outlined in the darkest shadows. You become native to both your original plane and the Plane of Shadow. You benefit from a constant 20% miss chance from concealment in bright light and total concealment (50%) in shadowy illumination or lower. If using ''[[SRD:Shadow Walk|shadow walk]]'', you travel 100x times as quickly, and change planes in 1d4 rounds rather than 1d4 hours.<br />
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''{{Anchor|Chilling Dark}} {{Su}}:'' Your darkness seems to sap the life out of those inside. You can choose to have any [Darkness] effect you produce deal 1 point of cold damage per level for its duration, in addition to any other effects it creates.<br />
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''{{Anchor|Dark Creation}} {{Sp}}:'' You can craft things out of darkness. You gain ''[[SRD:Minor Creation|minor creation]]'' as a normal spell-like ability (no arcane spell failure), but it is an Illusion [Shadow] spell. When interacting with creatures, magical objects, or attended objects they must make a [[Will]] save. If they succeed on the save the item is only 20% real to them, which may make the item deal less damage or not function correctly. At 10 HD, it becomes ''[[SRD:Major Creation|major creation]]'' and the amount on a save goes up to 50%. At 20 HD, the amount on a save becomes 80%.<br />
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''{{Anchor|Hide In Shadows}} {{Ex}}:'' The darkness is enough to conceal you. You gain Hide in Plain Sight as an [[assassin]]. Requires a minimum class level of 8th.<br />
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''{{Anchor|Negate Light}} {{Su}}:'' You seem darker than you should be, as if you were always in shade. You are immune to any [Light] spells of a spell level equal to 1/2 your level or less (minimum 0th level, maximum 9th level spells at class level 18th).<br />
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''{{Anchor|See In Darkness}} {{Ex}}:'' Your eyes can see through darkness as well as it were full daylight. You can even see through magical darkness effects, including ''blacklight''<sup>SpC</sup>. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Shadow Pin}} {{Sp}}:'' You toss a dagger-shaped bolt of force at a creature's shadow and pin it to the ground. Make a ranged touch attack to a creature in 60 ft. A successful hit immobilizes them, rendering their movement speed to 0 ft, though they can still move and perform other actions. They can free themselves as a standard action to dislodge the dagger from their shadow, or if their square is subject to a [Light] spell, which disrupts the dagger. This does not function on flying creatures. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Shadow Walk}} {{Sp}}:'' The plane of shadow is a familiar home to you. You gain ''[[SRD:Shadow Walk|shadow walk]]'' as a normal spell-like ability (no arcane spell failure) at will. In addition, you suffer no chance of being off target. Requires a minimum class level of 13th.<br />
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''{{Anchor|Touch of Darkness}} {{Su}}:'' As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for 1 round/level, and the creature can remove the dark miasma from their vision with a move action.<br />
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==== Time Lord ====<br />
A time traveler from the distant future or mysterious past has contacted you and granted you strange and alien powers not from your time. Sometimes it is granted by accident, the result of a paradox that involved (or resulted in) your existence.<br />
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'''Ascension:''' You are outside of the concept of time itself. You can choose to be immune to any time based effects such as ''[[SRD:Slow|slow]]''. You can also act within the effect of ''[[SRD:Time Stop|time stop]]'' which occurs within 500 ft. In addition the actions of your alternate timeline selves will revive you from death 1d10 days after you die in a random location on the same plane, though you can only benefit from this once per year. If you die again before the year's end you are not revived.<br />
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''{{Anchor|Altered Progression}} {{Ex}}:'' As a swift action you enter either accelerated or slowed progression of durations. The duration of any effects upon you such as spells or poison and disease count as either 2 rounds or 1/2 rounds, regardless if it is positive or negative. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Delayed Blast}}:'' You can delay your eldritch blasts up to 5 rounds. As long as your target is still within range at the end of the delay, the eldritch blast goes off as normal emanating from where you cast your eldritch blast.<br />
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''{{Anchor|Entropic Aura}} ''{{Sp}}'':'' A shell of entropic energy envelops you. Treat it as an at will spell-like ability of ''[[SRD:Fire Shield|fire shield]]'' with 24 hour duration but protects against negative energy and [[Entropy (3.5e Other)|entropy]] damage, and deals entropy damage (damage die is one size smaller, 1d4 + caster level). This form of entropy damage does not cause targets to age. Requires a minimum class level of 8th.<br />
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''{{Anchor|Entropic Miasma}} {{Su}}:'' You gain a special essence for your eldritch blast. Your eldritch blast now deals [[Entropy (3.5e Other)|entropy]] damage, but its damage die drops by one step (typically d8s). This form of entropy damage does not cause targets to age. In addition as a touch attack any non-magical unattended object up to a 10 ft cube and deal damage to it via erosion, age, and decay. Hardness applies, but damage is not reduced before hardness.<br />
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''{{Anchor|Eye of Past and Future}} ''{{Sp}}'':'' You gain the following spell-like abilities: At will- ''[[SRD:Object Reading|object reading]]''; 3/day- ''[[SRD:Augury|augury]]''. You gain +1 CL on any divination effects.<br />
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''{{Anchor|Quickening}} {{Su}}:'' You gain ''[[SRD:Haste|haste]]'' up to 1 round per class level per day, as per the [[SRD:Boots of Speed|Boots of Speed]]. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Tintalos Step}} {{Ex}}:'' You can shutterwalk, becoming difficult to target. You gain the effect of [[SRD:Mobility|Mobility]] which stacks with the feat. At 6th level you no longer provoke for the first square of movement you make. At 12th level you no longer provoke for moving.<br />
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''{{Anchor|Unchanging}} {{Ex}}:'' You are unable to decay as if always under ''[[SRD:Gentle Repose|gentle repose]]'' and you cannot be raised as an undead. You become immune to negative energy. At will you can cast an extraordinary ''[[SRD:Temporal Stasis|temporal stasis]]'' (self only), and are able to escape your or any other's ''temporal stasis'' effect as a 1 round action that provokes attacks of opportunity. You may take this action even though you are normally disallowed. Requires a minimum class level of 13th.<br />
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==== Vampire ====<br />
You've made a blood pact with a vampiric being, perhaps as a thrall or as a botched attempt to become a vampire yourself. Or you could just BE a vampire. Be it through blood transmission or demonic interference, vampiric power flows within you and empowers you with the power of the undead.<br />
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'''Ascension:''' You become pale as a vampire and gain many of their traits. You may count as undead when beneficial (though you do not gain undead immunities), and gain fast healing equal to your [[Charisma]] modifier. You are immune to any Necromancy spell, energy drain, or death effect. If you are undead, you gain your [[Charisma]] modifier as a bonus to turn resistance.<br />
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''{{Anchor|Blood Drinker}} {{Ex}}:'' You gain a bite attack which deals 1d6 damage (as a Medium creature). If you bite while in a grapple, you can drink their blood dealing 1d4 points of [[Con]] damage, and healing 5 points of hp for every point of [[Con]] damage dealt. You can survive off blood alone and do not need to eat or drink otherwise.<br />
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''{{Anchor|Blood Scent}} {{Ex}}:'' You gain the scent special quality to any blood-bearing creatures. At 10 HD the scent is so accurate you can pinpoint creatures as if using blindsight.<br />
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''{{Anchor|Cloak of Darkness}} {{Sp}}:'' You cover yourself in dark shadows, giving yourself a +4 armor bonus, plus an additional +1 at 3rd and every odd level beyond (5th, 7th, etc). While wearing the cloak you are protected from the light temporarly. Natural sunlight strips away 1 point of armor bonus each round, and [Light] spells strip away 1 point of armor for every spell level it possesses. You are not dealt any harmful effects these light sources until the armor is gone. The armor can be returned as a standard action, and otherwise lasts for 24 hours like a normal invocation. It also regenerates 1 point of armor bonus a round in shadowy illumination and darker up to its maximum.<br />
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''{{Anchor|Dominating Gaze}} {{Sp}}:'' As a standard action you can make a creature within 30 ft become [[SRD:Fascinated|fascinated]] for 1 minute. If used on a fascinated creature, they become charmed instead as per ''[[SRD:Charm Person|charm person]]''. If used on a charmed creature you can employ the effect of ''[[SRD:Suggestion|suggestion]]''. A [[Will]] save negates each instance. Requires a minimum class level of 8th.<br />
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''{{Anchor|Resist Death/Resist Life}} {{Ex}}:'' You empower yourself against negative energy effects, gaining negative energy resistance equal to 2x your class level, and becoming immune at 20th level. If you are undead, you instead gain positive energy resistance.<br />
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''{{Anchor|Vampiric Blast}} {{Su}}:'' Whenever you hit a creature with your eldritch blast, you heal 1 hp for every die of damage it deals. This only counts as an essence, and only functions on living creatures. Requires a minimum class level of 13th.<br />
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''{{Anchor|Vampiric Mist}} {{Sp}}:'' You gain ''[[SRD:Gaseous Form|gaseous form]]'' as a normal spell-like ability at will (no arcane spell failure). In addition if you are brought below 0 hp, you can make a [[Will]] save as an immediate action (DC equals to the amount of damage past 0 hp). If successful, you remain at 1 hp and immediately assume gaseous form. You can continue to make [[Will]] saves to negate damage, but the DC rises by +5 each time until you revert to solid form. Reverting from this semi-involuntary change takes 1 minute. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Vampiric Transformation}} {{Su}}:'' You gain the alternate form ability, though you may only transform into a [[SRD:Bat|bat]], a [[SRD:Small Monstrous Spider|Small]] or [[SRD:Medium Monstrous Spider|Medium monstrous spider]], a [[SRD:Rat|rat]], a[[SRD:Raven|raven]], or a [[SRD:Wolf|wolf]]. Requires a minimum class level of 3rd.<br />
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====Yokai====<br />
You are descended from a strange specie of outsiders and fey, the yokai. You possess the ability to easily trick others and tap into your strange abilities.<br />
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'''Ascension:''' You master the trickery of the yokai, gaining the ability to use any non-damaging invocations as a swift action.<br />
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''Bakeneko's Control {{Su}}:'' You gain Rebuke Undead as a [[SRD:Cleric|Cleric]] of your level.<br />
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''Foxfire Blast {{Su}}:'' You can make your Eldritch Blast deal fire or electricity damage (chosen at time of use). If you use this as an essence, it deals mixed fire and electricity damage and leave a [[SRD:Faerie Fire|''faerie fire'']] effect on any creature damage by your eldritch blast, lasting for 1 round per class level.<br />
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''Kamaitachi's Fury {{Su}}:'' As a full round action, you can unleash you fullest fury. You automatically hit all enemies within 60' with your eldritch blast. After you do this, you become [[SRD:Fatigued|fatigued]] and cannot use your eldritch blast (both for 1d4+1 rounds). Any foes killed by this blast is sliced in half, rendering their body unsuitable for [[SRD:Raise Dead|''raise dead'']]. This counts as a blast shape. Requires a minimum class level of 13th.<br />
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''Kappa Skin {{Ex}}:'' You gain the Aquatic subtype and the Amphibious Special Quality, as well as the [[Dry Skin (3.5e Feat)|Dry Skin]] feat. Requires a minimum class level of 8th.<br />
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''Oni's Fortitude {{Ex}}:'' You can never get intoxicated from alcohol, never getting more than slightly buzzed no matter how much you drink. Additionally, you gain a bonus to saves against poison and disease equal to your class level (minimum +3).<br />
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''Neck of the Rokurokubi {{Ex}}:'' Your neck can stretch to extreme lengths. You gain a bite feral strike (1d4 damage, +1 Con damage on a crit threat) which you can use out to your normal reach +10'. You only threaten with this bite out to your normal reach. Additionally, you can use your long neck to look at things from further away or from different angle within your normal reach +10 by moving your head in position.<br />
<br />
''Spirit Nobility {{Ex}}:'' You have gained a lordship in the lands of the spirits. You are constantly affected by [[Regal Presence (3.5e Spell)|''regal presence'']], although you cannot use the sanctuary portion of this spell and it does not apply to humanoids or animals. Additionally, you gain [[Commoner Authority (3.5e Feat)|Commoner Authority]] as a bonus feat, with the same type restrictions as above. Requires a minimum class level of 8th.<br />
<br />
''Tanuki's Touch {{Su}}:'' You can transform leaves you touch into mundane equipment with a total net worth no more than ten times your class level. You can do this at will, but the transformation lasts only while you are touching them. Requires a minimum class level of 3rd.<br />
<br />
''Tengu's Fan {{Su}}:'' As long as you have one hand free, you may manifest a magic fan that allows you to use [[SRD:Gust of Wind|''gust of wind'']] at will. Only you can use the fan for this purpose, and if it is broken or stolen, you may manifest it at will. Requires a minimum class level of 3rd.<br />
<br />
''Yokai Tail {{Ex}}:'' You grow a magical tail, which further increases your potential. Gain an extra invocation known at each level you have access to. Requires a minimum class level of 3rd.<br />
<br />
''Yokai Trickery {{Su}}:'' You can replicate [[SRD:Disguise Self|''disguise self'']] at will. This counts as a transmutation effect rather than an illusion effect, but is still seen through by True Seeing.<br />
<br />
==== Yuan-Ti ====<br />
In the ancient days where mankind was still very young, an ancient race of snake people ruled over the earth. They took men and women as slave and bred with them, while their empires have fallen from power the trace of their heritage still remain. As a warlock you draw power form the same source as the Yuan-Ti Anathema, the godlike being who now rule over the Yuan-Ti and used to rule over mankind so long ago.<br />
<br />
'''Ascension:''' You unlock the full power of your Yuan-Ti heritage and effectively become a Yuan-ti Anathema. You gain Regeneration 5 bypassed by admantine and force. As a swift action you may replace your head with six snake heads, granting you the all-around vision ability and increasing the reach of any bite attack you possess by 10 feet. This ability automatically activate if you are ever beheaded and you may return to normal as a standard action.<br />
<br />
''{{Anchor|Forked Tongue}} {{Ex}}:'' You gain a +4 bonus to bluff, the [[Goad (3.5e Feat)|Goad]] feat and you are also under a constant [[SRD:Speak with Animals|''speak with animals'']] effect (snakes only).<br />
<br />
''{{Anchor|Form of the Serpent}} {{Su}}:'' You may use the Alternate Form ability to turn into any kind of snake-like animals whose CR is equal or less than half your class level (minimum 1). You gain the Shapechanger subtype.<br />
<br />
''{{Anchor|Grow Tail}}:'' You become much more like a Yuan-ti Abomination, gaining the [[Snake Tail (3.5e Feat)|Snake Tail]] feat even if you do not meet the prerequisites.<br />
<br />
''{{Anchor|Hypnotic Gaze}} ''{{Su}}'':'' As long as you maintain eye contact (treat this as a gaze attack), increase the caster level and DC of any spells or spell-like ability of the (charm) or (compulsion) subschool by 1. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Poisonous Fangs}} {{Ex}}:'' You gain a basic bite feral strike which inject a poison when successfully used. The poison deal 1d6 [[Constitution]] damage as primary damage on a failed [[Fortitude]] save with no secondary damage. Your bite attack also possess the [[SRD:Improved Grab|Improved Grab]] special ability. Requires a minimum class level of 3rd<br />
<br />
''{{Anchor|Pureblood Form}}:'' The warlock unlock part of her yuan-ti heritage and become much like the pureblood. You gain [[SRD:Scent|Scent]] and may use [[SRD:Detect Poison|detect poison]] as a spell-like ability at-will. When you gain spell resistance it increase by 2. Finally snake animals are friendly toward you unless you attack them.<br />
<br />
''{{Anchor|Serpentine Biology}} {{Ex}}:'' Your body become more and more serpentine, even if the changes are subtle. You gain a +1 Natural Armor bonus to AC, immunity to poison and count as one size category smaller for the purpose of squeezing. You become cold-blooded and only need to eat once per month, assuming you previously had a normal metabolism. <br />
<br />
''{{Anchor|Shed Skin}} {{Ex}}:'' As a move action you may shed your skin, doing so remove any negative status effect currently affecting you. This does not apply for ability burn or any effect with a instantaneous or permanent duration. You may use this ability once per day plus an additional time per day at 5th level and each 5 level thereafter. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Snake Pit}} {{Su}}:'' Whenever you kill a creature with your eldritch blast, you use your dark magic to force their body into becoming your minion. They effectively become [[Simple Zombie (3.5e Template)|Simple Zombie]] under your control. When the zombie is slain, the body is instantly devoured by what was dwelling under it skin, a [https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-swarm-venomous/ swarm of venomous snake]. The swarm is under your control for 1 round per level after which is disperse. Requires a minimum class level of 13th.<br />
<br />
==== Xeno ====<br />
Alien forces exist beyond your planet and they have been manipulating things upon the surface without others knowing. You were likely one of their victims, spirited away into a hazy nightmare and dropped back onto the world with new powers and an unknown purpose. What could these alien invaders desire with you and the world?<br />
<br />
'''Ascension:''' You gain the [[Xenotheric (3.5e Subtype)|Xenotheric]] subtype and all the traits that go with it. You may now survive in any natural environment, from the depths of space to the surface of the sun and not take damage or suffer any side effects (though non-environmental effects still take their toll). This includes the environmental effects of gravity letting you ignore fall damage. It's still a bad idea to cross the event horizon of a black hole though... you won't come out.<br />
<br />
''{{Anchor|Active Deflector}} {{Sp}}:'' When attacked by a ray or a projectile, you can make an attack roll with your eldritch blast as an immediate action. This is your new AC against the attack. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Alien Abduction}} {{Sp}}:'' I'm not saying it's aliens, but its aliens. Twice per day, you can duplicate ''[[SRD:Phantasmal Killer|phantasmal killer]]'' as a normal spell-like ability (no arcane spell failure) with the DC 10 + 1/2 HD + [[Charisma]] instead of its intended spell level. At 16 HD, it becomes ''[[SRD:Weird|weird]]''. When creatures fail their saves, aliens steal their brain leaving their empty bodies behind. Unlike both spells, this is neither fear nor mind-affecting and is instead considered a transmutation effect. Against mindless creatures it steals whatever passes for a brain. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Global Positioning}} {{Ex}}:'' The aliens put something in your brain. You always know your exact position within the universe as long as you can see the sky.<br />
<br />
''{{Anchor|Mind Probe}} {{Sp}}:'' You can extract knowledge forcefully from others. Make a touch attack against a target, who must make a [[Will]] save. On a failed save they are affected as if you had used ''[[SRD:Detect Thoughts|detect thoughts]]'' for a full 3 rounds, and deal 1d6 + your [[Charisma]] modifier in nonlethal damage. It lasts as long as you concentrate up to 1 minute/level. A failed save negates the thought detection, and halves the mental damage. A willing target can have their mind read without taking damage by willingly failing their save.<br />
