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Forums of the Coast Version 3.0!!!! (or is it 4? or maybe 5?) 2018-01-26T18:16:39 http://forums.druidsofthecoast.com/feed.php?f=157 2018-01-26T18:16:39 2018-01-26T18:16:39 http://forums.druidsofthecoast.com/viewtopic.php?t=1470&p=26633#p26633 <![CDATA[Rules & References • Re: Rules Changes Log]]> Statistics: Posted by Zanaikin — Fri Jan 26, 2018 6:16 pm


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2018-01-26T18:11:35 2018-01-26T18:11:35 http://forums.druidsofthecoast.com/viewtopic.php?t=1471&p=26632#p26632 <![CDATA[Rules & References • SHIFTER FEATS]]> Beasthide Elite [Shifter]
Prerequisite: Shifter with the Beasthide shifter trait
Benefit: The natural armor bonus provided by the Beasthide shifter trait increases to +4. You also gain +2 rounds of Shifting per day.
Source: ECB, pg. 51

Cliffwalk Elite [Shifter]
Prerequisite: Shifter with the Cliffwalk shifter trait
Benefit: The climb speed provided by the Cliffwalk shifter trait increases by +10ft. You also gain +2 rounds of Shifting per day.
Source: RoE, pg. 113

Dreamsight Elite [Shifter]
Prerequisite: Shifter with the Dreamsight shifter trait
Benefit: While shifting, you gain a +5 racial bonus to Perception and can see invisible creatures and objects as if you under the effect of the See Invisibility spell. This is considered part of your shifting and cannot be dispelled or suppressed unless your entire shifting is dispelled or suppressed. You also gain +2 rounds of Shifting per day.
Source: RoE, pg. 113

Extended Shifting [Shifter]
Prerequisite: Shifter, at least 1 other Shifter feat
Benefit: Add 6 rounds to the duration of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability.
Special: This feat can taken multiple times. Each time it is taken, it's effects stack.
Source: RoE, pg. 112

Extra Shifter Trait [Shifter]
Prerequisite: Shifter, at least 2 other Shifter feats
Benefit: Choose an additional shifter trait from the list detailed in the shifter race description. When you shift, you take on all shifter traits except the racial bonus to your attributes from the shifter trait chosen by this feat. For example, if you took Longstride as your primary shifter trait and choose Razorclaw as your shifter trait granted by this feat, when you shift, you would gain a +2 racial bonus to Dexterity, a +10ft bonus to your land movement, are always considered to have a running start for jumping and would have two natural attacks (claws) for 1d4 damage. You would not gain the +2 racial bonus to Strength. You also gain +2 rounds of Shifting per day. The swiftwing and truedive shifter traits are mutually exclusive. You may not choose one if you already possess the other.
Source: RoE, pg. 114

Gorebrute Elite [Shifter]
Prerequisite: Shifter with the Gorebrute shifter trait
Benefit: You gain the Powerful Charge special ability, but only for the gore attack provided by your Gorebrute shifter trait. The total damage is your powerful charge ability is twice the normal amount of damage from your gore attack. You also gain +2 rounds of Shifting per day.
Source: RoE, pg. 114

Great Bite [Shifter]
Prerequisite: Base Attack Bonus +6, Shifter with the Longtooth shifter trait
Benefit: The critical multipler on your bite attack from your Longtooth shifter trait improves to x3. This does not stack with other effects that increase the critical multiplier, but does stack with other effects that increase the critical range. You also gain +2 rounds of Shifting per day.
Source: ECB, pg. 54

Great Rend [Shifter]
Prerequisite: Base Attack Bonus +4, Shifter with the Razorclaw shifter trait
Benefit: You gain the Rend special ability, but only if you successfully hit with both claw attacks granted by your Razorclaw shifter trait. Calculate this damage as per the normal rend rules (i.e. your base claw damage + 1-1/2 Strength modifier damage). You also gain +2 rounds of Shifting per day.
Source: ECB, pg. 54

