The New Shit

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Attentio

n
gamers!
New Prestige Class:
Guardian
Class Requirements:
Artificer Knowledge, Ability to craft magic arms and armor, 5 ranks in Knowledge (Engineering)
BAB of +5
Game Rule Info
Hit Die: d8
Guardians do not gain any new proficiencies other than those given as class abilities.

Level BAB Fort. Save Ref. Save Will Save


1 +0 +2 +2 +2
2 +1 +3 +3 +3
3 +2 +3 +3 +3
4 +3 +4 +4 +4
5 +4 +4 +4 +4
6 +4 +5 +5 +5
7 +5 +5 +5 +5
8 +6/+1 +6 +6 +6
9 +6/+1 +6 +6 +6
10 +7/+2 +7 +7 +7

Level Special Shifts per Day


1 Extra Proficiency, +1 Magic 2
2 +2 Magic 3
3 Extra Proficiency, +3 Magic 3
4 +4 Magic 4
5 Extra Proficiency, +5 Magic 4
6 +6 Magic 5
7 Extra Proficiency, +7 Magic 5
8 +8 Magic 6
9 Extra Proficiency, +9 Magic 6
10 +10 Magic 7
In order to prestige into the Guardian class, the character must acquire a Meta-creation Band.
This can be by either buying one or finding one. A Meta-creation Band is a wrist band which, at
the command of a Guardian, can transform into a weapon, shield, or tool. The Meta-creation
Band can only transform into weapons or shields that the guardian is proficient with. Only the
guardian can wield whatever the band is transformed into, if he attempts to hand it to someone
else, it turns back into a wristband when they try to use it.

Magic Bonus: When the user transforms the Meta-creation Band into a weapon, its total magic
bonus is equal to the Guardian’s class level. This magic bonus can be distributed over as many
effects or straight bonuses as willed, so long as the total effective enhancement does not
exceed the characters levels in Guardian. i.e. at first level the Meta-creation Band could turn
into a +1 longsword or a +1 spiked chain. At 10th, it could turn into a +5 vorpal longsword, or a
+3 returning, ghost touch, shocking burst, axiomatic Katana.

For a list of weapon enhancements, click here (All SRD enhancements will be allowed, for
others consult the DM)

New Feats:

Multi Spell [General]


You can hold two touch spells, or ranged touch spells at once.
Prerequisites: Still Spell [Metamagic]
Benefit: You may cast one touch or ranged touch spell to be stored in one hand, then
cast a second to be stored in the other hand. The spells still take their normal casting time to
cast, and the second spell cast must be cast as a Still Spell. This is because your first hand is
already holding a spell, and your second hand must be ready to receive it. The only way this can
be avoided, is if the caster has another way to deliver touch attacks such as a familiar. Only the
caster may hold the spell, if the spell is cast with intent of another person holding, the spell is
automatically discharged upon the person.
Rapid Thrust [General, Fighter]
When wielding a light weapon you can make a series of rapid thrusts.
Prerequisites: Weapon Finesse, BAB +4 or higher, Dex 13+
Benefit: When using a light wepon with which you have Finesse, you may make a single
additional attack each round at your highest BAB, but you lost any strength bonus to damage
that you might normally have gained. Using this ability requires a full attack action.
Special: A fighter may select this feat as one of his fighter bonus feats.

Riposte [General, Fighter]


After deflecting your opponents blow, you quickly attack while they are over extended.
Prerequisites: Weapon Finesse, Weapon Expertise, BAB +6 ot higher
Benefit: When unencumbered, in light armor or less, and wielding a weapon that you have
Finesse for, you may make an attack of opportunity against an opponent who tries to attack you
in melee combat and misses.
Special: This does not work if you are denied your Dexterity bonus to AC. You cannot use other
feats that allow extra attacks, such as Cleave, with Riposte. A fighter may select this feat as one
of his fighter bonus feats.

Batter Up! [General, Fighter]


Take a baseball swing to trade accuracy for a better chance at a critical.
Prerequisite: Str 16+, BAB +5
Benefit: As a full round action that provokes an attack of opportunity, you may take a penalty
on your attack roll up to either six or you base attack bonus (whichever is lower) when making a
an attack with a two-handed weapon. For every -2 you take on your attack roll, the threat range
expands by one. Additionally, for every -2 that you take, you get a +2 on your roll to confirm a
threat.
Special: A fighter may select this feat as one of his fighter bonus feats.

Awareness [General]
By intuitively predicting your opponent’s next move, you can get the jump on them.
Prerequisite: Wis 13+
Benefit: You may use your Wisdom bonus instead of your Dexterity bonus to determine your
initiative bonus.
Careful Planner [General]
You always seem to have to right equipment on hand.
Prerequisite: Wis 13+
Benefit: In any situation where a piece of mundane equipment is required and the item is
unavailable, you can declare that you have the item on hand. You must immediately pay for the
item, as if purchased from a merchant. The item in question cannot be more that 25 gp in
value. It is a fairly typical item of its sort that you purchased last time you were in an
appropriate market. The item found is not a specific item and could not for instance appear to
be a counterfeit of another specific item. In the case of arrows, darts and the like, you may not
“find” more than 1d10 of these on you at any one time.
Special: You may use this feat a number of times per session equal to your Wisdom bonus. You
cannot find an item that you could not have conceivably been carrying with you because you
sufficient storage space.
Notes: The idea of the feat is not that you magically create items, but that the character is a
better shopper than the player, and bought the item last time they re-supplied.

New Drugs!:

Hand of God:
Said to be made from the dried leaves of a plant that was created by the gods themselves, this
drug allows its taker to commune with a deity of their choice, or so they say. Many dealers
pretend to pass off devil weed as this plant because they look quite similar. The only way to tell
the difference would be to have both presented next to each other, or be very familiar with
either. This drug is usually smoked, however you can also make tea with it. Hand of God is
extremely rare, and if you can find it usually costs anywhere between 20,000 and 100,000 gold
per gram.
Initial Effect: Exotic visions of incredible beauty enthrall the user for the next d20+10 minutes.
Secondary Effect: Those who take the drug may commune with one deity of their choice (for
divine casters it is usually their patron deity), and may ask this deity one question. Whether
they answer that question or not is up to them.
Side Effects: The taker is exhausted after taking this drug.

New Spells:
Attuned Vibration:
Evocation [Sonic]
Level: Brd 6
Components : V, S, M
Casting Time: Full Round Action
Range: 15 ft.
Target: One freestanding structure or Construction
Duration: Up to 1 Round per level of Bard or Virtuoso
Saving Throw : Will Negates
Spell Resistance : Yes
By attuning yourself to a Construct or a freestanding structure such as a building, bridge, or dam, you can create a
damaging vibration within it. Once it begins, the vibration deals 2d4 points of damage to the target. This damage
increases exponentially in the following rounds. i.e. 4, 16, 64, 256
You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round/level, if cast
upon a target that is not freestanding, such as a hillside, the surrounding stone dissipates the effect and no damage
occurs. Attuned Vibration cannot affect living creatures. A structure gets no saving throw, but a construct gets a Will
save to resist the effects.
Material Component: A tuning fork.

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