<br />
''{{Anchor|Tech Knowledge}} {{Ex}}:'' You remember things from your otherworldly experiences. You may use your class level + your [[Intelligence]] modifier as your effective ranks in Disable Device, and for the purpose of determining the function or purpose of complex machines, even if you have never seen one before.<br />
<br />
''{{Anchor|Void Breath}} {{Ex}}:'' You're Batman, and you can breath in space. You do not need to breath, and you may talk even in a vacuum or a ''[[SRD:Silence|silence]]'' spell (though the silence spell still impedes vocal spell components). Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Warp Drive}} {{Su}}:'' You can briefly enter FTL speeds, effectively moving from place to place instantly. When you make a move action, you can teleport that distance as long as you have line of effect as part of the movement. As a result, you can move out of grapples and do not provoke attacks of opportunity for movement. You can also stand up from prone without provoking. Requires a minimum class level of 13th.<br />
<br />
''{{Anchor|Xenoblooded}} {{Ex}}:'' You're not quite normal, alien genes flow inside you. You gain the [[Xenoblooded (3.5e Subtype)|Xenoblooded]] subtype, and also gain a [[Xenotheric (3.5e Creature Subtype)|bio-energy]] pool, allowing you to take feats normally restricted to xenotheric creatures. When you gain your ascension power, you gain a +2 additional points of bio-energy.<br />
<br />
====Epic Bloodline Warlock====<br />
<br />
{| class="zebra d20"<br />
|+ class="epic" |<br />
<div>{{Anchor|Table: The Epic Bloodline Warlock}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|-<br />
| 21st || class="left" | Eldritch Blast, Invocations<br />
|-<br />
| 22nd || class="left" | Damage Reduction 11/cold iron<br />
|-<br />
| 23rd || class="left" | <br />
|-<br />
| 24th || class="left" | Damage Reduction 12/cold iron<br />
|-<br />
| 25th || class="left" | Bonus Feat<br />
|-<br />
| 26th || class="left" | Damage Reduction 13/cold iron<br />
|-<br />
| 27th || class="left" | <br />
|- class<br />
| 28th || class="left" | Damage Reduction 14/cold iron<br />
|- class<br />
| 29th || class="left" | <br />
|- class=<br />
| 30th || class="left" | Bonus Feat, Damage Reduction 15/cold iron<br />
|- class="noalt"<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
====Human Bloodline Warlock Starting Package====<br />
<br />
'''Weapons:''' Longspear.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="zebra d20"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class=<br />
| class="left" | Bluff || 4 || [[Cha]] || &mdash;<br />
|- class=<br />
| class="left" | Concentration || 4 || [[Con]] || &mdash;<br />
|- class=<br />
| class="left" | Knowledge Arcana || 4 || [[Int]] || &mdash;<br />
|- class=<br />
| class="left" | Spellcraft || 4 || [[Int]] || &mdash;<br />
|- class=<br />
| class="left" | Use Magic Device || 4 || [[Cha]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Improved Initiative|Improved Initiative]].<br />
<br />
'''Bonus Feats:''' [[SRD:Dodge|Dodge]].<br />
<br />
'''Gear:''' Chain Shirt.<br />
<br />
'''Gold:''' 20 gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Bloodline Warlock====<br />
<br />
'''Religion:''' Like warlocks, bloodline warlocks are keenly aware of the supernatural and the effect they have on their lives. They may worship or not worship, but almost all respect the power of the outer planes.<br />
<br />
'''Other Classes:''' Warlocks often come into conflict with paladins and clerics, the "status quo" who disapprove of their presence. Yet they know not to anger those who can heal them, or smite them. They share much in common with sorcerers in terms of power source and social acceptance.<br />
<br />
'''Combat:''' A warlock is a selfish caster whose abilities rarely help the team, but they can still help through blasting and battlefield control, all based on their invocations, essences, and shapes chosen.<br />
<br />
'''Advancement:''' Any class which can advance warlock can advance bloodline warlock.<br />
<br />
====Bloodline Warlocks in the World====<br />
<br />
{{quote|Spooky Star Love Eye BEEEEEAAAAAAMMMM!!!!|orig=Pneuma, Halfling Bloodline Warlock}}<br />
<br />
'''Daily Life:''' What do you do when you have infinite ammo? Everything begins to look like a nail to the hammer that you possess, and often you'd love to use your power often as if to snub it in the face of those limited-per-day casters. The problem is a lot of people find your methods spooky, and rightfully or not you often must hide your power.<br />
<br />
'''Notables:''' Supposedly a whole army of bloodline warlocks who are also good at martial arts exist, under some sort of "Chilly" or "Frosty" alien fellow.<br />
<br />
'''Organizations:''' Due to their stereotype as being evil and cruel, most warlocks do not collect en masse. Each is his own being, forging his way in the world.<br />
<br />
'''NPC Reactions:''' Casters are scary enough, but casters who never run out of ammo are terrifying, and many treat them as such.<br />
<br />
====Bloodline Warlock Lore====<br />
<br />
Characters with ranks in Knowledge Arcana can research bloodline warlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="zebra d20"<br />
|+ Knowledge Arcana<br />
! DC || class="left" | Result<br />
|-<br />
| 10 || class="left" | Bloodline warlocks are like warlocks, but stronger. They can shoot pew pew lasers all day long and don't even give a damn.<br />
|-<br />
| 15 || class="left" | Bloodline warlocks gain their power from various occult sources like elder evils, outsiders, and fey. Their bloodline gives them special unique powers appropriate for their origin.<br />
|-<br />
| 20 || class="left" | Powerful bloodline warlocks can even alter the outer planes like a archdevil or deity, and are banished from the material instead of dying like an outsider as well.<br />
|-<br />
| 30 || class="left" | Those who reach this level of knowledge can research specific bloodline warlocks, their whereabouts, motives, recent activity, and other lore.<br />
|}<br />
<br />
====Bloodline Warlocks in the Game====<br />
<br />
'''Adaptation:''' The original stronger form of this class had 1d6 eldritch blast per level. This may not work well with abilities which have multiple blasts a round, but is balanced as a single-shot effect.<br />
<br />
'''Sample Encounter:''' A powerful warlock has been released from his prison after 10,000 years! Now it's time to conquer Earth!<br />
<br />
''EL 10:'' PENDING.<br />
<br />
----<br />
{{3.5e Base Classes Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Bloodline_Warlock_(3.5e_Class)&diff=356028Bloodline Warlock (3.5e Class)2022-10-05T02:16:02Z<p>Surgo: adding an elemental bloodline after discussing with Leziad; feel free to edit</p>
<hr />
<div>{{author<br />
|author_name=Eiji-kun<br />
|date_created=9-16-13<br />
|adopter=<br />
|date_adopted=<br />
|status=Complete<br />
|editing=Mechanical changes on Talk<br />
|balance=Very High<br />
}}<div class="blank"><br />
[[Summary::A warlock class tuned for very high level campaigns.]]<br />
[[Length::20]]<br />
[[Minimum Level::0]]<br />
[[Base Attack Bonus Progression::Moderate]]<br />
[[Fortitude Save Progression::Poor]]<br />
[[Reflex Save Progression::Poor]]<br />
[[Will Save Progression::Good]]<br />
[[Class Ability::Invocations]]<br />
[[Class Ability Progression::Full]]<br />
<br />
{{3.5e Class Alignments |lg, ng, cg, ln, n, cn, le, ne, ce}}<br />
</div><br />
<br />
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[[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]]<br />
--><br />
<br />
==Bloodline Warlock==<br />
<br />
The warlock is an interesting and flavorful class, a spellcaster with<br />
infinite endurance but limited versitility and power. It works well<br />
enough, but pales in comparison to wizards, clerics, druids, and the<br />
like which dominate in the very high level campaigns. The bloodline<br />
warlock brings all the powers of a warlock, but augments then to keep<br />
up with their spellcasting brethern.<br />
<br />
===Making a Bloodline Warlock===<br />
<br />
'''Abilities:''' [[Charisma]] determine a great deal of warlock class<br />
features, DCs, and the like. However a strong [[Dexterity]] helps<br />
down defense and hitting, and [[Constitution]] helps anyone. Other<br />
scores can be important, depending on the needs and desires of the<br />
warlock in question.<br />
<br />
'''Races:''' Any.<br />
<br />
'''Alignment:''' Any. A warlock may gain their powers from fiends or<br />
fey, but their bloodline does not determine their fate any more than a<br />
sorcerer has the desires of their draconic kin.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="zebra d20"<br />
|+<br />
<div>{{Anchor|Table: The Bloodline Warlock}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Invocations Known<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|-<br />
|1st||class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Bloodline (Power), Eldritch Blast, Invocation (Least)<br />
|1<br />
|-<br />
|2nd||class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Damage Reduction 1/cold iron, Detect Magic<br />
|2<br />
|-<br />
|3rd||class="left" | +2 || +1 || +1 || +3<br />
| class="left" | Bloodline (Power)<br />
|3<br />
|-<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Damage Reduction 2/cold iron, Deceive Item<br />
|4<br />
|-<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Bonus Feat<br />
|5<br />
|-<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | Damage Reduction 3/cold iron, Invocation (Least or Lesser)<br />
|6<br />
|-<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Synchronize Magic Item<br />
|7<br />
|-<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | Bloodline (Power), Damage Reduction 4/cold iron<br />
|8<br />
|-<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | Imbue Item, Improved Detect Magic<br />
|9<br />
|-<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | Bonus Feat, Damage Reduction 5/cold iron<br />
|10<br />
|-<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | Invocation (Least, Lesser, or Greater), Spell Resistance<br />
|11<br />
|-<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | Damage Reduction 6/cold iron<br />
|12<br />
|-<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | Bloodline (Power)<br />
|13<br />
|-<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | Damage Reduction 7/cold iron<br />
|14<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9<br />
| class="left" | Bonus Feat, Timeless Body<br />
|15<br />
|-<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Damage Reduction 8/cold iron, Invocation (Least, Lesser, Greater, or Dark)<br />
|16<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Grand Perinarch<br />
|17<br />
|-<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | Bloodline (Power), Damage Reduction 9/cold iron<br />
|18<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | Eternal Pact<br />
|19<br />
|-<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | Ascension, Bonus Feat, Damage Reduction 10/cold iron<br />
|20<br />
|- class="noalt"<br />
| colspan="42" class="skill" |<br />
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]]<br />
modifier per level, &times;4 at 1st level)'''<br/><br />
{{3.5e Skills|<br />
Bluff,<br />
Concentration,<br />
Craft,<br />
Disguise,<br />
Hide,<br />
Intimidate,<br />
Knowledge (arcana) (nature) (religion) (the planes),<br />
Listen,<br />
Move Silently,<br />
Profession,<br />
Sense Motive,<br />
Spellcraft,<br />
Spot,<br />
Tumble,<br />
Use Magic Device}}<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Bloodline Warlock.<br />
<br />
'''Weapon and Armor Proficiency:''' Bloodline warlocks are proficient with all simple weapons. They are proficient with light armor, but not with shields.<br />
<br />
Although bloodline warlocks technically employ spell-like abilities, several of them still have an arcane spell failure chance. On the other hand, the somatic components to these abilities are simple, and a bloodline warlock may use their abilities in light armor with no spell failure chance, much like a [[bard]].<br />
<br />
'''{{Anchor|Invocations}}:''' Bloodline warlocks draw from the same list of invocations as normal warlocks. They receive one least level invocation at 1st level, and one additional invocation at each level. As normal warlocks, a bloodline warlock does not prepare or cast spells and instead may use their invocations at will. These are spell-like abilities, but unlike normal spell-like abilities they have an arcane spell failure chance (except in light armor, as above). The save DC for invocations are 10 + 1/2 HD + [[Charisma]] modifier, and his caster level is equal to his bloodline warlock level.<br />
<br />
The four grades of invocations in order of their power are least, lesser, greater, and dark. A bloodline warlock begins only able to obtain least invocations. As they gain levels, he gets access to lesser, greater, and dark invocations as listed on the table above. At any level a bloodline warlock learns a new invocation, he may replace a previous invocation he knows with a different invocation of equal or lower level than the invocation being replaced.<br />
<br />
'''{{Anchor|Bloodline}}:''' A warlock draws his power from things beyond, most often fiends, fey, and unspeakable horrors beyond the veil. Though the source of their power has no effect on their alignment, bloodline warlocks do gain additional powers related to the source of their dark energies. Choose a bloodline (see below). You gain powers associated with that bloodline at 1st, 3rd, 8th, 13th, and 18th level as well as the ascension ability. One a power is chosen, it cannot be changed.<br />
<br />
'''''{{Anchor|Eldritch Blast}}'' {{Sp}}:''' The primary power of a bloodline warlock is their ability to create destructive blasts of energy associated with the nature of their power. An eldritch blast is a ray with a range of 60 feet, as a ranged touch attack that effects a single target with no saving throw. An eldritch blast deals 1d10 untyped damage plus another +1d10 every odd level beyond, and is the equivalent of a spell whose level is equal to 1/2 the bloodline warlock's class level with a minimum of 1st and a maximum of 9th when the bloodline warlock reaches 18th level or higher.<br />
<br />
Eldritch blast is subject to spell resistance, and deals half damage to objects before hardness. Metamagic feats cannot augment eldritch blast, but effects which affect spell-like abilities (such as [[SRD:Ability Focus|Ability Focus]]) work just fine.<br />
<br />
'''{{Anchor|Damage Reduction}} {{Ex}}:''' At 2nd level, a bloodline warlock is fortified by the supernatural energy in his body. He gains DR/cold iron equal to 1/2 his class level.<br />
<br />
'''''{{Anchor|Detect Magic}}'' {{Ps}}:''' At 2nd level, a bloodline warlock gains ''[[SRD:Detect Magic|detect magic]]'' as a spell-like ability at will. This is a normal spell-like ability and thus does not have arcane spell failure.<br />
<br />
'''{{Anchor|Deceive Item}} {{Ex}}:''' At 3rd level, a bloodline warlock may take 10 on a Use Magic Device check even if distracted or threatened.<br />
<br />
'''{{Anchor|Bonus Feat}}:''' At 5th level and every 5 levels beyond, a bloodline warlock gains a bonus feat from the following list; [[SRD:Ability Focus|Ability Focus]], Extra Invocation<sup>CA</sup>, [[SRD:Greater Spell Penetration|Greater Spell Penetration]], [[SRD:Improved Familiar|Improved Familiar]], [[Magical Attacker (3.5e Feat)|Magical Attacker]], [[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Precise Shot|Precise Shot]], Obtain Familiar<sup>CA</sup>, [[SRD:Skill Focus|Skill Focus (any class skill)]], or [[SRD:Spell Penetration|Spell Penetration]]. He must still qualify for the bonus feat as normal.<br />
<br />
'''{{Anchor|Synchronize Magic Item}}:''' At 7th level, a bloodline warlock gains [[Synchronize Magic Item (3.5e Feat)|Synchronize Magic Item]] as a bonus feat.<br />
<br />
'''{{Anchor|Imbue Item}} {{Su}}:''' At 9th level, a bloodline warlock can use his supernatural power to create magic items, even if he does not know the spells required to make an item (though he must still have the required item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells, or DC 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast. If the check succeeds, the warlock can create the item as if he had cast the required spell. If he fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.<br />
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'''''{{Anchor|Improved Detect Magic}}'' {{Ps}}:''' At 9th level, a bloodline warlock's ''detect magic'' ability improves. They may now treat themselves as having concentrated for 3 rounds immediately. In addition, they may study an item with ''improved detect magic'' for one minute to duplicate the effects of ''[[SRD:Identify|identify]]''.<br />
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'''{{Anchor|Spell Resistance}} {{Su}}:''' At 11th level, a bloodline warlock's eldritch essence surrounds and protects them from other forms of magic. They gain spell resistance equal to 10 + their HD. They may toggle their spell resistance as a nonaction to allow helpful spells through.<br />
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'''{{Anchor|Timeless Body}} {{Ex}}:''' At 15th level, a bloodline warlock's link to the supernatural grants them eternal youth. A bloodline warlock no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.<br />
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Bonuses still accrue, and the bloodline warlock still dies of old age when his time is up.<br />
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'''{{Anchor|Grand Perinarch}} {{Ex}} and {{Sp}}:''' At 17th level, a bloodline warlock gains a strong bond to the home plane where his powers manifest from. Choose a plane, such as one of the lower planes for fiendish origin, or the feywild, or far realm, and such forth. You are considered a native to both your original home plane and the chosen plane and do not take penalties from the planar traits.<br />
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When on your chosen plane you may manipulate an area as if using ''planar perinarch''<sup>SpC</sup>, with a range of Medium (100 ft + 10ft/level) and a duration of permanent. The order he imposes does not fade away if he leaves the area, but if he casts a second instance of ''planar perinarch'' the first fades away. This is a normal spell-like ability (thus with no arcane spell failure).<br />
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You gain the ability to use ''[[SRD:Plane Shift|plane shift]]'' (self only) at will, only between your current plane and your chosen plane's divine realm. This is a normal spell-like ability (thus with no arcane spell failure).<br />
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'''{{Anchor|Eternal Pact}} {{Su}}:''' At 19th level, a bloodline warlock can choose to perish more like an outsider than a mortal. If they die, they can choose to have their body disintegrate in a spectacular fashion as appropriate for their bloodline. They re-appear on their chosen plane (see Grand Perinarch) alive, but banished from the plane they died on for a year and a day. However, others can bring him back in a ritual which takes 24 hours without any cost or loss of experience. As long as he has friends willing to bring him back, a bloodline warlock can prove to be difficult to keep dead.<br />
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'''{{Anchor|Ascension}}:''' At 20th level, a bloodline warlock wins D&D. Just kidding, but the bloodline warlock does gain the ascension power of their bloodline. In addition to their ascension power, their type changes to Outsider, though they may still count as a member of their original type when beneficial. They become biologically immortal, and no longer have a maximum age.<br />
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===Bloodlines===<br />
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A bloodline warlock gains his power from planar forces, and the nature of these planar forces changes him in strange and mysterious ways. Choose a bloodline from the list below. You can then select from any of the bloodline powers available at your level. Unless specified you may only select a bloodline power once. If a bloodline power has a saving throw, the DC is 10 + 1/2 HD + [[Charisma]] modifier.<br />
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==== Abomination ====<br />
Your powers step from the insane gibbering terrors which lurk in the far realm, forgotten half-deific abominations, and nightmares displaced from time. They always lurk in the back of your head urging you to insanity but you keep them at bay... for now.<br />
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'''Ascension:''' Your presence is unnatural and cannot be comprehended. You become immune to all Divination spells, any divination attempts registering clearly nonsensical information. In addition whenever someone speaks your name (or a title of your choosing) you become aware of their position, though you don't know any other information. This effect does not distract you.<br />