Greater Shifter Defense [Shifter]
Prerequisite: Shifter, Shifter Defense, three other shifter feats.
Benefit: While shifting, the damage reduction provided by the Shifter Defense feat improved to a total of DR: 5/silver. You also gain +2 rounds of Shifting per day.
Source: ECB, pg. 54

Healing Factor [Shifter]
Prerequisite: Shifter, Constitution 13
Benefit: While shifting, you gain the Regeneration special ability, healing an amount of hit points per turn equal to your Constitution modifier. Damage caused by silver weapons overcome this regeneration. Since going unconscious causes any shifting to prematurely end, this regeneration cannot help you if you go below 0 hit points unless you are normally capable of acting in such circumstances. You also gain +2 rounds of Shifting per day.
Source: ECB, pg. 55

Longstride Elite [Shifter]
Prerequisite: Shifter with the Longstride shifter trait
Benefit: The bonus to your movement rate granted by your Longstride shifter trait increases to a total of +20ft. You also gain +2 rounds of Shifting per day.
Source: RoE, pg. 114

Razorclaw Elite [Shifter]
Prerequisite: Shifter with the Razorclaw shifter trait
Benefit: You gain the Pounce special ability, but only when using the two claw attacks provided by your Razorclaw shifter trait. Both of these claw attacks use your full base attack bonus and both gain the +2 bonus from charging. If you have the Rend special ability and successful hit with both claw attacks, the rend damage is also applied. You also gain +2 rounds of Shifting per day.
Source: RoE, pg. 114

Reactive Shifting [Shifter]
Prerequisite: Shifter, Improved Initiative or Shifter Instincts.
Benefit: You can use your shifting ability as an immediate action, even when flat-footed or surprised. You also gain +2 rounds of Shifting per day.
Source: RoE, pg. 115

Shifter Acrobatics [Shifter]
Prerequisite: Shifter with either the Cliffwalk, Longstride, or Swiftwing trait, Acrobatics 5 Ranks
Benefit: You gain a bonus to your Acrobatics and Fly skills equal to the number of Shifter feats that you currently have, including this one. You also gain +2 rounds of Shifting per day.
Special: This counts as the Acrobat feat for the purpose of meeting prerequisites.
Source: PGoE, pg. 135

Shifter Agility [Shifter]
Prerequisite: Shifter with either the Cliffwalk, Longstride, or Swiftwing trait
Benefit: While shifting, you gain a +1 dodge bonus to AC and a +1 bonus to Reflex saves. You also gain +2 rounds of Shifting per day.
Special: This counts as the Dodge feat for the purpose of meeting prerequisites.
Source: RoE, pg. 115

Shifter Defense [Shifter]
Prerequisite: Shifter, two other shifter feats
Benefit: While shifting, you gain damage reduction equal to DR: 2/silver. You also gain +2 rounds of Shifting per day.
Source: ECB, pg. 60

Shifter Ferocity [Shifter]
Prerequisite: Shifter, Constitution 13
Benefit: While shifting, you gain the Ferocity special ability. This will allow you to remain conscious if brought below 0 hit points. If you are not shifting when brought below 0 hit points but not to death, you may begin shifting as an immediate action in order to remain conscious. You also gain +2 rounds of Shifting per day.
Source: RoE, pg. 115

Shifter Instincts [Shifter]
Prerequisite: Shifter
Benefit: You gain a +2 bonus to Perception, Sense Motive, and Initiative checks. You also gain +2 rounds of Shifting per day.
Special: This counts as the Alertness feat for the purpose of meeting prerequisites.
Source: RoE, pg. 115

Shifter Magnetism [Shifter]
Prerequisite: Shifter, Wild Empathy class feature
Benefit: You gain a bonus to your Handle Animal and Wild Empathy checks equal to the number of Shifter feats that you currently have, including this one. You also gain +2 rounds of Shifting per day.
Special: This counts as the Animal Affinity feat for the purpose of meeting prerequisites.
Source: PGoE, pg. 135