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''{{Anchor|Aberrant Biology}} {{Ex}}:'' You look normal on the outside but inside you're a freak. You gain 25% fortification. This stacks with fortification from other sources (to a maximum of 100%) and unlike most bloodline powers you may select this multiple times.<br />
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''{{Anchor|Forbidden Knowledge}} {{Sp}}:'' You gain knowledge of things you should not know. Once per day you can use ''[[SRD:Commune|commune]]'' as a spell-like ability. The casting time is only 1 round instead of 10 minutes. In addition you gain a +2 insight bonus to all Knowledge checks. Requires a minimum class level of 8th.<br />
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''{{Anchor|Incomprehensible Invocation}} ''{{Ex}}'':'' Your spell-like abilities (including your eldritch blast) are alien and difficult to comprehend. You gain a +4 bonus on effective caster level for the purpose of resisting counterspells and dispel attempts, and against successfully identifying the effect with Spellcraft.<br />
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''{{Anchor|Incomprehensible Psychology}} {{Ex}}:'' Your alien mind makes controlling you difficult. You become immune to charm and compulsion effects. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Non-Euclidean Blast}} {{Ex}}:'' Your eldritch blasts take impossible paths to their targets. You ignore cover and total cover as long as they are within 60 feet, though you suffer concealment as normal (including the 50% miss chance for attacking a creature you cannot see past total cover). Requires a minimum class level of 3rd.<br />
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''{{Anchor|Squamous Flesh}} {{Ex}}:'' Your skin is covered in hardened scales not normal for your kind. You gain a +1 enhancement bonus to natural armor plus an additional +1 at 4th level and every four levels beyond.<br />
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''{{Anchor|Worming Tendrils}} {{Ex}}:'' You gain two tentacles which grow out of some part of your body, each dealing 1d6 points of damage (for a medium creature). These tentacles have reach, but unlike most weapons with reach they can attack adjutant squares. The tentacles can hold objects, but not wield weapons or shields. You gain a non-standard body type and armor must be custom made for you (x2 normal mundane cost).<br />
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''{{Anchor|Yog-Sothoth Is The Gate}} {{Sp}}:'' You gain ''[[Passage of the Warp (3.5e Spell)|passage of the warp]]'' as a spell-like ability at will, except you suffer no chance of wisdom damage. However other creatures still suffer potential wisdom penalties. Requires a minimum class level of 13th.<br />
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==== Abyssal ====<br />
Your power stems from demonic blood, or a pact with some terrible abyssal entity. Your blasts are filled with destructive chaos, born from a hate of all things and an insatiable wrath. The power of the abyss fulfills your power needs, but one day you feel this same power may consume you as well.<br />
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'''Ascension:''' You become a demonic version of yourself, your appearance somehow more feral and terrifying. You become immune to poison and electricity, and gain telepathy out to 100 feet. You also gain the Summon spell-like ability of a demon, calling in any number of demons whose CR equals your HD or less a day, and none whose CR is greater than 1/2 your HD. For example, a level 20 warlock can have up to two CR 10 demons. Summoned creatures are actually called beings who otherwise follow your instruction and who exist for 1 hour before being sent back.<br />
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''{{Anchor|Abyssal Skin}} {{Ex}}:'' You are more resilient than your typical warlock. Choose good or law. Your DR/cold iron becomes DR/cold iron and X, where X is the alignment you chose. You can select this power twice, the second time choosing the second alignment and giving you DR/cold iron and good and lawful.<br />
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''{{Anchor|Brutal Wounding}} {{Ex}}:'' You deal brutal wounds. Add your [[Charisma]] modifier to all damage rolls, or your class level, whichever is less.<br />
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''{{Anchor|Demon Claws}} {{Ex}}:'' You can grow long and sharp black claws out of your hands as a free action, giving you two natural claw attacks that deal 1d6 points of damage (for medium creatures). At 10 HD, the claws gain a critical threat range of 18-20/x2, and count as dealing chaotic and evil aligned damage.<br />
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''{{Anchor|Demonic Rage}} {{Ex}}:'' You fill creatures with a furious hate. You gain ''[[SRD:Rage|rage]]'' as a normal spell-like ability (no arcane spell failure). At 10 HD, your rage gains an additional +2 [[Strength]] and [[Constitution]] and a +1 bonus to [[Will]] saves. At 20 HD, you gain another +2 bonus to Str and Con, and +1 to Will.<br />
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''{{Anchor|Murder Spree}} {{Ex}}:'' Once per round, when you kill a creature whose CR was at least your HD -4 or greater (minimum CR 1), you can make a free attack with your eldritch blast against any creatures in range. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Strength of the Abyss}} {{Ex}}:'' Only the strong survive in the depths of the abyss. You gain a +2 inherent bonus to [[Strength]]. At 13 HD your bonus rises to +4, and at 18 HD your bonus rises to +6 (breaking the usual cap of +5 for inherent bonuses). Requires a minimum class level of 8th.<br />
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''{{Anchor|Venomous Slick}} {{Su}}:'' You carry a potent and painful magical toxin. As a swift action you can coat one of your weapons in a special poison congealed out of your soul. It deals 1d3 damage to the ability score of your choice with no secondary effect, Fortitude negates. At 6 HD, it becomes 1d4 points of damage. At 12 HD it becomes 1d6 points of damage. At 18 HD, it becomes 1d8 points of damage. The poison only lasts for 1 round before evaporating. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Wild Blast}} {{Ex}}:'' You can choose to turn your eldritch blast into a wild blast. Roll a die anywhere between 1d4 to 1d20 (your choice). Rolling higher than average gives you a bonus to your effective class level for eldritch blast damage, while below average lowers it. For example a 1d6 can either lower your damage by 3, 2, or 1 die (results 1, 2, and 3), or increase it by 1, 2, or 3 die (results 4, 5, and 6). The higher the die, the higher the risk and reward. Requires a minimum class level of 13th.<br />
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==== Celestial ====<br />
Your powers stem from the radiant heavenly beings of the universe; both the traditional humanoids with wings and the angels from deep within the light of the world, those multidimensional aberrant beings covered in eyes with unfathomable morality. Their good nature lets you fit in better than the typical Cthulthu-powered warlock, but their natures can also be uncompromising and seemingly cruel in the name of the greater good.<br />
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'''Ascension:''' You ascend to a higher plane of existence, and gain the [Good] subtype and may use ''[[SRD:Greater Teleport|greater teleport]]'' (self only) as a spell-like ability. You are always under the effect of ''[[SRD:Tongues|tongues]]'' and gain the Protective Aura of an angel. Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the warlock. Otherwise, it functions as a ''[[SRD:Magic Circle Against Evil|magic circle against evil]]'' effect and a ''[[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]]'', both with a radius of 20 feet (caster level equals warlock’s HD). This aura can be dispelled, but the warlock can create it again as a free action on its next turn.<br />
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If an ally would die within 30 feet of you from an attack, you can choose to sacrifice yourself in their place as an immediate action. Doing so causes the fatal action to your ally to be negated and your ally subject to a ''[[SRD:Heal|heal]]'' effect, but you "die" in their place and your body fades away. You respawn in the upper planes 3 days later unharmed, allowing you to try and travel back to the material plane.<br />
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''{{Anchor|Angel Wings}} {{Ex}}:'' Your develop beautiful wings soft as down, but strong enough to lift you into the air. You gain a fly speed (good maneuverability) equal to twice your land speed. Requires a minimum class level of 8th.<br />
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''{{Anchor|Aura of Righteous Terror}} ''{{Su}}'':'' Your presence is at once awe inspiring and terrifying. The ability takes effect automatically whenever the warlock attacks, charges, or otherwise displays aggression. Neutral creatures within a radius of 60 feet are shaken for as long as long as they remain in the aura, and evil creatures are frightened for 1 round and then shaken for as long as they remain in the aura. A successful [[Will]] save negates for neutral creatures, and makes evil creatures only shaken for 1 round. Good creatures are unaffected.<br />
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''{{Anchor|Divine Resistance}} {{Ex}}:'' Your soul is guarded by angels watching over you, granting you good fortune in your life. You gain a +1 resistance bonus to all saving throws plus an additional +1 at 4th level and every four levels beyond.<br />
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''{{Anchor|Eyes Inside and Out}} {{Ex}}:'' Tattoos resembling eyes mark your body and grant your omniscient vision. They seem to move and twitch on their own when unobserved. You can see in all directions and cannot be flanked. You always act in a surprise round, and are immune to dazzling and blindness. Once per day you can use ''[[SRD:Commune|commune]]'' as a spell-like ability. Requires a minimum class level of 13th.<br />
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''{{Anchor|Fearless Crusader}} {{Ex}}:'' You've faced such innumerable horrors fighting evil, nothing can phase you. You gain a [[SRD:Paladin|paladin's]] Aura of Courage, becoming immune to fear. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Halo}} {{Su}}:'' You can choose to display a halo over your head which sheds light as a [[SRD:Torch|torch]] as a standard action. It acts as a holy symbol and divine focus, and clearly marks you as an agent of good. While it is active, you can use ''[[SRD:Detect Evil|detect evil]]'' at will and all evil creatures in 10 feet take a -2 penalty on saving throws. It can be discharged as an immediate action to provide an ally in 10 feet a reroll on a failed saving throw. They must accept the result of the reroll, even if it is lower than the first.<br />
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''{{Anchor|Holy Power}} {{Su}}:'' The fires of purification run through you and all your weapons. Any weapons (including weapon-like spells such as eldritch blast) gain the benefit of the [[Holy, Lesser (3.5e Equipment)|lesser holy]] enhancement. This turns into the [[SRD:Holy|holy]] weapon enhancement at 9th level and beyond. This stacks with the actual holy weapon enhancement. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Retribution}} {{Su}}:'' One per day as an immediate action you can reduce rebound divine energy back on your attacker. The damage is the same type as the damage you receive. Evil creatures take the full damage they would have dealt, neutral creatures take half, and good creatures are unaffected. You gain additional use of this ability at 10 HD, and every 10 HD beyond (20th, 30th, etc).<br />
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If an attack kills you, this ability goes into effect immediately, with no action or daily use on your part.<br />
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==== Draconic ====<br />
Dragons are already well known for mucking things up with their magical bloodlines and amazing powers. Making magic contracts with them are also quite potent as you channel to power of these ancient scaled ones. Your powers seem intertwined with elemental power or the strength of alignment, and many effects some with a strange metallic or chromatic shine. As part of gaining this bloodline you gain the Dragonblood subtype.<br />
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'''Ascension:''' You gain the Dragon type with the augmented subtype, and are immune to the frightful presence of dragons. You also gain frightful presence, +5 natural armor, and spell resistance equal to 10 + HD. Dragons start out one step more friendly to you.<br />
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''{{Anchor|Awakening the Blood}} {{Sp}}:'' You gain some of the spellcasting ability of dragons. You gain the spellcasting of a [[sorcerer]] equal to 1/4th your class level, and a caster level equal to your class level. Requires a minimum class level of 13th.<br />
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''{{Anchor|Claws of the Dragon}} {{Ex}}:'' Your nails harden into adamantine claws. You gain two claw attacks which deal 1d4 damage (for medium creatures) and bypass DR/magic. When you gain class level 6th you also gain a bite attack which deals 1d6 damage.<br />
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''{{Anchor|Draconic Immunities}} {{Ex}}:'' Your draconic blood protects you from danger. You become immune to paralysis and sleep effects. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Dragon Wings}} {{Ex}}:'' Your develop scaled intimidating bat-like wings to lift you into the air. You gain a fly speed (good maneuverability) equal to twice your land speed. Requires a minimum class level of 8th.<br />
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''{{Anchor|Eldritch Breath}} {{Su}}:'' Choose the breath weapon of a dragon of your CR or less. You gain it as a breath weapon usable every 1d4 rounds and unlike most bloodline powers you may select this multiple times, choosing a different breath weapon each time. However all breath weapons use the same cool down time. You can change your breath weapon each time you level up. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Energy in the Blood}} ''{{Ex}}'':'' The blood of dragons empower your energy effects. Choose an energy type. You gain +1 damage per HD on any abilities which deal this energy damage, including eldritch blasts and weapon enhancements. You may select this ability multiple times, choosing a different energy type each time.<br />
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''{{Anchor|Iron Scales}} {{Ex}}:'' Your skin is covered in hardened scales or metallic or chromatic color. You gain a +1 enhancement bonus to natural armor plus an additional +1 at 4th level and every four levels beyond.<br />
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''{{Anchor|Pseudodragon}} {{Ex}}:'' You gain the service of a pseudodragon familiar who gains a "breath weapon" of your eldritch blast. It may use any and all augments your eldritch blast has, but only deals half damage and may only use it once every 1d4 rounds. Familiar benefits are based on your character level. Requires a minimum class level of 8th.<br />
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==== Elemental ====<br />
You channel the elements. Choose an element when you take this bloodline. Your eldritch blast always does damage of this element, instead of untyped damage, unless it would be modified by an eldritch essence. You gain a resistance to that element equal to your class level.<br />
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'''Ascension:''' You gain the elemental type with a subtype equal to your chosen elemental type, with everything this implies. You can still be raised from the dead as per your previous type.<br />
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'''Body of Pain {{Su}}:''' Grappling you can be a painful experience. Creatures in a grapple with you automatically take half your eldritch blast damage each round.<br />
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'''Composite Element:''' Choose a second element. Your Eldritch Blast now deals mixed damage (half of each element), and you gain resistance to both elements as per the basic bloodline power.<br />
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'''Discorporation {{Su}}:''' As a full round action you can partially discorporate into your element, duplicating the effect of ''[[Heart of a Champion (3.5e Maneuver)|heart of a champion]]''. Requires class level 8.<br />
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'''Elemental Absorption {{Ex}}:''' Any damage blocked by your elemental resistance instead heals you.<br />
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'''Elemental Flight {{Su}}:''' You can run like lightning, or shoot your element out behind you like a jet...of acid...or something. You gain a fly speed (good maneuverability) equal to twice your land speed. Requires Elemental Trail.<br />
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'''Elemental Shielding {{Ex}}:''' Your element of choice occasionally bursts or zaps around you. You gain a +1 natural armor bonus to AC, plus an additional +1 at 4th level and every 4 levels beyond.<br />
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'''Elemental Trail {{Su}}:''' When you move, you leave a trail of your element behind you. For one round, anyone moving in a space you moved through in the prior turn takes half your eldritch blast damage. Requires a class level of 3.<br />
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'''Piercing Element:''' Your eldritch blast ignores an amount of elemental resistance equal to your own elemental resistance. If you somehow gain immunity, it ignores immunity, though not against creatures with the elemental subtype matching your element.<br />
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==== Entropy ====<br />
The knowledge of the impending end of the universe has lead many to madness, however you draw your magical power from creature which strive on or seek to accelerate this steady universal decay. The power of entropy encourage steady but unstoppable progress that will eventually bring down anyone and everyone, even the warlock himself. <br />
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'''Ascension:''' You become one with the void and eternity. You no longer need to breath, eat or sleep and gain a fly speed equal to twice your land speed with perfect maneuverability. You become immune to entropy, you are healed by both positive and negative energy as well as immune to the [[SRD:Disintegrate|''disintegrate'']] spell or similar effect. This immunity extend to the point that you can survive 1 round of exposure to a [[SRD:Sphere of Annihilation|Sphere of Annihilation]], allowing you to move away to safety or push it away.<br />
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''Decaying Lifeforce {{Ex}}:'' The power of entropy has taken a toll over your auras. You can no longer be detected by ''detect'' spells (such as [[SRD:Detect Evil|''detect evil'']] or [[SRD:Detect Undead|''detect undead'']]). You also gain the Darkstalker<sup>LoM</sup> feat as a bonus feat.<br />
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''Eternity is a Moment {{Su}}:'' You gain the ability to pass time as an instant, causing your body to rapidly age and effects on yourself to decay. As a standard action you may have 1 hour worth of time suddenly happen on your body and any effects, positive or negative, affecting you. This can end a negative effect which would last a minute instantly, but if overused will cause you to grow hungry and tired.<br />
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''Heat Death {{Su}}:'' You understand that everything cool down and die, even the universe. Once per round, as a free action on your turn you may deal 1 point of cold damage to a creature within 30 feet of you. This increase by 1 point at each odd class level beyond 1st level.<br />
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''Inner Void {{Ex}}:'' You completely embrace the void within you, riding yourself of your emotions and changing your body permanently. You gain the [[Shades of Death (3.5e Feat)|Shades of Death]] feat even if you do not meet the prerequisites. Requires a minimum class level of 3rd. <br />
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''Master of the Sphere {{Su}}:'' You gain the ability to shape your eldritch blast in the same shape as a [[SRD:Sphere of Annihilation|Sphere of Annihilation]]. Your eldricth blast then behave just as a [[SRD:Sphere of Annihilation|Sphere of Annihilation]], except instead of instantly killing anyone who come in contact with it it simply deal five times your eldritch blast damage. There sphere must be conjured within 15 feet of yourself and not in an occupied square. While the sphere is in existence you cannot use your eldritch blast. You gain a +8 bonus on your control checks with your own sphere. This is an eldritch shape. Requires a minimum class level of 13th. <br />
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As a side benefit you may use your [[Charisma]] instead of your [[Intelligence]] on your [[SRD:Sphere of Annihilation|Sphere of Annihilation]]'s control checks.<br />
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''Nothingness Ever After {{Ex}}:'' When you die you do not pass into any afterlives, you simply experience the sweet bliss of oblivion. This make you immune to any effects which would move or trap your soul and make it so a soul is not required for resurrection. In fact the lack of afterlife make it so that when you are brought back from the dead you do not lose a level or [[Constitution]]. Requires a minimum class level of 3rd. <br />
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''Snuff Lifeforce {{Sp}}:'' You gain the ability to use [[SRD:Death Knell|''death knell'']] as an immediate action at-will. <br />
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''Void Blast {{Su}}:'' The Entropy Warlock firing bolt of raw entropy at her targets, tearing them apart. Your eldritch blast cause creature to rapidly decay, causing them to [[Burning (3.5e Condition)|burn]] at the start of each of their turn, with a [[Will]] save allowed to end the effect. This is a 4th level eldritch essence. Requires a minimum class level of 8th.<br />
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==== Fey ====<br />
Your power is a result of mischievous or sinister fey meddling in the affairs of the material world, or the unwitting deal with a fair folk which surely had or will have unexpected consequences. Like the fey, your power is random and capricious, seeming to act with a mind of its own. It is your good fortune that it chooses to obey you for now.<br />
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'''Ascension:''' You become more like a fey and may count as a fey when beneficial (though your type remains outsider). Your body is so in tune with the fey you gain regeneration 10 which is bypassed by cold iron and any attacks from aberrations or constructs. You may Hide in Plain Sight when in natural terrain like a [[ranger]].<br />
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''{{Anchor|Animal Tongue}} {{Sp}}:'' Perhaps you're a Disney princess, or maybe you're a furry. Whatever the case, you gain ''[[SRD:Speak with Animals|speak with animals]]'' as a spell-like ability at will, and you may use normal social checks in place of Handle Animal. You gain Handle Animal and Ride as class skills.<br />
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''{{Anchor|Champion of the Wild}} {{Ex}}:'' You have a powerful hatred for unnatural beings. You gain a favored enemy as a [[ranger]] of your level, but can only choose between aberrations and constructs. You gain the full bonus as if it were your main favored enemy. You may select this power twice, the second time choosing the other enemy type as a ranger of your level -5.<br />
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''{{Anchor|Deceiving Noise}} {{Sp}}:'' Around you, things are never as they seem. You gain ''[[SRD:Ghost Sound|ghost sound]]'' as a spell-like ability at will. If you have both this and Deceptive Vision, they can combine into one effect duplicating ''[[SRD:Major Image|major image]]'' at will. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Deceiving Vision}} {{Sp}}:'' Around you, things are never as they seem. You gain ''[[SRD:Silent Image|silent image]]'' as a spell-like ability at will. If you have both this and Deceptive Noise, they can combine into one effect duplicating ''[[SRD:Major Image|major image]]'' at will. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Doppleganger}} {{Sp}}:'' You create a doppleganger to trick your foes. As a move action you can duplicate the effect of ''[[SRD:Mirror Image|mirror image]]'', but only produce a single copy of yourself which lasts until destroyed or dispelled. You can have no more than one doppleganger at a time, and it does not stack with ''mirror image''. Requires a minimum class level of 8th.<br />
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''{{Anchor|Fey Trickery}} {{Ex}}:'' You are good at deceiving others in the heat of combat. You gain [[SRD:Improved Feint|Improved Feint]] as a bonus feat, ignoring pre-requisites. In addition if you take a standard action you may take 10 on your bluff check to feint.<br />
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''{{Anchor|I Was Never There}} {{Su}}:'' In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. Requires a minimum class level of 13th.<br />
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''{{Anchor|Magical Performer}} {{Su}} and {{Sp}}:'' You gain Perform as a class skill, and the countersong and fascinate abilities of a [[bard]]. Your class level stacks with bard for determining the power and effectiveness of various bardic music abilities, as well as the number of bardic music attempts per day. Finally you gain ''[[SRD:Summon Instrument|summon instrument]]'' as a normal spell-like ability at will (no arcane failure chance).<br />
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==== Genie ====<br />
Your power come form the mysterious genies, great being from the elemental planes. The power of the genies have to do with the elements, changing size or consistency and of course granting wishes... or twisting them.<br />
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'''Ascension:''' You gain the ability to grant three [[SRD:Wish|wish]] per day to any other creatures. You cannot grant these wish to yourself and you need to pay any material or XP component. <br />
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''Djinni's Whirlwind {{Su}}:'' You gain the Whirlwind ability of a [[SRD:Djinni|Djinni]]. Requires a minimum class level of 3rd.<br />
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''Gaseous Form {{Su}}:'' As a move action you may turn into a [[SRD:Gaseous Form|gaseous form]] at-will. You may return to to your normal form as a free action. Requires a minimum class level of 8th.<br />
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''Genies's Endurance {{Ex}} and {{Su}}:'' You are constantly under the effect of [[SRD:Endure Elements|''endure elements'']]. You are also constantly under the effect of [[SRD:Adapt Body|''adapt body'']] but only on the elemental planes. <br />
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''Grant Wishes {{Ex}}:'' You gain [[Wishcasting (3.5e Feat)|Wishcasting]] as a bonus feat. You can learn [[Minor Wish (3.5e Spell)|''minor wish'']] as a lesser invocation and [[SRD:Limited Wish|''limited wish'']] as a dark invocation. You need to pay any material or XP component of your wish and you cannot grant yourself a wish, it must be made through the [[Wishcasting (3.5e Feat)|Wishcasting]] for another creature. <br />
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''Heatblast {{Sp}}:'' You learn a new Eldritch Essence, which turn your eldritch blast into a blast of superheated air. Your eldricth blast deal fire damage and all creature caught in it are [[SRD:Bull Rush|Bull Rushed]] away from the source (either you or the origin of the blast) using your [[Charisma]] instead of your [[Strength]]. You cannot move alongside the creature but it movement is not limited to 5 feet.<br />
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''Janni's Change Size {{Sp}}'' You gain the Change Size ability of a [[SRD:Janni|Janni]]. This ability is usable a number of times per day equal to your [[Charisma]] modifier. Requires a minimum class level of 3rd.<br />
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''Lamp's Home {{Su}}:'' You can turn any mundane lamp into a home for yourself. This behave as the [[SRD:Rope Trick|rope trick]] spell except the only entrance to the dimension is through the lamp and only you or gaseous creatures can enter it. If the lamp is destroyed you and any objects there are ejected. If a [[SRD:Magic Circle against Chaos|Magic Circle against Chaos]] is cast upon the lamp or if the lamp is placed in one you become trapped in it until the duration run out or the lamp is otherwise freed. <br />
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''Wishing for Wishes {{Su}}:'' Whenever you use [[SRD:Wish|''wish'']] or a [[SRD:Ring of Three Wishes|Ring of Three Wishes]] you gain an extra wish out of it. Requires a minimum class level of 13th.<br />
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==== Ghost ====<br />
Your power has spooky ethereal origins, things related to ghosts, the undead, and forbidden rituals involving life and death itself. You often feel as if you're being haunted or there are unseen presences watching you and judging your actions, and may feel more comfortable with the dead than the living.<br />
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'''Ascension:''' You become half-dead, always dancing between this world and the next. As a standard action at will you may toggle between being material or gaining the incorporeal subtype. While incorporeal, you gain your [[Charisma]] modifier as a deflection modifier to AC (though you lose any natural armor or physical armor and shields). You can always see into the ethereal plane, out to 60 feet.<br />
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''{{Anchor|Ghost Touch}} {{Ex}}:'' Things you wield shift between the planes and end up on both. Any weapons you wield are considered ghost touch weapons, and any armor you use adds its armor bonus against incorporeal touch attacks. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Jacob's Revolving Door}} {{Ex}}:'' Going between living and dead is easy for you. If you die and your body is intact, you can still be healed back to life (such as with ''[[SRD:Cure Light Wounds|cure]]'' spells) no matter how far into the negatives you go. Destroying the body prevents you coming back in this way. Even so, revival attempts only cost half as much in gp and XP, and do not penalize you with lost levels or [[Con]]. Requires a minimum class level of 13th.<br />
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''{{Anchor|One of Us}} {{Ex}}:'' The undead treat you as one of their own. They do not inherently attack you unless commanded to do so, and you possess a +4 dodge bonus against the undead. You may use bluff, diplomacy, and intimidate on even non-intelligent undead and speak to them regardless of language. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Schrodinger's Warlock}} {{Ex}}:'' You resonate with both the energies of the living and the dead. You can healed by both positive and negative energy, and are immune to energy drain. Requires a minimum class level of 8th.<br />
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''{{Anchor|To Spooky For Me}} {{Su}}:'' You can make a melee touch attack as a standard action which causes living creatures to become shaken for 1 round/level, Will negates. If you touch a shaken creature who has HD equal or less than you, they become frightened for 1 round. Against undead, it becomes a save vs being staggered for 1 round regardless of HD.<br />
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''{{Anchor|Turn/Rebuke Undead}} {{Su}}:'' Show your mastery over the forces of the dead. You gain turn undead (or rebuke undead) of a [[cleric]] of your class level.<br />
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''{{Anchor|Undead Durability}} {{Ex}}:'' You are more object than man. You gain DR/lethal equal to your class level, and you do not tire from any activity covered by the [[SRD:Endurance|Endurance]] feat. For example, you may run without stopping.<br />
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''{{Anchor|Undead Resistance}} {{Ex}}:'' You can shrug off many things as if you were undead. You gain your [[Charisma]] modifier or your class level, whichever is lower, to saves against ability damage, ability drain, death effects, energy drain, mind-affecting, and stunning. You also gain darkvision 60 ft, or improve your existing darkvision by +30 ft.<br />
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==== Illithid ====<br />
Time traveling psychic squids have been messing with you, altering your genetic code, stealing your brain, and augmenting you. Somehow you've gotten an illithid's psionic touch and channel the power of the elder brains in your eldritch might.<br />
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'''Ascension:''' You discard your body and become a floating brain with a psionic projection of a body in its place. You may count as three sizes smaller than normal when beneficial, and gain a fly speed of 90 ft (perfect). Being three sizes smaller you can fit through smaller places. If you are killed, you may immediately duplicate the effect of ''[[SRD:Mind Switch|mind switch]]'' on your killer with a [[Will]] save to resist. If successful, you retain this body for 1d10 days. If not expelled before then, the stolen body transforms into a duplicate of your original body with your original abilities and other attributes.<br />
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''{{Anchor|Flayer Tentacle}} {{Ex}}:'' You gain a long tentacle hidden in your mouth which deals 1d4 points of damage for a medium creature, and has improved grab. You may use your [[Charisma]] instead of your [[Strength]] for grapple checks with your tentacle. Unlike most powers, you can take this power up to four times, gaining a new tentacle each time. When you have four tentacles, your face transforms to resemble more like an illithid and successfully pinning a creature gives you the option to eat their brains on the next round. They must make a [[Fortitude]] save or die as their brain is eaten, a successful save instead deals critical hit damage for all the tentacles. If you eat a brain, you gain all their memories for 24 hours, allowing you to use their skill ranks in place of your own. You do not, however, obtain any class features or feats of the eaten creature. Memories not specifically recalled or written down fade after 24 hours.<br />
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''{{Anchor|Force of Intellect}} {{Ex}}:'' All class features which run off [[Charisma]] now run off [[Intelligence]]. You also may use your Intelligence in place of Charisma based skill checks and ability checks.<br />
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''{{Anchor|Mind Blast}} {{Sp}}:'' As a normal spell-like ability (no arcane spell failure), you can project a blast of disruptive psychic energy in a 60 foot cone, or a 30 foot radius burst centered on yourself. Creatures must make a [[Will]] save or be stunned for 1d4 rounds. You may use a mind blast every 1d4 rounds. Requires a minimum class level of 8th.<br />
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''{{Anchor|Mind of Telepathy}} {{Su}}:'' You gain the effects of wearing a [[SRD:Helm of Telepathy|helm of telepathy]], including its interaction with certain spells such as ''[[SRD:Phantasmal Killer|phantasmal killer]]''. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Obtain Psicrystal}} {{Ex}}:'' You gain the [[SRD:Psicrystal Affinity|Psicrystal Affinity]] feat. You may share your invocations with your psicrystal whenever you would otherwise use powers.<br />
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''{{Anchor|Psi Blast}} {{Sp}}:'' Your eldritch blast can be fired as a psionic blast. It makes the blast a mind-affecting effect, but also destroys 1 power point per damage die (or 1 point of [[Int]] damage if they do not have any power points). For any effects which provoke a saving throw from your blast, you can change it from a [[Fort]] or [[Reflex]] save to a [[Will]] save when desired. Unlike eldritch blast, it suffers from no arcane spell failure. This counts as an eldritch essence.<br />
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''{{Anchor|Reflective Mind}} {{Su}}:'' Whenever you are subject to a mind-affecting effect and it is caught by your spell resistance or you succeed on the saving throw, you redirect it at a new target (including the original caster) as if you had cast it yourself with a +4 bonus on the DC. Requires a minimum class level of 13th.<br />
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''{{Anchor|Thrall Master}} {{Su}}:'' Whenever you use a charm or compulsion effect, you gain a +1 bonus to the DC and the effect is automatically [[SRD:Extend Spell|extended]]. In addition, creature immune to mind-affecting effects are no longer immune, though they recieve a +8 bonus on their saving throws. Requires a minimum class level of 3rd.<br />
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==== Infernal ====<br />
You or an ancestor made a deal with the devil, gaining fantastic infernal power at a high cost. Your infernal legacy gives you a commanding presence over others and fame and fortune in the now, but will you retain such prestige later when you are beholden to forces above you, forces who do not have your best interest at heart?<br />
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'''Ascension:''' You become a devilish version of yourself, your appearance somehow grim and heartless. You become immune to poison and fire, and gain telepathy out to 100 feet. You also gain the Summon spell-like ability of a devil, calling in any number of devils whose CR equals your HD or less a day, and none whose CR is greater than 1/2 your HD. For example, a level 20 warlock can have up to two CR 10 devils. Summoned creatures are actually called beings who otherwise follow your instruction and who exist for 1 hour before being sent back.<br />
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''{{Anchor|Aura of Fear}} {{Su}}:'' Your very presence causes others to shake in their boots. You gain an aura of fear out to 10 feet whenever making any sort of aggresive or hostile threat or action. Creatures with less HD than you must make a [[Will]] save or be frightened for 1 minute and shaken for 1 round/level afterward, save negates. Creatures equal to your HD or higher instead save or are shaken for 1 round/level, save negates. Regardless of the result a creature is immune to your aura of fear for 24 hours afterward. Requires a minimum class level of 8th.<br />
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''{{Anchor|General of War}} {{Ex}}:'' Your tactical prowess is hell for your enemies. As a swift action you can target one creature within 60 feet and command others to attack them. You and any allies attacking this creature gains a +2 bonus to their attack rolls against this creature for 1 round.<br />
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''{{Anchor|Hellfire Blast}} {{Su}}:'' You now channel the power of hell itself. You can convert any source of hp damage to deal hellfire damage instead. It counts as fire damage, but ignores resistance to fire and immunity to fire only halves the damage. In addition it works very effective against creatures with the chaotic or good subtypes, dealing +50% additional damage to them. This does not count as a warlock essence. Requires a minimum class level of 13th.<br />
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''{{Anchor|Infernal Branding}} {{Sp}}:'' With a touch you can brand someone and mark them as your own. As a touch attack you inflict a mark similar to ''[[SRD:Arcane Mark|arcane mark]]'' onto a creature in a somewhat painful process. As a result you become aware of that creature as per ''[[SRD:Status|status]]''. You may do this at will, with a [[Will]] save to negate when performed on unwilling creatures. The mark lasts for 1 month, or until removed by ''[[SRD:Dispel Magic|dispel magic]]'' or any effect which removes ''arcane mark''. This counts as a 2nd level spell. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Infernal Skin}} {{Ex}}:'' You are more resilient than your typical warlock. Any instances of DR/cold iron from this class now grant DR/silver. In addition choose chaos or good. Your DR/silver becomes DR/silver and X, where X is the alignment you chose. You can select this power twice, the second time choosing the second alignment and giving you DR/silver and chaos and good.<br />
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''{{Anchor|Silver Tongue}} {{Ex}}:'' You have a way with words. You gain Diplomacy and Speak Language as class skills, and whenever you use an effect from the charm or compulsion subschools the DC rises by +1.<br />
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''{{Anchor|Soul Stealer}} {{Su}}:'' Souls are valuable, and they weren't using it anyway. Whenever you kill a creature with your eldritch blast or one of your invocations, you can choose to steal their soul. You can hold onto one soul at a time until you release it, use it (with any methods which involve souls), or seal it away in a crystal vessel worth 1000 gp for every HD the creature possessed (as per ''[[SRD:Trap the Soul|trap the soul]]''). Possessing a soul gives you knowledge of how many HD it possesses. As long as the soul is imprisoned within you or a crystal, the creature cannot be revived. If you die, any soul you are currently holding within yourself is freed. Creatures attempting to revive the soul become aware it is trapped and who is trapping it, but nothing else. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Terrify the Masses}} {{Ex}}:'' You may make intimidate checks against all creatures within 30 feet. In addition if you spend 1 minute making an intimidating speech, the effect applies to all creatures which can see and hear you. Finally if your intimidate check exceeds the DC by 20 or more, creatures will not become unfriendly or hostile afterwards as you successfully instill fear deep within their core.<br />