Shifter Multiattack [Shifter]
Prerequisite: Shifter, Base Attack Bonus +6, Longtooth or Razorclaw trait
Benefit: While shifting, your secondary attacks with the natural weapon you gain from your shifter traits only suffer a -2 penalty. You also gain +2 rounds of Shifting per day.
Source: ECB, pg. 60

Shifter Savagery [Shifter]
Prerequisite: Shifter with either the Gorebrute, Longtooth, or Razorclaw shifter trait, Base Attack Bonus +6, ability to Rage
Benefit: While shifting and raging simultaneously, the critical threat range of all of your natural attacks increase to 19-20 and the base damage improved by two steps, as if your size had increased by two size categories. This increase to the threat range does not stack with any other effect (such as Improved Critical), nor does the base damage increase stack with any other source that does not actually increase your size category. This leads to the following progression: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. You also gain +2 rounds of Shifting per day.
Source: RoE, pg. 115

Shifter Stamina [Shifter]
Prerequisite: Shifter with either the Beasthide, Truedive or Wildhunt shifter trait, Endurance
Benefit: While shifting, you are immune to nonlethal damage and any Fatigue or Exhaustion effect is suppressed. When your shifting ends, any Fatigue or Exhaustion effect that has not already expired during your shifting affect you normally. You also gain +2 rounds of Shifting per day.
Source: RoE, pg. 115

Shifter Stealth [Shifter]
Prerequisite: Shifter with either the Cliffwalk, Longstride, or Swiftwing trait, 5 ranks in Stealth
Benefit: You gain a bonus to your Escape Artist and Stealth checks equal to the number of Shifter feats that you currently have, including this one. You also gain +2 rounds of Shifting per day.
Special: This counts as the Stealthy feat for the purpose of meeting prerequisites.
Source: PGoE, pg. 135

Swiftwing Elite [Shifter]
Prerequisite: Shifter with the Swiftwing shifter trait.
Benefit: The fly speed provided by your Swiftwing Elite shifter trait increases by +10ft and the maneuverability improves to good. You also gain +2 rounds of Shifting per day.
Source: RoE, pg. 116

Truedive Elite [Shifter]
Prerequisite: Shifter with the Truedive shifter trait
Benefit: The swim speed provided by your Truedive shifter trait increases by +10ft, and you do not take any of the normal penalties on melee attack rolls made underwater. You also gain +2 rounds of Shifting per day.
Source: RoE, pg. 116

Wildhunt Elite [Shifter]
Prerequisite: Shifter with the Wildhunt shifter trait
Benefit: While shifting, you gain blindsense 30ft. You also gain +2 rounds of Shifting per day.
Source: RoE, pg. 116

Winterhide Elite [Shifter]
Prerequisite: Shifter with the Winterhide shifter trait
Benefit: The natural armor bonus provided by the Winterhide shifter trait increases to +2 and the cold resistance provided increases to 10. This bonus on saving throws to resist environmental effects of extreme cold increases to +4. You also gain +2 rounds of Shifting per day.
Source: Original

Statistics: Posted by Zanaikin — Fri Jan 26, 2018 6:11 pm


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2018-01-26T18:10:34 2018-01-26T18:10:34 http://forums.druidsofthecoast.com/viewtopic.php?t=1471&p=26631#p26631 <![CDATA[Rules & References • New Feats]]> Statistics: Posted by Zanaikin — Fri Jan 26, 2018 6:10 pm


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2018-01-26T18:10:15 2018-01-26T18:10:15 http://forums.druidsofthecoast.com/viewtopic.php?t=1471&p=26630#p26630 <![CDATA[Rules & References • Custom Feats]]> Statistics: Posted by Zanaikin — Fri Jan 26, 2018 6:10 pm


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2018-01-26T15:37:25 2018-01-26T15:37:25 http://forums.druidsofthecoast.com/viewtopic.php?t=1470&p=26629#p26629 <![CDATA[Rules & References • Rules Changes Log]]> Statistics: Posted by Zanaikin — Fri Jan 26, 2018 3:37 pm


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2016-10-31T20:07:52 2016-10-31T20:07:52 http://forums.druidsofthecoast.com/viewtopic.php?t=1463&p=26340#p26340 <![CDATA[Rules & References • Eberron Dragonmarked]]> http://eberron.wikia.com/wiki/The_Dragonmarked_Houses for information on the Dragonmarks and Dragonmarked Houses.