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==== Ki Force ====<br />
Your bloodline reverberates with the very pulse of life known as ki. It transforms you from shadowy chaotic spellcaster to something more of a martial artist, whose attacks are the very essence of life itself. As taking this bloodline, your [[Reflex]] save becomes good and your [[Will]] save becomes poor, and your DR/cold iron becomes DR/adamantine.<br />
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'''Ascension:''' Your type changes to Outsider (Native) with the augmented subtype, and you count as both an outsider and your original type when beneficial. You also gain fast healing 5. When you die, you appear on the Astral Plane alive, but unable to leave until revived or a year and a day passes in which you respawn within 1 mile of your death. While you are on the astral, slain or not, you may use ''[[SRD:Sending|sending]]'' at will (with a standard action cast time) as your mind reaches across dimensional barriers. Killing you on the astral plane will kill you normally with normal revival methods.<br />
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''{{Anchor|Bonus Feat}} {{Ex}}:'' Your combat training grants you any Fighter or Monk bonus feat you qualify for, and you count as a fighter and monk of your level.<br />
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''{{Anchor|Brick Breaker}} {{Ex}}:'' Once per encounter as a free action, you may surge with power and augment any one sunder attack, break DC, or [[Strength]] check, and gain your class level as a morale bonus to the check (or to damage for a sunder attack). In addition as a constant effect, your unarmed strike and eldritch blast damage is not reduced before hardness. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Close Combat Ki}} {{Ex}}:'' Your eldritch blast no longer provokes attacks of opportunity (either for being a ranged attack, nor a spell-like ability), and you can use your eldritch blast as a melee touch attack if you wish.<br />
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''{{Anchor|Evasive Reactions}} {{Ex}}:'' You gain evasion. Requires a minimum class level of 3rd, and be taken a second time at 13th level and beyond to gain Improved Evasion.<br />
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''{{Anchor|Flash Step}} {{Ex}}:'' Your movement speeds increase by +10 ft, and you count as being ''[[SRD:Invisible|invisible]]'' while moving. Requires a minimum class level of 8th.<br />
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''{{Anchor|Perfect Body}} {{Sp}}:'' You gain the unarmed strike and scaling of a [[monk]] of your level, and you gain [[Masterwork Body (3.5e Feat)|Masterwork Body]] as a bonus feat. You may apply materials to your unarmed strike and body as if they were manufactured light weapons or light armor.<br />
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''{{Anchor|Strong Heart}} {{Su}}:'' You may use your [[Constitution]] in place of your [[Charisma]] for the purpose of DCs with this class and its invocations, and you gain [[SRD:Endurance|Endurance]] as a bonus feat. If you already have Endurance, you gain [[SRD:Diehard (Feat)|Diehard]]. If you already have Diehard, the range you can survive before dying increases by 10 hp.<br />
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''{{Anchor|Supercharge}} {{Su}}:'' Once per day as a full round action, you enter a state of enhanced fighting ability not unlike a [[SRD:Barbarian|barbarian's]] rage (though your spellcasting is unhindered). You gain bonuses to two ability scores of your choice as a barbarian of your level would get with rage, as well as falling under the effect of ''[[SRD:Haste|haste]]''. When using eldritch blast you can fire a second blast that deals half damage on a full attack. If you would be dropped to under 0 hp while you are in this state, you can sacrifice this state as a non-action and end it early, but remain at -1 hp and stable. After this ability is expended, you are exhausted for 10 minutes afterward. Requires a minimum class level of 13th.<br />
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==== Myconid ====<br />
Your powers stem from the underdark spores which have invaded your body. They carry the power of your eldritch might through the dust in the air.<br />
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'''Ascension:''' You now constantly emit microscopic spores from which your memories are retained. You gain regeneration 0 which is bypassed by fire and any effect which harms plants specifically. You count as a Plant for the purpose of interacting with spells and abilities. If you die, you will respawn in 1d10 days within a mile of your death, reborn from a mushroom that appears in the area. Your revival can be interrupted if the mushroom is found, it has hardness 2, as many hp as you do normally, and the same regeneration but increased to regeneration 5.<br />
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''{{Anchor|Eldritch Cloud}}:'' You release spores into the air which emit thousands of tiny eldritch blasts between themselves. Treat as ''[[SRD:Fog Cloud|fog cloud]]'' but it does not obscure sight, instead creatures within must make a [[Reflex]] save or receive your eldritch blast damage, save negates. The cloud lasts for 1 minute or until you make another eldritch cloud. This is considered a 5th level eldritch blast shape. Requires a minimum class level of 8th.<br />
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''{{Anchor|Healthy Mushroom}} {{Ex}}:'' Every day your body produces useful mushrooms that you or others can eat. It has the effect of ''[[SRD:Goodberry|goodberry]]'' each day excempt the effect only remains viable for 24 hours. When you gain Lesser invocations, it also carries the effect of ''[[SRD:Lesser Restoration|lesser restoration]]'' when eaten. When you gain Greater invocations, it becomes ''[[SRD:Restoration|restoration]]'' and also can be crushed and used as a salve that cures petrification (as using ''[[SRD:Stone to Flesh|stone to flesh]]''). When you gain Dark invocations, it cures all status effects that would be cured by ''[[SRD:Heal|heal]]'' in addition to its ''restoration'' effect. <br />
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''{{Anchor|Itching Powder}}:'' Your eldritch blast causes people to become incredibly itchy. Creatures hit by your blast must make a [[Fortitude]] save or take a -1 penalty to attack rolls, ability checks, and skill checks for 1 minute or until they spend a move action to scratch themselves. The penalty increases by -1 at 3rd level and every odd level beyond to a maximum of -10 at 19th level. This is a 2nd level eldritch essence.<br />
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''{{Anchor|Reanimating Spores}} {{Su}}:'' You can touch a dead creature and reanimate them as if they were a [[SRD:Zombie|zombie]], though they count as a Construct instead of an Undead. The creature remains animated as long as you Concentrate, and remains standing but goes inert when no concentrated on. Regardless how many you reanimate, you can only concentrate on one at a time and these creatures continue to decay as normal, typically becoming to rotten after 3 days in normal environments. This does not add to your control pool for the number of undead you can control.<br />
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''{{Anchor|Regenerating Earth}} ''{{Ex}}'':'' Whenever resting on earth or underground for at least 1 hour, you gain fast healing 5 and are considered to have eaten a full meal. It ends the moment you engage in any strenuous activity. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Sporemind}} {{Ex}}:'' You can spread spores that links them to your fungal hivemind with a touch, with a DC 10 + 1/2 level + [[Charisma]] modifier [[Fortitude]] save to negate. You have telepathy to anyone so infected out to unlimited range on the same plane, and ''[[SRD:Status|status]]'' effect on them. You can also employ any invocation or eldritch blast upon the target from unlimited range, but doing so burns out the infection and ends the effect. No matter how many creatures you have in your sporemind, you are not distracted by the surge of new information. Requires a minimum class level of 13th.<br />
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''{{Anchor|Spore Talk}} {{Su}}:'' You become able to speak to plants and fungi as if always under ''[[SRD:Speak with Plants|speak with plants]]''. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Stun Spore}} {{Su}}:'' You can release a puff of spores out to 5 ft from your body, forcing a [[Fortitude]] save DC 10 + 1/2 level + [[Constitution]] modifier. Creatures that fail the save are stunned for 1 round, save negates. You may use this once per class level each day.<br />
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==== Primal ====<br />
Your powers stem from far back in time, before life crawled the earth and outsiders battled in the heavens and hells. Before all things there were the primal elemental forces clashing and forming a grand cosmic maelstrom. Your soul is as conflicted and turbulent as the ancient cataclysms of the past and it links you to the strange and inhuman whims of elemental beings.<br />
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'''Ascension:''' You gain an elemental subtype (Air, Earth, Fire, or Water) and gain an immunity to an energy type (electric, acid, fire, and cold respectively). Any effect which deals damage, including your eldritch blast and magic items, may be converted to dealing the appropriate elemental damage you chose to be immune to. Lastly you may count yourself as the elemental type when beneficial (though your type remains outsider).<br />
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''{{Anchor|Captain Planet}} {{Sp}}:'' With the elements combined, you are captain planet. You gain ''[[SRD:Control Weather|control weather]]'' as a normal spell-like ability (no arcane spell failure). However you can only have one instance of control weather at a time, a second casting dismisses the first. Requires a minimum class level of 13th.<br />
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''{{Anchor|Dampen/Excite Element}} {{Sp}}:'' You can change how vigorous elemental energy is. As a standard action anywhere in Medium range (100 ft + 10ft/level), you can target a magical or mundane effect which deals energy damage (either acid, cold, electricity, or fire). You can either dampen its effect, causing the hazard to deal 50% less its typical energy damage or excite the effect, dealing 50% more energy damage. This has a duration of concentration. If used against an enemy spell effect or an creature which deals energy damage, they get a [[Will]] save to negate. A readied action can apply dampen or excite to instantaneous energy effects.<br />
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''{{Anchor|Elemental Movement}} {{Ex}}:'' You gain a movement related to your element. Choose an element (Air, Earth, Fire, or Water). Air gains a fly speed of 60 ft, good. Earth gains a burrow speed of 30 ft and tremorsense out to 10 feet. Fire gains a +30 bonus to their base land speed and [[SRD:Run|Run]] as a bonus feat. Water gains a swim speed of 60 ft and the ability to breath water. Requires a minimum class level of 8th.<br />
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''{{Anchor|Elemental Resistance}} {{Ex}}:'' You can weather the elements. You gain ''[[SRD:Endure Elements|endure elements]]'' as a constant effect. In addition choose an energy type (acid, cold, electric, or fire). You gain energy resistance 2 per class level you have. Unlike most powers, this may be selected multiple times, each time becoming resistant to a new element. When you ascend, if you become immune to an element you have resistance to by virtue of this power, you may select a new power in its place.<br />
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''{{Anchor|Elemental Resonance}} {{Ex}}:'' You push out more damage than normal hen it comes to energy damage. Choose an energy type (acid, cold, electric, or fire). When dealing this type of damage through any means you add your [[Charisma]] modifier or your class level, whichever is lower, as additional energy damage. Unlike most powers, this may be selected multiple times, each time augmenting a new kind of energy damage.<br />
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''{{Anchor|Natural Blast}} {{Sp}}:'' Your eldritch blast isn't unnatural. If anything, it's too natural. You can choose to have your eldritch blast phase through unworked natural terrain such as stone, trees, and other obstructions. This ignores cover or concealment from natural terrain. Elementals are immune to any natural blasts, and constructs take 50% more damage. This is considered a blast essence. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Turn/Rebuke Elemental}} {{Su}}:'' You can command or destroy the elements at your whim. Choose an elemental subtype (Air, Earth, Fire, or Water). You can turn creatures with this subtype as with turn undead, and rebuke creatures of the opposing type (Fire vs Water and Air vs Earth). You turn/rebuke as a [[cleric]] of your level.<br />
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''{{Anchor|World Speaker}} {{Sp}}:'' You can listen to the long slow voice of the planet. You gain ''[[SRD:Commune with Nature|commune with nature]]'' as a normal spell-like ability (arcane spell failure does not apply) at will. Requires a minimum class level of 3rd.<br />
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==== Quori ====<br />
In the plane of dreams, nightmares become reality in the form of the quori. They plot against the material plane, seeking to harvest more mental energy from the unsuspecting populace. Perhaps you play host to one, or have made a deal with one to gain access to the minds of others. But can you trust something that feeds on your fears?<br />
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'''Ascension:''' You become half-unreal, formed of the very stuff of dreams themselves. You gain the [[Dreamborn (3.5e Subtype)|dreamborn]]<sup>Hyper</sup> subtype, which grants you a 20% miss chance from Unreality. You count as both native to your original home plane and the plane of dreams. In addition whenever you go to sleep (or rest if you are a creature that does not sleep) you may vanish into the plane of dreams and travel up to 1000 miles for every hour you are asleep, as if teleporting. You can also reach other planes after 1d4 hours of sleeping. This operates similar to ''[[SRD:Shadow Walk|shadow walk]]'', but you travel through the plane of dreams.<br />
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''{{Anchor|Dream Touch}} {{Sp}}:'' You can invoke dream states in others. At will as a touch attack you force a [[Will]] save or fall asleep for 1 round/level, save negates. Regardless of the success or failure of the ability a creature can only be affected by this power once every 24 hours. This is a mind-affecting effect. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Dreamcrafter}} {{Sp}}:'' You can manipulate the dreamscape of others, drawing forth or tampering with their subconscious minds. This power allows you to tamper with the target’s memories as if using ''[[SRD:Modify Memory|modify memory]]'', or you may ask questions as if using ''[[SRD:Speak with Dead|speak with dead]]'' upon a corpse. A successful Will save negates the effect. Regardless of the success or failure of the ability a creature can only be affected by this power once every 24 hours. This is a mind-affecting effect. Requires a minimum class level of 13th.<br />
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''{{Anchor|Latent Talent}} {{Ex}}:'' Dreams and the mind are the domain of psionics. You gain Hidden Talent<sup>XPH</sup> as a bonus feat. If you multiclass with any psionic class you may add your class level for the purposes of determining your manifester level.<br />
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''{{Anchor|No Fear}} {{Ex}}:'' Others manipulate fear, but you were born in it. You become immune to fear. Requires a minimum class level of 3rd.<br />
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''{{Anchor|Primal Terror}} {{Ex}}:'' Any fear effect you produce, by spell or through mundane means, works on anything regardless of immunity. Creatures which are normally immune instead gain a +8 bonus on the save against fear, or the DC against intimidation.<br />
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''{{Anchor|Sleep It Off}} {{Ex}}:'' You can burn through mind-affecting compulsion or charm effects by willingly falling asleep as a free action. If you do so, any mind-affecting compulsion or charm effects are suppressed but continue to burn through their duration. Nothing can force you to unwillingly wake up. Combined with sleepwalker, you can act and shield yourself from charms and compulsions.<br />
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''{{Anchor|Sleepwalker}} {{Ex}}:'' When you are asleep, by choice or forced, you are not helpless and retain all your senses. You may even continue standing, and can only take move actions but you are not flatfooted. At 8 HD, you can take your normal actions, but still cannot attack or do anything requiring concentration. At 16 HD, you gain your full actions each round effectively rendering you immune to sleep.<br />
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''{{Anchor|Dream Precognition}} {{Sp}}:'' When you dream, you see the future. You mimic the effects of ''[[SRD:Moment of Prescience|moment of prescience]]'', though with a casting time of 10 minutes as you must rest and actively daydream or sleep to gain the bonus. Requires a minimum class level of 8th.<br />
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==== Shadow ====<br />
Darkness is where you have made your home. Far away from the terrible blinding light of the sun, you have found strength in the Plane of Shadows and its familiar, but distorted inhabitants. It may seem fake and insubstantial, but to you its as real as anything the material world has to offer, and perhaps even more so.<br />
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'''Ascension:''' You become one with darkness, always outlined in the darkest shadows. You become native to both your original plane and the Plane of Shadow. You benefit from a constant 20% miss chance from concealment in bright light and total concealment (50%) in shadowy illumination or lower. If using ''[[SRD:Shadow Walk|shadow walk]]'', you travel 100x times as quickly, and change planes in 1d4 rounds rather than 1d4 hours.<br />
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''{{Anchor|Chilling Dark}} {{Su}}:'' Your darkness seems to sap the life out of those inside. You can choose to have any [Darkness] effect you produce deal 1 point of cold damage per level for its duration, in addition to any other effects it creates.<br />
<br />
''{{Anchor|Dark Creation}} {{Sp}}:'' You can craft things out of darkness. You gain ''[[SRD:Minor Creation|minor creation]]'' as a normal spell-like ability (no arcane spell failure), but it is an Illusion [Shadow] spell. When interacting with creatures, magical objects, or attended objects they must make a [[Will]] save. If they succeed on the save the item is only 20% real to them, which may make the item deal less damage or not function correctly. At 10 HD, it becomes ''[[SRD:Major Creation|major creation]]'' and the amount on a save goes up to 50%. At 20 HD, the amount on a save becomes 80%.<br />
<br />
''{{Anchor|Hide In Shadows}} {{Ex}}:'' The darkness is enough to conceal you. You gain Hide in Plain Sight as an [[assassin]]. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Negate Light}} {{Su}}:'' You seem darker than you should be, as if you were always in shade. You are immune to any [Light] spells of a spell level equal to 1/2 your level or less (minimum 0th level, maximum 9th level spells at class level 18th).<br />
<br />
''{{Anchor|See In Darkness}} {{Ex}}:'' Your eyes can see through darkness as well as it were full daylight. You can even see through magical darkness effects, including ''blacklight''<sup>SpC</sup>. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Shadow Pin}} {{Sp}}:'' You toss a dagger-shaped bolt of force at a creature's shadow and pin it to the ground. Make a ranged touch attack to a creature in 60 ft. A successful hit immobilizes them, rendering their movement speed to 0 ft, though they can still move and perform other actions. They can free themselves as a standard action to dislodge the dagger from their shadow, or if their square is subject to a [Light] spell, which disrupts the dagger. This does not function on flying creatures. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Shadow Walk}} {{Sp}}:'' The plane of shadow is a familiar home to you. You gain ''[[SRD:Shadow Walk|shadow walk]]'' as a normal spell-like ability (no arcane spell failure) at will. In addition, you suffer no chance of being off target. Requires a minimum class level of 13th.<br />
<br />
''{{Anchor|Touch of Darkness}} {{Su}}:'' As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for 1 round/level, and the creature can remove the dark miasma from their vision with a move action.<br />
<br />
==== Time Lord ====<br />
A time traveler from the distant future or mysterious past has contacted you and granted you strange and alien powers not from your time. Sometimes it is granted by accident, the result of a paradox that involved (or resulted in) your existence.<br />
<br />
'''Ascension:''' You are outside of the concept of time itself. You can choose to be immune to any time based effects such as ''[[SRD:Slow|slow]]''. You can also act within the effect of ''[[SRD:Time Stop|time stop]]'' which occurs within 500 ft. In addition the actions of your alternate timeline selves will revive you from death 1d10 days after you die in a random location on the same plane, though you can only benefit from this once per year. If you die again before the year's end you are not revived.<br />
<br />
''{{Anchor|Altered Progression}} {{Ex}}:'' As a swift action you enter either accelerated or slowed progression of durations. The duration of any effects upon you such as spells or poison and disease count as either 2 rounds or 1/2 rounds, regardless if it is positive or negative. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Delayed Blast}}:'' You can delay your eldritch blasts up to 5 rounds. As long as your target is still within range at the end of the delay, the eldritch blast goes off as normal emanating from where you cast your eldritch blast.<br />
<br />
''{{Anchor|Entropic Aura}} ''{{Sp}}'':'' A shell of entropic energy envelops you. Treat it as an at will spell-like ability of ''[[SRD:Fire Shield|fire shield]]'' with 24 hour duration but protects against negative energy and [[Entropy (3.5e Other)|entropy]] damage, and deals entropy damage (damage die is one size smaller, 1d4 + caster level). This form of entropy damage does not cause targets to age. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Entropic Miasma}} {{Su}}:'' You gain a special essence for your eldritch blast. Your eldritch blast now deals [[Entropy (3.5e Other)|entropy]] damage, but its damage die drops by one step (typically d8s). This form of entropy damage does not cause targets to age. In addition as a touch attack any non-magical unattended object up to a 10 ft cube and deal damage to it via erosion, age, and decay. Hardness applies, but damage is not reduced before hardness.<br />
<br />
''{{Anchor|Eye of Past and Future}} ''{{Sp}}'':'' You gain the following spell-like abilities: At will- ''[[SRD:Object Reading|object reading]]''; 3/day- ''[[SRD:Augury|augury]]''. You gain +1 CL on any divination effects.<br />
<br />
''{{Anchor|Quickening}} {{Su}}:'' You gain ''[[SRD:Haste|haste]]'' up to 1 round per class level per day, as per the [[SRD:Boots of Speed|Boots of Speed]]. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Tintalos Step}} {{Ex}}:'' You can shutterwalk, becoming difficult to target. You gain the effect of [[SRD:Mobility|Mobility]] which stacks with the feat. At 6th level you no longer provoke for the first square of movement you make. At 12th level you no longer provoke for moving.<br />
<br />
''{{Anchor|Unchanging}} {{Ex}}:'' You are unable to decay as if always under ''[[SRD:Gentle Repose|gentle repose]]'' and you cannot be raised as an undead. You become immune to negative energy. At will you can cast an extraordinary ''[[SRD:Temporal Stasis|temporal stasis]]'' (self only), and are able to escape your or any other's ''temporal stasis'' effect as a 1 round action that provokes attacks of opportunity. You may take this action even though you are normally disallowed. Requires a minimum class level of 13th.<br />
<br />
==== Vampire ====<br />
You've made a blood pact with a vampiric being, perhaps as a thrall or as a botched attempt to become a vampire yourself. Or you could just BE a vampire. Be it through blood transmission or demonic interference, vampiric power flows within you and empowers you with the power of the undead.<br />
<br />
'''Ascension:''' You become pale as a vampire and gain many of their traits. You may count as undead when beneficial (though you do not gain undead immunities), and gain fast healing equal to your [[Charisma]] modifier. You are immune to any Necromancy spell, energy drain, or death effect. If you are undead, you gain your [[Charisma]] modifier as a bonus to turn resistance.<br />
<br />
''{{Anchor|Blood Drinker}} {{Ex}}:'' You gain a bite attack which deals 1d6 damage (as a Medium creature). If you bite while in a grapple, you can drink their blood dealing 1d4 points of [[Con]] damage, and healing 5 points of hp for every point of [[Con]] damage dealt. You can survive off blood alone and do not need to eat or drink otherwise.<br />
<br />
''{{Anchor|Blood Scent}} {{Ex}}:'' You gain the scent special quality to any blood-bearing creatures. At 10 HD the scent is so accurate you can pinpoint creatures as if using blindsight.<br />
<br />
''{{Anchor|Cloak of Darkness}} {{Sp}}:'' You cover yourself in dark shadows, giving yourself a +4 armor bonus, plus an additional +1 at 3rd and every odd level beyond (5th, 7th, etc). While wearing the cloak you are protected from the light temporarly. Natural sunlight strips away 1 point of armor bonus each round, and [Light] spells strip away 1 point of armor for every spell level it possesses. You are not dealt any harmful effects these light sources until the armor is gone. The armor can be returned as a standard action, and otherwise lasts for 24 hours like a normal invocation. It also regenerates 1 point of armor bonus a round in shadowy illumination and darker up to its maximum.<br />
<br />
''{{Anchor|Dominating Gaze}} {{Sp}}:'' As a standard action you can make a creature within 30 ft become [[SRD:Fascinated|fascinated]] for 1 minute. If used on a fascinated creature, they become charmed instead as per ''[[SRD:Charm Person|charm person]]''. If used on a charmed creature you can employ the effect of ''[[SRD:Suggestion|suggestion]]''. A [[Will]] save negates each instance. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Resist Death/Resist Life}} {{Ex}}:'' You empower yourself against negative energy effects, gaining negative energy resistance equal to 2x your class level, and becoming immune at 20th level. If you are undead, you instead gain positive energy resistance.<br />
<br />
''{{Anchor|Vampiric Blast}} {{Su}}:'' Whenever you hit a creature with your eldritch blast, you heal 1 hp for every die of damage it deals. This only counts as an essence, and only functions on living creatures. Requires a minimum class level of 13th.<br />
<br />
''{{Anchor|Vampiric Mist}} {{Sp}}:'' You gain ''[[SRD:Gaseous Form|gaseous form]]'' as a normal spell-like ability at will (no arcane spell failure). In addition if you are brought below 0 hp, you can make a [[Will]] save as an immediate action (DC equals to the amount of damage past 0 hp). If successful, you remain at 1 hp and immediately assume gaseous form. You can continue to make [[Will]] saves to negate damage, but the DC rises by +5 each time until you revert to solid form. Reverting from this semi-involuntary change takes 1 minute. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Vampiric Transformation}} {{Su}}:'' You gain the alternate form ability, though you may only transform into a [[SRD:Bat|bat]], a [[SRD:Small Monstrous Spider|Small]] or [[SRD:Medium Monstrous Spider|Medium monstrous spider]], a [[SRD:Rat|rat]], a[[SRD:Raven|raven]], or a [[SRD:Wolf|wolf]]. Requires a minimum class level of 3rd.<br />
<br />
====Yokai====<br />
You are descended from a strange specie of outsiders and fey, the yokai. You possess the ability to easily trick others and tap into your strange abilities.<br />
<br />
'''Ascension:''' You master the trickery of the yokai, gaining the ability to use any non-damaging invocations as a swift action.<br />
<br />
''Bakeneko's Control {{Su}}:'' You gain Rebuke Undead as a [[SRD:Cleric|Cleric]] of your level.<br />
<br />
''Foxfire Blast {{Su}}:'' You can make your Eldritch Blast deal fire or electricity damage (chosen at time of use). If you use this as an essence, it deals mixed fire and electricity damage and leave a [[SRD:Faerie Fire|''faerie fire'']] effect on any creature damage by your eldritch blast, lasting for 1 round per class level.<br />
<br />
''Kamaitachi's Fury {{Su}}:'' As a full round action, you can unleash you fullest fury. You automatically hit all enemies within 60' with your eldritch blast. After you do this, you become [[SRD:Fatigued|fatigued]] and cannot use your eldritch blast (both for 1d4+1 rounds). Any foes killed by this blast is sliced in half, rendering their body unsuitable for [[SRD:Raise Dead|''raise dead'']]. This counts as a blast shape. Requires a minimum class level of 13th.<br />
<br />
''Kappa Skin {{Ex}}:'' You gain the Aquatic subtype and the Amphibious Special Quality, as well as the [[Dry Skin (3.5e Feat)|Dry Skin]] feat. Requires a minimum class level of 8th.<br />
<br />
''Oni's Fortitude {{Ex}}:'' You can never get intoxicated from alcohol, never getting more than slightly buzzed no matter how much you drink. Additionally, you gain a bonus to saves against poison and disease equal to your class level (minimum +3).<br />
<br />
''Neck of the Rokurokubi {{Ex}}:'' Your neck can stretch to extreme lengths. You gain a bite feral strike (1d4 damage, +1 Con damage on a crit threat) which you can use out to your normal reach +10'. You only threaten with this bite out to your normal reach. Additionally, you can use your long neck to look at things from further away or from different angle within your normal reach +10 by moving your head in position.<br />
<br />
''Spirit Nobility {{Ex}}:'' You have gained a lordship in the lands of the spirits. You are constantly affected by [[Regal Presence (3.5e Spell)|''regal presence'']], although you cannot use the sanctuary portion of this spell and it does not apply to humanoids or animals. Additionally, you gain [[Commoner Authority (3.5e Feat)|Commoner Authority]] as a bonus feat, with the same type restrictions as above. Requires a minimum class level of 8th.<br />
<br />
''Tanuki's Touch {{Su}}:'' You can transform leaves you touch into mundane equipment with a total net worth no more than ten times your class level. You can do this at will, but the transformation lasts only while you are touching them. Requires a minimum class level of 3rd.<br />
<br />
''Tengu's Fan {{Su}}:'' As long as you have one hand free, you may manifest a magic fan that allows you to use [[SRD:Gust of Wind|''gust of wind'']] at will. Only you can use the fan for this purpose, and if it is broken or stolen, you may manifest it at will. Requires a minimum class level of 3rd.<br />
<br />
''Yokai Tail {{Ex}}:'' You grow a magical tail, which further increases your potential. Gain an extra invocation known at each level you have access to. Requires a minimum class level of 3rd.<br />
<br />
''Yokai Trickery {{Su}}:'' You can replicate [[SRD:Disguise Self|''disguise self'']] at will. This counts as a transmutation effect rather than an illusion effect, but is still seen through by True Seeing.<br />
<br />
==== Yuan-Ti ====<br />
In the ancient days where mankind was still very young, an ancient race of snake people ruled over the earth. They took men and women as slave and bred with them, while their empires have fallen from power the trace of their heritage still remain. As a warlock you draw power form the same source as the Yuan-Ti Anathema, the godlike being who now rule over the Yuan-Ti and used to rule over mankind so long ago.<br />
<br />
'''Ascension:''' You unlock the full power of your Yuan-Ti heritage and effectively become a Yuan-ti Anathema. You gain Regeneration 5 bypassed by admantine and force. As a swift action you may replace your head with six snake heads, granting you the all-around vision ability and increasing the reach of any bite attack you possess by 10 feet. This ability automatically activate if you are ever beheaded and you may return to normal as a standard action.<br />
<br />
''{{Anchor|Forked Tongue}} {{Ex}}:'' You gain a +4 bonus to bluff, the [[Goad (3.5e Feat)|Goad]] feat and you are also under a constant [[SRD:Speak with Animals|''speak with animals'']] effect (snakes only).<br />
<br />
''{{Anchor|Form of the Serpent}} {{Su}}:'' You may use the Alternate Form ability to turn into any kind of snake-like animals whose CR is equal or less than half your class level (minimum 1). You gain the Shapechanger subtype.<br />
<br />
''{{Anchor|Grow Tail}}:'' You become much more like a Yuan-ti Abomination, gaining the [[Snake Tail (3.5e Feat)|Snake Tail]] feat even if you do not meet the prerequisites.<br />
<br />
''{{Anchor|Hypnotic Gaze}} ''{{Su}}'':'' As long as you maintain eye contact (treat this as a gaze attack), increase the caster level and DC of any spells or spell-like ability of the (charm) or (compulsion) subschool by 1. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Poisonous Fangs}} {{Ex}}:'' You gain a basic bite feral strike which inject a poison when successfully used. The poison deal 1d6 [[Constitution]] damage as primary damage on a failed [[Fortitude]] save with no secondary damage. Your bite attack also possess the [[SRD:Improved Grab|Improved Grab]] special ability. Requires a minimum class level of 3rd<br />
<br />
''{{Anchor|Pureblood Form}}:'' The warlock unlock part of her yuan-ti heritage and become much like the pureblood. You gain [[SRD:Scent|Scent]] and may use [[SRD:Detect Poison|detect poison]] as a spell-like ability at-will. When you gain spell resistance it increase by 2. Finally snake animals are friendly toward you unless you attack them.<br />
<br />
''{{Anchor|Serpentine Biology}} {{Ex}}:'' Your body become more and more serpentine, even if the changes are subtle. You gain a +1 Natural Armor bonus to AC, immunity to poison and count as one size category smaller for the purpose of squeezing. You become cold-blooded and only need to eat once per month, assuming you previously had a normal metabolism. <br />
<br />
''{{Anchor|Shed Skin}} {{Ex}}:'' As a move action you may shed your skin, doing so remove any negative status effect currently affecting you. This does not apply for ability burn or any effect with a instantaneous or permanent duration. You may use this ability once per day plus an additional time per day at 5th level and each 5 level thereafter. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Snake Pit}} {{Su}}:'' Whenever you kill a creature with your eldritch blast, you use your dark magic to force their body into becoming your minion. They effectively become [[Simple Zombie (3.5e Template)|Simple Zombie]] under your control. When the zombie is slain, the body is instantly devoured by what was dwelling under it skin, a [https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-swarm-venomous/ swarm of venomous snake]. The swarm is under your control for 1 round per level after which is disperse. Requires a minimum class level of 13th.<br />
<br />
==== Xeno ====<br />
Alien forces exist beyond your planet and they have been manipulating things upon the surface without others knowing. You were likely one of their victims, spirited away into a hazy nightmare and dropped back onto the world with new powers and an unknown purpose. What could these alien invaders desire with you and the world?<br />
<br />
'''Ascension:''' You gain the [[Xenotheric (3.5e Subtype)|Xenotheric]] subtype and all the traits that go with it. You may now survive in any natural environment, from the depths of space to the surface of the sun and not take damage or suffer any side effects (though non-environmental effects still take their toll). This includes the environmental effects of gravity letting you ignore fall damage. It's still a bad idea to cross the event horizon of a black hole though... you won't come out.<br />
<br />
''{{Anchor|Active Deflector}} {{Sp}}:'' When attacked by a ray or a projectile, you can make an attack roll with your eldritch blast as an immediate action. This is your new AC against the attack. Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Alien Abduction}} {{Sp}}:'' I'm not saying it's aliens, but its aliens. Twice per day, you can duplicate ''[[SRD:Phantasmal Killer|phantasmal killer]]'' as a normal spell-like ability (no arcane spell failure) with the DC 10 + 1/2 HD + [[Charisma]] instead of its intended spell level. At 16 HD, it becomes ''[[SRD:Weird|weird]]''. When creatures fail their saves, aliens steal their brain leaving their empty bodies behind. Unlike both spells, this is neither fear nor mind-affecting and is instead considered a transmutation effect. Against mindless creatures it steals whatever passes for a brain. Requires a minimum class level of 8th.<br />
<br />
''{{Anchor|Global Positioning}} {{Ex}}:'' The aliens put something in your brain. You always know your exact position within the universe as long as you can see the sky.<br />
<br />
''{{Anchor|Mind Probe}} {{Sp}}:'' You can extract knowledge forcefully from others. Make a touch attack against a target, who must make a [[Will]] save. On a failed save they are affected as if you had used ''[[SRD:Detect Thoughts|detect thoughts]]'' for a full 3 rounds, and deal 1d6 + your [[Charisma]] modifier in nonlethal damage. It lasts as long as you concentrate up to 1 minute/level. A failed save negates the thought detection, and halves the mental damage. A willing target can have their mind read without taking damage by willingly failing their save.<br />
<br />
''{{Anchor|Tech Knowledge}} {{Ex}}:'' You remember things from your otherworldly experiences. You may use your class level + your [[Intelligence]] modifier as your effective ranks in Disable Device, and for the purpose of determining the function or purpose of complex machines, even if you have never seen one before.<br />
<br />
''{{Anchor|Void Breath}} {{Ex}}:'' You're Batman, and you can breath in space. You do not need to breath, and you may talk even in a vacuum or a ''[[SRD:Silence|silence]]'' spell (though the silence spell still impedes vocal spell components). Requires a minimum class level of 3rd.<br />
<br />
''{{Anchor|Warp Drive}} {{Su}}:'' You can briefly enter FTL speeds, effectively moving from place to place instantly. When you make a move action, you can teleport that distance as long as you have line of effect as part of the movement. As a result, you can move out of grapples and do not provoke attacks of opportunity for movement. You can also stand up from prone without provoking. Requires a minimum class level of 13th.<br />
<br />
''{{Anchor|Xenoblooded}} {{Ex}}:'' You're not quite normal, alien genes flow inside you. You gain the [[Xenoblooded (3.5e Subtype)|Xenoblooded]] subtype, and also gain a [[Xenotheric (3.5e Creature Subtype)|bio-energy]] pool, allowing you to take feats normally restricted to xenotheric creatures. When you gain your ascension power, you gain a +2 additional points of bio-energy.<br />
<br />
====Epic Bloodline Warlock====<br />
<br />
{| class="zebra d20"<br />
|+ class="epic" |<br />
<div>{{Anchor|Table: The Epic Bloodline Warlock}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|-<br />
| 21st || class="left" | Eldritch Blast, Invocations<br />
|-<br />
| 22nd || class="left" | Damage Reduction 11/cold iron<br />
|-<br />
| 23rd || class="left" | <br />
|-<br />
| 24th || class="left" | Damage Reduction 12/cold iron<br />
|-<br />
| 25th || class="left" | Bonus Feat<br />
|-<br />
| 26th || class="left" | Damage Reduction 13/cold iron<br />
|-<br />
| 27th || class="left" | <br />
|- class<br />
| 28th || class="left" | Damage Reduction 14/cold iron<br />
|- class<br />
| 29th || class="left" | <br />
|- class=<br />
| 30th || class="left" | Bonus Feat, Damage Reduction 15/cold iron<br />
|- class="noalt"<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
====Human Bloodline Warlock Starting Package====<br />
<br />
'''Weapons:''' Longspear.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="zebra d20"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class=<br />
| class="left" | Bluff || 4 || [[Cha]] || &mdash;<br />
|- class=<br />
| class="left" | Concentration || 4 || [[Con]] || &mdash;<br />
|- class=<br />
| class="left" | Knowledge Arcana || 4 || [[Int]] || &mdash;<br />
|- class=<br />
| class="left" | Spellcraft || 4 || [[Int]] || &mdash;<br />
|- class=<br />
| class="left" | Use Magic Device || 4 || [[Cha]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Improved Initiative|Improved Initiative]].<br />
<br />
'''Bonus Feats:''' [[SRD:Dodge|Dodge]].<br />
<br />
'''Gear:''' Chain Shirt.<br />
<br />
'''Gold:''' 20 gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Bloodline Warlock====<br />
<br />
'''Religion:''' Like warlocks, bloodline warlocks are keenly aware of the supernatural and the effect they have on their lives. They may worship or not worship, but almost all respect the power of the outer planes.<br />
<br />
'''Other Classes:''' Warlocks often come into conflict with paladins and clerics, the "status quo" who disapprove of their presence. Yet they know not to anger those who can heal them, or smite them. They share much in common with sorcerers in terms of power source and social acceptance.<br />
<br />
'''Combat:''' A warlock is a selfish caster whose abilities rarely help the team, but they can still help through blasting and battlefield control, all based on their invocations, essences, and shapes chosen.<br />
<br />
'''Advancement:''' Any class which can advance warlock can advance bloodline warlock.<br />
<br />
====Bloodline Warlocks in the World====<br />
<br />
{{quote|Spooky Star Love Eye BEEEEEAAAAAAMMMM!!!!|orig=Pneuma, Halfling Bloodline Warlock}}<br />
<br />