Mark of Detection
House: Medani
Race: Half-Elf
Influence: Warning Guild
Least Mark (choose two): Acute Senses 1/day, Detect Magic at will, Detect Poison at will, Heightened Awareness 1/day, or See Invisibility 1/day; +2 on Perception checks
Lesser Mark: Arcane Sight 1/day, Aura Sight 1/day, or Detect Scrying 1/day
Greater Mark: True Seeing 1/day or Symbol of Revelation 1/day
Siberys Mark: Moment of Prescience 1/day

Mark of Finding
House: Tharashk
Race: Half-Orc, Human
Influence: Finders Guild
Least Mark (choose two): Deadeye's Lore [UC] 1/day, Know Direction at will, Lay of the Land [F&P] 1/day, Locate Object 1/day, Tracking Mark 1/day; +2 on Survival checks
Lesser Mark: Helping Hand 1/day, Hunter's Eye [APG] 1/day, or Locate Creature 1/day
Greater Mark: Find the Path 1/day or Trace Teleport [UI] 1/day
Siberys Mark: Discern Location 1/day

Mark of Handling
House: Vadalis
Race: Human
Influence: Handlers Guild
Least Mark (choose two): Animal Messenger 1/day, Animal Purpose Training [ACG] 1/day, Calm Animals 1/day, Charm Animal 1/day, or Speak with Animals 1/day; +2 on Handle Animal checks
Lesser Mark: Animal Ambassador 1/day, Atavism [UM] 1/day, or Dominate Animal 1/day
Greater Mark: Animal Growth 1/day or Summon Nature's Ally V 1/day
Siberys Mark: Awaken 1/day or Summon Nature's Ally VII 1/day

Mark of Healing
House: Jorasco
Race: Halfling
Influence: Healers Guild
Least Mark (choose two): Cure Light Wounds 1/day, Diagnose Disease [UM] 1/day, Lesser Restoration 1/day, Soothing Word 1/day, or Stabilize at will; +2 on Heal checks
Lesser Mark: Cure Serious Wounds 1/day, Panacea [SpC] 1/day, or Restoration 1/day
Greater Mark: Heal 1/day, Pillar of Life 1/day, or Symbol of Healing 1/day
Siberys Mark: Mass Heal 1/day

Mark of Hospitality
House: Ghallanda
Race: Halfling
Influence: Hostelers Guild
Least Mark (choose two): Create Water at will, Dream Feast 1/day, Purify Food and Drink at will, Prestidigitation at will, or Unseen Servant 1/day; +2 on Diplomacy checks
Lesser Mark: Create Food and Water 1/day, Nap Stack [APG] 1/day, or Secure Shelter 1/day
Greater Mark: Heroes' Feast 1/day or Mage's Magnificent Mansion 1/day
Siberys Mark: Refuge 1/day

Mark of Making
House: Cannith
Race: Human
Influence: Tinkers Guild, Fabricators Guild
Least Mark (choose two): Crafter's Fortune 1/day, Make Whole 1/day, Mending at will, Jury-Rig 1/day, or Repair Light Damage 1/day; +2 on Craft checks
Lesser Mark: Masterwork Transformation 1/day, Minor Creation 1/day, or Repair Serious Damage 1/day
Greater Mark: Fabricate 1/day or Major Creation 1/day
Siberys Mark: True Creation 1/day