'''Daily Life:''' What do you do when you have infinite ammo? Everything begins to look like a nail to the hammer that you possess, and often you'd love to use your power often as if to snub it in the face of those limited-per-day casters. The problem is a lot of people find your methods spooky, and rightfully or not you often must hide your power.<br />
<br />
'''Notables:''' Supposedly a whole army of bloodline warlocks who are also good at martial arts exist, under some sort of "Chilly" or "Frosty" alien fellow.<br />
<br />
'''Organizations:''' Due to their stereotype as being evil and cruel, most warlocks do not collect en masse. Each is his own being, forging his way in the world.<br />
<br />
'''NPC Reactions:''' Casters are scary enough, but casters who never run out of ammo are terrifying, and many treat them as such.<br />
<br />
====Bloodline Warlock Lore====<br />
<br />
Characters with ranks in Knowledge Arcana can research bloodline warlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="zebra d20"<br />
|+ Knowledge Arcana<br />
! DC || class="left" | Result<br />
|-<br />
| 10 || class="left" | Bloodline warlocks are like warlocks, but stronger. They can shoot pew pew lasers all day long and don't even give a damn.<br />
|-<br />
| 15 || class="left" | Bloodline warlocks gain their power from various occult sources like elder evils, outsiders, and fey. Their bloodline gives them special unique powers appropriate for their origin.<br />
|-<br />
| 20 || class="left" | Powerful bloodline warlocks can even alter the outer planes like a archdevil or deity, and are banished from the material instead of dying like an outsider as well.<br />
|-<br />
| 30 || class="left" | Those who reach this level of knowledge can research specific bloodline warlocks, their whereabouts, motives, recent activity, and other lore.<br />
|}<br />
<br />
====Bloodline Warlocks in the Game====<br />
<br />
'''Adaptation:''' The original stronger form of this class had 1d6 eldritch blast per level. This may not work well with abilities which have multiple blasts a round, but is balanced as a single-shot effect.<br />
<br />
'''Sample Encounter:''' A powerful warlock has been released from his prison after 10,000 years! Now it's time to conquer Earth!<br />
<br />
''EL 10:'' PENDING.<br />
<br />
----<br />
{{3.5e Base Classes Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:24-Hour_Gym_(3.5e_Equipment)&diff=355048Talk:24-Hour Gym (3.5e Equipment)2022-09-03T17:19:06Z<p>Surgo: /* No (Equipment) tag */</p>
<hr />
<div>I suppose items brought in the gym are thrown out of the pocket dimension when the user leaves to avoid it being used as a portable storage container? It is also to my understanding that the gym is limited to a single user at any one time, correct? --[[User:HarrowedMind|-HarrowedMind]] ([[User talk:HarrowedMind|talk]]) 03:22, 3 September 2022 (UTC)<br />
<br />
:Clarified it to remove the portable hole effect. I don't think anything limits it to a single user. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 05:46, 3 September 2022 (UTC)<br />
<br />
== No (Equipment) tag ==<br />
<br />
It lacks the tag in the title, is it intentional? --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 08:11, 3 September 2022 (UTC)<br />
<br />
:''cough cough'' you saw nothing! [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 17:19, 3 September 2022 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:24-Hour_Gym_(3.5e_Equipment)&diff=355047Talk:24-Hour Gym (3.5e Equipment)2022-09-03T17:18:37Z<p>Surgo: Surgo moved page Talk:24-Hour Gym to Talk:24-Hour Gym (3.5e Equipment) without leaving a redirect</p>
<hr />
<div>I suppose items brought in the gym are thrown out of the pocket dimension when the user leaves to avoid it being used as a portable storage container? It is also to my understanding that the gym is limited to a single user at any one time, correct? --[[User:HarrowedMind|-HarrowedMind]] ([[User talk:HarrowedMind|talk]]) 03:22, 3 September 2022 (UTC)<br />
<br />
:Clarified it to remove the portable hole effect. I don't think anything limits it to a single user. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 05:46, 3 September 2022 (UTC)<br />
<br />
== No (Equipment) tag ==<br />
<br />
It lacks the tag in the title, is it intentional? --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 08:11, 3 September 2022 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=24-Hour_Gym_(3.5e_Equipment)&diff=35504624-Hour Gym (3.5e Equipment)2022-09-03T17:18:35Z<p>Surgo: Surgo moved page 24-Hour Gym to 24-Hour Gym (3.5e Equipment) without leaving a redirect</p>
<hr />
<div>{{April Fools}}<br />
{{author<br />
|author_name=Surgo<br />
|date_created=Sept 2nd, 2022<br />
|status=Complete<br />
|editing=Muscles only<br />
}}<br />
<onlyinclude><br />
== 24-Hour Gym ==<br />
<br />
{{3.5e Magic Item<br />
|name=24-Hour Gym<br />
|price=1,200 gp<br />
|bslot=<!-- Item slot that the magic item goes. "Held" for held items. --><br />
|cl=4th<br />
|aura=Faint Transmutation<br />
|act=Use-activated<br />
|weight= 3<br />
|summary=Make any flat surface a door to a fully-equipped gym!<br />
}}<br />
<br />
''Never skip leg day.''<br />
<br />
This item looks like an iron skeleton key. The key can be used to magically create a doorway to a small pocket dimension which consists of a fully equipped weightlifting gym, appropriately sized for the creature holding the key. To activate the item, the keyholder must approach a vertical surface large enough to feasibly admit them (such as a rock, a wall, or even a tree trunk of sufficient diameter), specify which daily workout routine they have to complete, and push the key into the flat surface. A glowing door appears (light equivalent to a torch), with a doorknob and a loaded and bent barbell inscribed on the upper half of the door. The door locks from the inside automatically, but can be opened from the outside with a DC 22 Open Lock check. <br />
<br />
Inside, the room acts as a fully equipped weightlifting and conditioning gym complete with barbells, dumbbells, ropes, machines, etc. It even contains a shower and a sauna. All of the items inside function normally, and appear clean and ready to use when the door is created. The room is brightly lit with overhead ''continual flames'' and kept at a comfortable 65 degrees Fahrenheit, perfect for working out. There is no time limit for an occupant, and the door vanishes as soon as the occupant leaves. Any items left inside the gym reappear outside when the user leaves. Should the surface on which the door exists be damaged or destroyed, the occupant and the key appear in the closest available square, possibly creating a very socially awkward situation. Though the gym is technically a pocket dimension, occupants are not considered having left the plane they were on when they enter the 24-Hour Gym. This means, for example, that spells limited to one plane still function normally on an occupant.<br />
<br />
If used to perform a standard weightlifting or conditioning routine of at least 45 minutes, the user gains a +2 circumstance bonus to Strength and Constitution checks until they next sleep.<br />
<br />
Prerequisites: Craft Wondrous Item, ''rope trick'', crafter must have a strength score of at least 14.<br /><br />
Cost to Create: 600 gp, 48 EXP, 2 days. <br />
</onlyinclude><br />
<br />
----<br />
{{3.5e Wondrous Items Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Wondrous Item]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:24-Hour_Gym_(3.5e_Equipment)&diff=355012Talk:24-Hour Gym (3.5e Equipment)2022-09-03T05:46:25Z<p>Surgo: </p>
<hr />
<div>I suppose items brought in the gym are thrown out of the pocket dimension when the user leaves to avoid it being used as a portable storage container? It is also to my understanding that the gym is limited to a single user at any one time, correct? --[[User:HarrowedMind|-HarrowedMind]] ([[User talk:HarrowedMind|talk]]) 03:22, 3 September 2022 (UTC)<br />
<br />
:Clarified it to remove the portable hole effect. I don't think anything limits it to a single user. [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 05:46, 3 September 2022 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=24-Hour_Gym_(3.5e_Equipment)&diff=35501124-Hour Gym (3.5e Equipment)2022-09-03T05:46:05Z<p>Surgo: clarifying items</p>
<hr />
<div>{{April Fools}}<br />
{{author<br />
|author_name=Surgo<br />
|date_created=Sept 2nd, 2022<br />
|status=Complete<br />
|editing=Muscles only<br />
}}<br />
<onlyinclude><br />
== 24-Hour Gym ==<br />
<br />
{{3.5e Magic Item<br />
|name=24-Hour Gym<br />
|price=1,200 gp<br />
|bslot=<!-- Item slot that the magic item goes. "Held" for held items. --><br />
|cl=4th<br />
|aura=Faint Transmutation<br />
|act=Use-activated<br />
|weight= 3<br />
|summary=Make any flat surface a door to a fully-equipped gym!<br />
}}<br />
<br />
''Never skip leg day.''<br />
<br />
This item looks like an iron skeleton key. The key can be used to magically create a doorway to a small pocket dimension which consists of a fully equipped weightlifting gym, appropriately sized for the creature holding the key. To activate the item, the keyholder must approach a vertical surface large enough to feasibly admit them (such as a rock, a wall, or even a tree trunk of sufficient diameter), specify which daily workout routine they have to complete, and push the key into the flat surface. A glowing door appears (light equivalent to a torch), with a doorknob and a loaded and bent barbell inscribed on the upper half of the door. The door locks from the inside automatically, but can be opened from the outside with a DC 22 Open Lock check. <br />
<br />
Inside, the room acts as a fully equipped weightlifting and conditioning gym complete with barbells, dumbbells, ropes, machines, etc. It even contains a shower and a sauna. All of the items inside function normally, and appear clean and ready to use when the door is created. The room is brightly lit with overhead ''continual flames'' and kept at a comfortable 65 degrees Fahrenheit, perfect for working out. There is no time limit for an occupant, and the door vanishes as soon as the occupant leaves. Any items left inside the gym reappear outside when the user leaves. Should the surface on which the door exists be damaged or destroyed, the occupant and the key appear in the closest available square, possibly creating a very socially awkward situation. Though the gym is technically a pocket dimension, occupants are not considered having left the plane they were on when they enter the 24-Hour Gym. This means, for example, that spells limited to one plane still function normally on an occupant.<br />
<br />
If used to perform a standard weightlifting or conditioning routine of at least 45 minutes, the user gains a +2 circumstance bonus to Strength and Constitution checks until they next sleep.<br />
<br />
Prerequisites: Craft Wondrous Item, ''rope trick'', crafter must have a strength score of at least 14.<br /><br />
Cost to Create: 600 gp, 48 EXP, 2 days. <br />
</onlyinclude><br />
<br />
----<br />
{{3.5e Wondrous Items Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Wondrous Item]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=24-Hour_Gym_(3.5e_Equipment)&diff=35500624-Hour Gym (3.5e Equipment)2022-09-03T00:18:13Z<p>Surgo: taking inspiration from span's ever-ready outhouse</p>
<hr />
<div>{{April Fools}}<br />
{{author<br />
|author_name=Surgo<br />
|date_created=Sept 2nd, 2022<br />
|status=Complete<br />
|editing=Muscles only<br />
}}<br />
<onlyinclude><br />
== 24-Hour Gym ==<br />
<br />
{{3.5e Magic Item<br />
|name=24-Hour Gym<br />
|price=1,200 gp<br />
|bslot=<!-- Item slot that the magic item goes. "Held" for held items. --><br />
|cl=4th<br />
|aura=Faint Transmutation<br />
|act=Use-activated<br />
|weight= 3<br />
|summary=Make any flat surface a door to a fully-equipped gym!<br />
}}<br />
<br />
''Never skip leg day.''<br />
<br />
This item looks like an iron skeleton key. The key can be used to magically create a doorway to a small pocket dimension which consists of a fully equipped weightlifting gym, appropriately sized for the creature holding the key. To activate the item, the keyholder must approach a vertical surface large enough to feasibly admit them (such as a rock, a wall, or even a tree trunk of sufficient diameter), specify which daily workout routine they have to complete, and push the key into the flat surface. A glowing door appears (light equivalent to a torch), with a doorknob and a loaded and bent barbell inscribed on the upper half of the door. The door locks from the inside automatically, but can be opened from the outside with a DC 22 Open Lock check. <br />
<br />
Inside, the room acts as a fully equipped weightlifting and conditioning gym complete with barbells, dumbbells, ropes, machines, etc. It even contains a shower and a sauna. All of the items inside function normally, and appear clean and ready to use when the door is created. The room is brightly lit with overhead ''continual flames'' and kept at a comfortable 65 degrees Fahrenheit, perfect for working out. There is no time limit for an occupant, and the door vanishes as soon as the occupant leaves. Should the keyholder forget to take the key with them when they leave, the door still vanishes and the key is lost forever. Should the surface on which the door exists be damaged or destroyed, the occupant and the key appear in the closest available square, possibly creating a very socially awkward situation. Though the gym is technically a pocket dimension, occupants are not considered having left the plane they were on when they enter the 24-Hour Gym. This means, for example, that spells limited to one plane still function normally on an occupant.<br />
<br />
If used to perform a standard weightlifting or conditioning routine of at least 45 minutes, the user gains a +2 circumstance bonus to Strength and Constitution checks until they next sleep.<br />
<br />
Prerequisites: Craft Wondrous Item, ''rope trick'', crafter must have a strength score of at least 14.<br /><br />
Cost to Create: 600 gp, 48 EXP, 2 days. <br />
</onlyinclude><br />
<br />
----<br />
{{3.5e Wondrous Items Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Wondrous Item]]<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Shattering_Strike-CE_(3.5e_Feat)&diff=355005Shattering Strike-CE (3.5e Feat)2022-09-02T22:38:58Z<p>Surgo: fixed feat name in the special section</p>
<hr />
<div>{{author<br />
|author_name=Eiji-kun<br />
|date_created=9-10-12<br />
|status=Complete<br />
|balance=High<br />
}}<br />
<br />
{{CE Disclaimer|SRD:Shattering Strike}}<br />
<br />
<onlyinclude>{{3.5e Feat<br />
|name=Shattering Strike<br />
|types=Monk<br />
|summary=Make a concentration check instead of a strength check to sunder objects.<br />
|prereqs=Concentration 8 ranks, [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]], [[SRD:Weapon Focus|Weapon Focus (unarmed strike)]]<br />
|fluff=Now, you must break this stack of flaming concrete with your bare hands. You can do it!<br />
|benefit=When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. You can use Shattering Strike to escape bonds, because you're just that freaking amazing.<br />
|example=<!-- If your feat has a complicated mechanic, give an example of how it works. --><br />
|normal=<br />
|special=A monk may select Shattering Strike as a bonus feat at 6th level, even if she does not meet the prerequisites.<br />
}}</onlyinclude><br />
<br />
<br />
----<br />
<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Complete Epic]]<br />
<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=Talk:Flexing_Strike_(3.5e_Feat)&diff=355004Talk:Flexing Strike (3.5e Feat)2022-09-02T22:32:23Z<p>Surgo: Added rating.</p>
<hr />
<div>== Ratings ==<br />
{{Rating |rater=Surgo<br />
|rating=favor<br />
|reason=Absolutely love this.<br />
}}== Grammar ==<br />
<br />
You mean "add twice your Str mod" right? It reads weird. -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 00:15, 7 September 2016 (UTC)<br />
<br />
:I'm pretty sure it's worded that way so that if someone already adds an amount other than their normal Str mod (such as by treating their Unarmed as two-handed, for example), it still increases by +Str. Just a guess, though. --[[User:Undead Knave|Undead_Knave]] ([[User talk:Undead Knave|talk]]) 05:13, 7 September 2016 (UTC)<br />
<br />
:: Yep, pretty much what UK said. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 06:13, 7 September 2016 (UTC)</div>Surgohttps://dnd-wiki.org/w/index.php?title=Expert_Assault_(3.5e_Feat)&diff=355003Expert Assault (3.5e Feat)2022-09-02T22:15:42Z<p>Surgo: make a summary that actually works for a table</p>
<hr />
<div>{{author<br />
|author_name=Mock Turtle<br />
|date_created=December 15, 2009<br />
|status=Ready<br />
|balance=Wizard<br />
}}<br />
<br />
<onlyinclude>{{3.5e Feat<br />
|name=Expert Assault<br />
|types=Fighter<br />
|summary=Improves your iterative attacks granted by BaB<br />
|prereqs=[[SRD:Martial Weapon Proficiency|Proficiency]] with all [[SRD:Martial Weapon|martial weapons]], [[Base Attack Bonus (Term)|BAB]] +9<br />
|benefit=The iterative attack sequence you gain from a high [[Base Attack Bonus (Term)|BAB]] is fundamentally changed, as shown on the following table:}}<br />
{|cellspacing="0" cellpadding="0" class="zebra d20" align="center"<br />
|+ Table: Expert Assault Attack Sequence<br />
|-<br />
! [[Base Attack Bonus (Term)|BAB]]<br />
! Normal Attack Sequence<br />
! Expert Assault Attack Sequence<br />
|- <br />
| +1 ||+1 ||+1<br />
|- <br />
| +2 ||+2 ||+2<br />
|- <br />
| +3 ||+3 ||+3<br />
|- <br />
| +4 ||+4 ||+4<br />
|- <br />
| +5 ||+5 ||+5/+1<br />
|- <br />
| +6 ||+6/+1 ||+6/+2<br />
|- <br />
| +7 ||+7/+2 ||+7/+3<br />
|- <br />
| +8 ||+8/+3 ||+8/+4<br />
|-<br />
| +9<sup><small>*</small></sup> ||+9/+4 ||+9/+5/+1<br />
|- <br />
| +10 ||+10/+5 ||+10/+6/+2<br />
|-<br />
| +11 ||+11/+6/+1 ||+11/+7/+3<br />
|- <br />
| +12 ||+12/+7/+2 ||+12/+8/+4 <br />
|-<br />
| +13 ||+13/+8/+3 ||+13/+9/+5/+1 <br />
|-<br />
| +14 ||+14/+9/+4 ||+14/+10/+6/+2 <br />
|-<br />
| +15 ||+15/+10/+5 ||+15/+11/+7/+3 <br />
|-<br />
| +16 ||+16/+11/+6/+1 ||+16/+12/+8/+4<br />
|-<br />
| +17 ||+17/+12/+7/+2 ||+17/+13/+9/+5/+1<br />
|-<br />
| +18 ||+18/+13/+8/+3 ||+18/+14/+10/+6/+2 <br />
|-<br />
| +19 ||+19/+14/+9/+4 ||+19/+15/+11/+7/+3 <br />
|-<br />
| +20 ||+20/+15/+10/+5 ||+20/+16/+12/+8/+4<br />
|-<br />
|}<br />
<br />
<small>*While this feat can only be gained if the character has +9 [[Base Attack Bonus (Term)|BAB]], the table shows [[Base Attack Bonus (Term)|BAB]] values lower than this, in case this feat is gained as a bonus feat earlier on.</small><br />
<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
<br />
{{Navboxes}}</div>Surgohttps://dnd-wiki.org/w/index.php?title=User:Surgo&diff=354942User:Surgo2022-08-31T23:58:28Z<p>Surgo: Reverted edits by 3.215.135.99 (talk) to last revision by Leziad</p>
<hr />
<div>I'm the head admin!<br />
<br />
== My Stuff ==<br />
<br />
===Articles===<br />
{{#ask: [[Author::Surgo]]<br />
|format=ul<br />
|order=ascending<br />
|limit=9999<br />
}}<br />
<br />
===Adopted Articles===<br />
{{#ask: [[Adopter::Surgo]]<br />
|format=ul<br />
|order=ascending<br />
}}<br />
<br />
===Characters===<br />
<br />
* [[User:Surgo/Nori|Nori]]<br />
<br />
===Other Stuff===<br />
<br />
* [[User:Surgo/Possible Tome Errata|Possible Tome Errata]]<br />
* [[User:Surgo/Todo|Todo list]]<br />
<br />
===Work On This Stuff You Idiot===<br />
<br />
* [[User:Surgo/Sandbox|Ninjutsu Feats for ninjas]]<br />
* Finish importing [[Disgaeaverse (3.5e Sourcebook)|Disgaeaverse]].<br />
* Instead of having people pick a weapon, just give a table of allowed weapon values for [[Mindblade (3.5e Feat)|Mindblade]]<br />
* Unique Attack Modifiers rule for Tome<br />
* Put Red_Rob's simplified Tome armor stuff into the Races of War pages</div>Surgohttps://dnd-wiki.org/w/index.php?title=Duelist_(3.5e_Class)&diff=354797Duelist (3.5e Class)2022-08-28T06:17:24Z<p>Surgo: /* Class Features */ link to arcane combat feats</p>
<hr />
<div>{{author<br />
|author_name=Eiji-kun<br />
|date_created=8-3-11<br />
|adopter=<br />
|date_adopted= <br />
|status=Complete<br />
|editing=Mechanical changes on Talk<br />
|balance=Rogue<br />
}}<br />
<div class="blank"><br />
{{#set:Summary=Swashbucklers and dashing swordsman, they use finesse, martial maneuvers, and well timed parries and tricks to carry them to victory.<br />
|Length=20<br />
|Minimum Level=0<br />
|Base Attack Bonus Progression=Good<br />
|Fortitude Save Progression=Poor<br />
|Reflex Save Progression=Good<br />
|Will Save Progression=Good<br />
|Class Ability=Martial Maneuvers<br />
}}<br />
<!-- Delete any of the following alignments if they are not allowed in the class --><br />
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}<br />
</div><br />
<br />
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] --><br />
<br />
==Duelist==<br />
<br />
Swashbucklers and pirates, dashing heroes and sinister thieves, a duelist is anyone skilled in the sword (typically lighter swords) who excel parrying and trading blows with other opponents. With martial maneuvers for offense, and their ability to parry attacks for defense, they use their weapons for both a shield and slayer.<br />
<br />
===Making a Duelist===<br />
<br />
'''Abilities:''' As a martial class, [[Strength]] and [[Constitution]] are always paramount, though their low armor makes many choose [[Dexterity]] over strength. [[Charisma]] helps them with several skills and the ability to goad others into attacking them, while [[Wisdom]] and [[Intelligence]] exist mostly to bolster skills and gain new skill tricks.<br />