Mark of Passage
House: Orien
Race: Human
Influence: Couriers Guild, Transportation Guild
Least Mark (choose two): Expeditious Retreat 1/day, Longstrider 1/day, Mount (Communal) 1/day, Nature's Path 1/day, or Dimension Leap* 1/day; +2 on Knowledge (Geography) checks
Lesser Mark: Dimension Door 1/day, Phantom Steed (Communal) 1/day, or Wind at Back [SpC] 1/day
Greater Mark: Overland Flight 1/day or Teleport 1/day
Siberys Mark: Greater Teleport 1/day
* Dimension Leap can teleport up to a total of 10ft per character level per use. The character can leap a shorter distance than his maximum, as long as the distance is in 10-foot increments. Using dimension leap is a standard action.

Mark of Scribing
House: Sivis
Race: Gnome
Influence: Notaries Guild, Speakers Guild
Least Mark (choose two): Arcane Mark at will, Comprehend Languages 1/day, Message at will, Share Language 1/day, or Whispering Wind 1/day; +2 on Linguistics checks
Lesser Mark: Illusory Script 1/day, Secret Page 1/day, or Tongues 1/day
Greater Mark: Sending 1/day*, Telepathic Bond 1/day
Siberys Mark: Symbol of Death 1/day
* Sending: a description provided by client makes you familiar with recipient

Mark of Sentinel
House: Deneith
Race: Human
Influence: Blackmarks Guild, Defenders Guild
Least Mark (choose two): Mage Armor 1/day, Protection from Arrows 1/day, Resist Energy 1/day, Shield of Faith 1/day, or Shield Other 1/day; +2 on Sense Motive checks
Lesser Mark: Lesser Globe of Invulnerability 1/day, Resist Energy (Communal) 1/day, or Resilience Reservoir [ARG] 1/day
Greater Mark: Globe of Invulnerability 1/day or Stoneskin 1/day
Siberys Mark: Mind Blank 1/day

Mark of Shadow
House: Phiarlan, Thuranni
Race: Elf
Influence: Entertainers and Artisans Guild (Phiarlan), Serpentine Table (Phiarlan), Shadow Network (Thuranni)
Least Mark (choose two): Blend 1/day, Darkness 1/day, Darkvision 1/day, Disguise Self 1/day, or Minor Image 1/day; +2 on Stealth checks
Lesser Mark: Clairaudience/Clairvoyance 1/day, Darkvision (Greater) [UM] 1/day, or Scrying 1/day
Greater Mark: Mislead 1/day, Prying Eyes 1/day, or Shadow Walk 1/day
Siberys Mark: Greater Prying Eyes 1/day or Greater Scrying 1/day

Mark of Storm
House: Lyrandar
Race: Half-Elf
Influence: Windwrights Guild, Raincallers Guild
Least Mark (choose two): Alter Winds [APG] 1/day, Endure Elements (Communal) 1/day, Fog Cloud 1/day, Gust of Wind 1/day, or Read Weather [FoB] 1/day; +2 on Fly checks
Lesser Mark: Cloak of Winds [APG] 1/day, Sleet Storm* 1/day, or Wind's Favor* 1/day
Greater Mark: Control Winds 1/day or Control Weather 1/day
Siberys Mark: Storm of Vengeance 1/day
* Sleet Storm may create either warm rain or freezing sleet
* Wind's Favor can create a localized area of strong wind (approximately 30 mph) in an area 10ft wide, 10ft high, and 100ft + 20ft per caster level long. The wind blows for 1 hour per caster level or until the character dismisses it. By concentrating as a full-round action, the character can change the direction of the wind by 45 degrees.