<br />
'''Races:''' Any.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[fighter]].<br />
<br />
{| class="zebra d20"<br />
|+ <div>{{Anchor|Table: The Duelist}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="3" | Maneuvers{{cite|ToB3}}<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! Maneuvers Known || Maneuvers Readied || Stances Known<br />
|- <br />
| 1st || +1 || +0 || +2 || +2<br />
| class="left" | Bonus Feat, Goad, Parry<br />
| 4 || 4 || 1<br />
|- <br />
| 2nd || +2 || +0 || +3 || +3<br />
| class="left" | Combat Style 1, Insightful Strike<br />
| 5 || 4 || 1<br />
|- <br />
| 3rd || +3 || +1 || +3 || +3<br />
| class="left" | Skill Trick<br />
| 6 || 4 || 2<br />
|- <br />
| 4th || +4 || +1 || +4 || +4<br />
| class="left" | Refresh Trick, Off Guard -1<br />
| 6 || 4 || 2<br />
|- <br />
| 5th || +5 || +1 || +4 || +4<br />
| class="left" | Against the Wall, Expert Flanker +1<br />
| 7 || 5 || 2<br />
|- <br />
| 6th || +6 || +2 || +5 || +5<br />
| class="left" | Bonus Feat, Skill Trick<br />
| 7 || 5 || 2<br />
|- <br />
| 7th || +7 || +2 || +5 || +5<br />
| class="left" | Evasion, Combat Style 2<br />
| 8 || 5 || 3<br />
|- <br />
| 8th || +8 || +2 || +6 || +6<br />
| class="left" | Improved Feint (move), Off Guard -2<br />
| 8 || 5 || 3<br />
|- <br />
| 9th || +9 || +3 || +6 || +6<br />
| class="left" | Skill Trick<br />
| 9 || 5 || 3<br />
|- <br />
| 10th || +10 || +3 || +7 || +7<br />
| class="left" | Expert Flanker +2, Improved Parry<br />
| 9 || 6 || 3<br />
|- <br />
| 11th || +11 || +3 || +7 || +7<br />
| class="left" | Bonus Feat, Improved Goad<br />
| 10 || 6 || 4<br />
|- <br />
| 12th || +12 || +4 || +8 || +8<br />
| class="left" | Off Guard -3, Skill Trick<br />
| 10 || 6 || 4<br />
|- <br />
| 13th || +13 || +4 || +8 || +8<br />
| class="left" | Combat Style 3, Improved Feint (swift)<br />
| 11 || 6 || 4<br />
|- <br />
| 14th || +14 || +4 || +9 || +9<br />
| class="left" | Improved Evasion<br />
| 11 || 6 || 4<br />
|- <br />
| 15th || +15 || +5 || +9 || +9<br />
| class="left" | Expert Flanker +3, Skill Trick<br />
| 12 || 7 || 5<br />
|- <br />
| 16th || +16 || +5 || +10 || +10<br />
| class="left" | Bonus Feat, Off Guard -4<br />
| 12 || 7 || 5<br />
|- <br />
| 17th || +17 || +5 || +10 || +10<br />
| class="left" | Parry Magic<br />
| 13 || 7 || 5<br />
|- <br />
| 18th || +18 || +6 || +11 || +11<br />
| class="left" | Improved Feint (free), Skill Trick<br />
| 13 || 7 || 5<br />
|- <br />
| 19th || +19 || +6 || +11 || +11<br />
| class="left" | Combat Style 4<br />
| 14 || 7 || 6<br />
|- <br />
| 20th || +20 || +6 || +12 || +12<br />
| class="left" | Expert Flanker +4, Off Guard -5, Superior Swordplay<br />
| 14 || 8 || 6<br />
|- class="noalt"<br />
| colspan="42" class="skill" |<br />
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/><br />
{{3.5e Skills| <br />
Balance, <br />
Bluff, <br />
Climb, <br />
Concentration, <br />
Craft, <br />
Diplomacy, <br />
Disguise, <br />
Escape Artist, <br />
Forgery, <br />
Gather Information, <br />
Hide, <br />
Intimidate, <br />
Jump, <br />
Knowledge (engineering) (history) (local) (nobility), <br />
Listen,<br />
Martial Lore,<br />
Move Silently, <br />
Perform, <br />
Profession, <br />
Ride, <br />
Search, <br />
Sense Motive, <br />
Sleight of Hand, <br />
Speak Language, <br />
Spot, <br />
Swim, <br />
Tumble, <br />
Use Rope}}<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the duelist.<br />
<br />
'''Weapon and Armor Proficiency:''' A duelist is proficient with all light, one-handed, or ranged simple and martial weapons and one light, one-handed, or ranged exotic weapon. They are proficient with light armor and shields (but not tower shields).<br />
<br />
'''Maneuvers:''' At 1st level, you gain four maneuvers known from the [[Dancing Goddess (3.5e Martial Discipline)|Dancing Goddess]], Diamond Mind, [[Eloquent Speech (3.5e Martial Discipline)|Eloquent Speech]], Iron Heart, Setting Sun, and [[Surreptitious Bandit (3.5e Martial Discipline)|Surreptitious Bandit]] disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full duelist levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 2nd, 3rd, and every odd level beyond, you gain an additional maneuver readied per day.<br />
<br />
Upon reaching 4th level, and at every even-numbered duelist level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap any number of maneuvers at any given level.<br />
<br />
'''Maneuvers Readied:''' You can ready all four of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by practicing for 5 minutes. The maneuvers you choose remain readied until you decide to practicing again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in posing, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a full round action, or as a move action by successfully using the Goad ability. If your Goad attempt fails, you do not refresh maneuvers successfully. Thus is becomes a balance between reliability or speed and action.<br />
<br />
'''Stances Known:''' At 1st, 3rd, 7th, 11th, 15th, and 19th level, you learn a new martial stance from one of the [[Dancing Goddess (3.5e Martial Discipline)|Dancing Goddess]], Diamond Mind, [[Eloquent Speech (3.5e Martial Discipline)|Eloquent Speech]], Iron Heart, Setting Sun, and [[Surreptitious Bandit (3.5e Martial Discipline)|Surreptitious Bandit]] disciplines. You must meet a stance’s prerequisite to learn it. <br />
<br />
'''{{Anchor|Bonus Feat}}:''' At 1st level, 6th level, and every 5 levels beyond the duelist gains a bonus feat selected from the following: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Combat Reflexes|Combat Reflexes]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Quick Draw|Quick Draw]], [[SRD:Skill Focus|Skill Focus]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Finesse|Weapon Finesse]], [[SRD:Weapon Focus|Weapon Focus]], and any +2/+2 skill feat. You must still make any pre-requisites of the feat.<br />
<br />
'''{{Anchor|Goad}} {{Ex}}:''' As a move action you can take time to make terrible puns, taunt your opponent, assert your superiority, or otherwise aggravate the enemy. Choose a target within 90 feet who can see or hear you, and make either a Bluff or Intimidate check against the DC 10 + the enemy's CR + [[Wisdom]] modifier + modifiers against fear or compulsion. If you make a successful Bluff check, you belittle an opponent so their rage is focused on you. They take a penalty on attack rolls equal to 1/2 your class level against any creature they attack except for you (minimum -1). On a successful Intimidate check, you assert your superiority against the enemy, lowering their AC against your attacks by 1/2 your class level (minimum -1).<br />
<br />
Both effects last for 1 round. This is a mind-affecting language-dependent compulsion effect. You can still goad creatures which do not speak your language through pantomime, but they gain a +4 bonus to the DC you must make.<br />
<br />
'''{{Anchor|Parry}} {{Ex}}:''' Duelists often focus on single strikes, parrying away blows to defend themselves. You may choose to conserve one or more of your attacks granted by your BAB in this round. If you do and you are subsequently attacked, you may parry the blow. Roll 1d20 + your conserved attack, this is your new AC which may cause the attack to miss. You may parry after the enemy's attack is made but before damage is rolled. Parrying is a free action, and you may parry up to as many attacks as you possess (up to a maximum of 4 at BAB 16 and over). For example, a 18th level duelist has four attacks at +30/+25/+20/+15. He makes two attacks on his turn (+30 and +15) and saves two attacks. During the rest of the round he is attacked with two claws and a bite. He chooses to parry the claws with the +25 and +20 rolls, and cannot parry the bite.<br />
<br />
If you possess at least a +2 magic weapon, you may parry ray attacks as well.<br />
<br />
'''{{Anchor|Combat Style}}:''' At 2nd level, a duelist must select one of three combat styles to pursue: two-weapon combat, one-weapon combat, or sword and board. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. You do not need to meet the pre-requisites for any bonus feats gained by this ability.<br />
<br />
''{{Anchor|Dual Blade}} {{Ex}}:'' Master of the two-weapon style, you attack with an overwhelming number of blows to achieve victory. You gain the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat (or another fighter bonus feat if you already possess it) and a +1 shield bonus to AC whenever wielding two weapons. At level 7, you gain the [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]] feat (or another fighter bonus feat if you already possess it) and the shield bonus rises to +3. At level 13 you gain the [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]] feat (or another fighter bonus feat if you already possess it) and the shield bonus rises to +5. At level 19, you may take a full-attack action to duplicate [[SRD:Whirlwind Attack|Whirlwind Attack]] except you may make a number of attacks up to your normal maximum. Roll only once, the attack rolls apply to all targets in your reach.<br />
<br />
''{{Anchor|Ensorcelled Blade}} {{Su}}:'' You have enhanced you blade with a hint of magic, allowing you to perform supernatural feats. You have either the [[Font of Power Style (3.5e Feat)|Font of Power]] or [[Serpent Tongue Style (3.5e Feat)|Serpent Tongue Style]] feat as a bonus feat, you count your class level as fighter level for the purpose of qualifying for [Arcane Combat] feat. At 7th, 13th and 19th level you gain a [[Arcane Combat (3.5e Feat Type)|[Arcane Combat]]] feat you meet the prerequisites of as a bonus feat.<br />
<br />
''{{Anchor|Solo Blade Stance}} {{Ex}}:'' By keeping one hand free you are light, unencumbered, and permitted to dance freely about using your hand to assist in your combat tactics. You do not provoke attacks of opportunity for combat tactics such as disarming, sundering, or tripping. At 7th level, you may instead make an attack with a -4 penalty to the attack roll, dealing damage as normal and applying a free combat option such as disarm or trip to your attack. You are counted as wielding the weapon two-handed when beneficial for the purposes of various combat options. At level 13, you gain a +4 bonus on all combat options such as disarm, trip, sunder, and so forth. The bonus stacks with the benefits of feats such as [[SRD:Improved Disarm|Improved Disarm]]. At level 19, whenever you successfully perform a combat option against the enemy you gain a +5 morale bonus on attack and damage rolls against the target for the rest of the encounter. You must fight one handed with no weapon or shield in your other hand to gain these benefits.<br />
<br />
''{{Anchor|Swashbuckling}} {{Ex}}:'' You fight sword and board style, blocking attacks with your shield and countering with your sword. You ignore the armor check penalty from any shield, as well as the penalty to attack rolls from bucklers. At 7th level, you treat your weapon as a weapon one hand larger when beneficial, such as for [[SRD:Power Attack|Power Attack]] or multiplying your strength damage by 150%. At 13th level, you may apply your shield bonus to your touch AC and whenever an enemy misses your AC by an amount less than your shield bonus, they provoke an attack of opportunity. At level 19, you gain a +4 bonus to damage for every attack you parried during the previous round. You must fight with a sword and shield to gain these benefits.<br />
<br />
'''{{Anchor|Insightful Strike}} {{Ex}}:''' At 2nd level, a duelist becomes able to place his attacks where they deal greater damage. He applied his [[Intelligence]] bonus (if any) as a bonus on damage (in addition to any [[strength]] bonus he may have) with any light or finessable weapon. The damage is precision damage, targets immune to sneak attack or critical hits are immune to a duelist's insightful strike. A duelist cannot use this ability while wearing medium or heavy armor or carrying a medium or heavy load.<br />
<br />
'''{{Anchor|Skill Trick}}:''' At 3rd level and every three levels beyond, a duelist obtains a skill trick for free. He may qualify for any pre-requisites of the skill trick as if he had sufficient ranks in the required skills equal to his class level +3. Any other pre-requisites still apply. These are bonus skill tricks and do not count towards your limit of skill tricks known (normally you may only learn a number of skill tricks equal to 1/2 your character level, rounded up). Most skill tricks are listed in Complete Sublime.<br />
<br />
Alternatively instead of a skill trick, the duelist may take skill mastery in one class skill, such as Balance. Skill mastery allows the duelist to take 10 on the check, even in stressful situations.<br />
<br />
'''{{Anchor|Refresh Trick}} {{Ex}}:''' A 4th level duelist uses skill tricks as much as he does maneuvers. The use of skill tricks is normally limited to 1/encounter. However, whenever a duelist refreshes his maneuvers, he also refreshes the use of his skill tricks.<br />
<br />
'''{{Anchor|Off Guard}} {{Ex}}:''' At 4th level, any target you successfully parry not only has their attack foiled, but their stance disrupted. They take a -1 penalty to AC for 1 round, allowing you or allies to take advantage of the opening. At 8th level and every 4 levels beyond, the AC penalty rises by 1.<br />
<br />
'''{{Anchor|Against the Wall}} {{Ex}}:''' At 5th level a duelist can use the environment to his advantage. Whenever fighting an enemy who has their back to the wall with you on the opposite side, or is in an unsteady situation (such as needing to make balance checks on a thin ledge), you may treat such an opponent as flanked. They are not flanked for anyone other than yourself.<br />
<br />
'''{{Anchor|Expert Flanker}} {{Ex}}:''' At 5th level, you know how to take advantage of an opening. Your bonus to attack when flanking rises by 1. At 10th level and every five levels beyond, the bonus to attack rises by 1 additional point.<br />
<br />
'''{{Anchor|Evasion}} {{Ex}}:''' At 7th level or higher if a duelist makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a duelist is wearing light armor or no armor. A [[SRD:Helpless|helpless]] duelist does not gain the benefit of evasion.<br />
<br />
'''{{Anchor|Improved Feint}} {{Ex}}:''' At 8th level can feint quickly. They may feint as a move action. If they already possess the [[SRD:Improved Feint|Improved Feint]] feat, they may trade it out for any other fighter bonus feat.<br />
<br />
At 13th level, a duelist may feint as a swift action instead.<br />
<br />
'''{{Anchor|Improved Parry}} {{Ex}}:''' At 10th level, whenever an enemy misses you due to a parry attempt, they immediately provoke an attack of opportunity from you.<br />
<br />
'''{{Anchor|Improved Goad}} {{Ex}}:''' At 11th level, you may goad any creature regardless if they speak your language, or even have a mind to goad. Creatures no longer gain a +4 bonus to their save if you do not speak their language. You may even goad creatures mindless creatures or creatures immune to mind-affecting effects, though they do gain a +4 bonus on their saving throw.<br />
<br />
'''{{Anchor|Improved Evasion}} {{Ex}}:''' At 14th level, a duelist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth he takes only half damage on a failed save. A [[SRD:Helpless|helpless]] duelist does not gain the benefit of improved evasion.<br />
<br />
'''{{Anchor|Parry Magic}} {{Su}}:''' At 17th level, any spell which has the duelist as a target can be parried as if it were a sword or ray. The effective attack roll of the spell is the caster level + 11. If successful, the spell has no effect on the duelist. This ability requires the use of a magic weapon, and does not function on area effects, only spells targeted at the duelist.<br />
<br />
'''{{Anchor|Superior Swordplay}} {{Ex}}:''' At 20th level a duelist wins at D&D, managing to pull off a flurry of complicated sword strikes in one action. Once per encounter, the duelist may initiate 2 strike maneuvers in 1 standard action. The maneuvers must have a initiation time of 1 standard action or less.<br />
<br />
====Epic Duelist====<br />
<br />
{| class="zebra d20"<br />
|+ class="epic" |<br />
<div>{{Anchor|Table: The Epic Duelist}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- <br />
| 21st || class="left" | Bonus Feat, Skill Trick<br />
|- <br />
| 22nd || class="left" | <br />
|- <br />
| 23rd || class="left" | <br />
|- <br />
| 24th || class="left" | Off Guard -6, Skill Trick<br />
|- <br />
| 25th || class="left" | Expert Flanker +5<br />
|- <br />
| 26th || class="left" | Bonus Feat<br />
|- <br />
| 27th || class="left" | Skill Trick<br />
|- class<br />
| 28th || class="left" | Off Guard -7<br />
|- class<br />
| 29th || class="left" | <br />
|- class=<br />
| 30th || class="left" | Expert Flanker +6, Skill Trick<br />
|- class="noalt"<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Expert Flanker:''' The bonus to attack rolls while flanking increases by 1 every 5 levels.<br />
<br />
'''Off Guard:''' The penalty to AC from Off Guard increases by 1 every 4 levels.<br />
<br />
'''Skill Trick:''' The duelist gains an additional skill trick or skill mastery every 3 levels.<br />
<br />
'''{{Anchor|Bonus Feats }}:''' The epic duelist gains a bonus feat (selected from the list of the previous bonus feat list) every 5 levels after 21st.<br />
<br />
====Human Duelist Starting Package====<br />
<br />
'''Weapons:''' Rapier.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="zebra d20"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class=<br />
| class="left" | Bluff || 4 || [[Cha]] || &mdash;<br />
|- class=<br />
| class="left" | Concentration || 4 || [[Con]] || &mdash;<br />
|- class=<br />
| class="left" | Diplomacy || 4 || [[Cha]] || &mdash;<br />
|- class=<br />
| class="left" | Gather Information || 4 || [[Cha]] || &mdash;<br />
|- class=<br />
| class="left" | Intimidate || 4 || [[Cha]] || &mdash;<br />
|- class=<br />
| class="left" | Sense Motive || 4 || [[Wis]] || &mdash;<br />
|- class=<br />
| class="left" | Spot || 4 || [[Wis]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Dodge|Dodge]].<br />
<br />
'''Bonus Feats:''' [[SRD:Weapon Focus|Weapon Focus (rapier)]], [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Gear:''' Chain Shirt.<br />
<br />
'''Gold:''' 5 gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Duelist====<br />
<br />
'''Religion:''' Religion is varied between duelist, some being devoted and others being careless. However duelists seem to attract the scoundrel sort and so religion rarely takes a big part in their lives.<br />
<br />
'''Other Classes:''' Duelists share much with martial-minded rogues, finesse fighters, swashbucklers, and bards. The real difference between them is not their style, but merely how they go about it. Duelists use martial abilities, rogues sneak attack, fighters with feats, and so forth.<br />
<br />
'''Combat:''' A duelist belongs on the front lines, challenging the largest brute to battle and keeping them busy. Through a solid defense via parrying and goading them into staying to fight they can protect the party from otherwise dangerous individuals.<br />
<br />
'''Advancement:''' Martial classes, especially of the finessing sort, are ideal for a duelist.<br />
<br />
====Duelists in the World====<br />
<br />
{{quote|My name is Inkyrius Tao... you killed our druid. Prepare to die!|orig=Inkyrius Tao, Human Duelist}}<br />
<br />
'''Daily Life:''' A duelist is a man who is skilled with the blade and knows it. They see themselves as daring heroes (or at least daring for the more villainous sort) and are prone to over-the-top shows of bravado.<br />
<br />
'''Notables:''' Inkyrius Tao is the leader of the thieve's guild, the Black Cats. His Robin Hood style antics have gained him much fame and infamy.<br />
<br />
'''Organizations:''' Duelists do not associate under a common flag, at least not for being duelists. Usually it is another force that pulls them together, be they under the guise of brave knights and musketeers, or piracy on the high seas.<br />
<br />
'''NPC Reactions:''' Be they good or ill, duelists certainly know how to put on a show. It leaves lasting impressions and stories of heroes and villains in their wake.<br />
<br />
====Duelist Lore====<br />
<br />
Characters with ranks in Knowledge Local can research duelists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="zebra d20"<br />
|+ Knowledge Local<br />
! DC || class="left" | Result<br />
|- <br />
| 10 || class="left" | Duelists focus on single strikes and skillful tricks, parrying away blows with their sword.<br />
|- <br />
| 15 || class="left" | A duelist can open your defenses by parrying your blade away, then attacking. They take advantage of any open opportunity.<br />
|- <br />
| 20 || class="left" | Powerful duelists can parry away spells as well as blades, and can become very difficult to hit with any attack form.<br />
|- <br />
| 30 || class="left" | Those who reach this level of success can research specific duelists, lore about them, their motivations, location, and other details.<br />
|}<br />
<br />
====Duelists in the Game====<br />
<br />
'''Sample Encounter:''' The dread pirate Breadbeard the Dwarf has been spotted, and he's surely up to no good!<br />
<br />
''EL 10:'' PENDING.<br />
<br />
<br />
----<br />
{{3.5e Base Classes Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<br />
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