Mark of Warding
House: Kundarak
Race: Dwarf
Influence: Banking Guild, Warding Guild
Least Mark: Alarm 1/day, Arcane Lock 1/day, Fire Trap 1/day, or Misdirection 1/day; +2 on Perception checks
Lesser Mark: Explosive Runes 1/day, Glyph of Warding 1/day, or Nondetection 1/day
Greater Mark: Mage's Faithful Hound 1/day, Greater Glyph of Warding 1/day, or Guards and Wards 1/day
Siberys Mark: Forbiddance* 1/day (carries no alignment and deals no damage, only blocks planar travel)


DRAGONMARKED FEATS

Dragonmark Adept
Prerequisite: Lesser True Dragonmark
Benefit: You gain all (three) spell-like abilities from the Lesser True Dragonmark you chose.

Dragonmark Mastery
Prerequisites: any true dragonmark
Benefit: If a dragonmark spell-like ability is normally activated as a standard action, you can spend 2 uses of that dragonmark spell-like ability to activate it as a swift or immediate action.

Dragonmark Prodigy
Prerequisite: Least True Dragonmark
Benefit: You gain all (five) spell-like abilities from the Least True Dragonmark you chose.

Dragonmark Visionary
Prerequisite: Greater True Dragonmark
Benefit: You may choose a second spell-like ability from the Greater True Dragonmark you chose.

Greater True Dragonmark
Prerequisite: Least True Dragonmark, Lesser True Dragonmark, 9 ranks in any two skills, Member of a dragonmarked race (dwarf, elf, gnome, halfling, half-elf, half-orc or human), Must not possess an aberrant dragonmark of any type.
Benefit: When you select this feat, choose one of the Greater True Dragonmark spell-like ability options determined by the type of true dragonmark you choose with the Least Dragonmark Feat. Once this choice has been made, it cannot be changed, although some dragonmarks only have one greater spell-like ability available. If you can cast spells, you may sacrifice a spell slot or prepared spell of the same level as a greater dragonmark spell-like ability to use it one additional time. Lastly, you may use any Least True Dragonmark or Lesser True Dragonmark spell-like abilities one additional time per day.
The caster level for all of your true dragonmark spell-like abilities is now equal to 5 + 1/2 your character level, rounded down. In every other manner, it is identical to the Least True Dragonmark spell-like ability.

Least True Dragonmark
Prerequisite: Member of a dragonmarked race (dwarf, elf, gnome, halfling, half-elf, half-orc or human), Must not possess an aberrant dragonmark of any type.
Benefit: When you select this feat, choose one of the following true dragonmarks listed below as restricted by your race. The true dragonmark you choose will determine what dragonmarked house you belong to (if only distantly) as well as the type of true dragonmark available for any other feat that has this feat as a prerequisite.
When you select this feat, choose two of the dragonmark spell-like abilities from your chosen least dragonmark. Once this choice has been made, it cannot be changed. If you can cast spells, you may sacrifice a spell slot or prepared spell of the same level as a least dragonmark spell-like ability to use it one additional time. Lastly, based on which dragonmarked house you belong to, you will receive a +2 bonus to a specific skill.
The caster level for all least true dragonmark spell-like abilities is equal to 1 + 1/2 your character level, rounded down, and the spell level is always the lowest possible if it appears on multiple spell lists.
(*Rebalance based on the Drow Nobility feat, which gives 3 SLA options of Lv0-2)

Lesser True Dragonmark
Prerequisite: Least True Dragonmark, 5 ranks in any two skills, member of a dragonmarked race (dwarf, elf, gnome, halfling, half-elf, half-orc or human), Must not possess an aberrant dragonmark of any type.
Benefit: When you select this feat, choose one of the Lesser True Dragonmark spell-like ability options determined by the type of true dragonmark you choose with the Least Dragonmark Feat. Once this choice has been made, it cannot be changed. If you can cast spells, you may sacrifice a spell slot or prepared spell of the same level as a lesser dragonmark spell-like ability to use it one additional time. Lastly, you may use any Least True Dragonmark spell-like abilities one additional time per day.
The caster level for all of your true dragonmark spell-like abilities is now equal to 3 + 1/2 your character level, rounded down. In every other manner, it is identical to the Least Dragonmark spell-like ability.
(*Rebalanced based on the Improved Drow Nobility feat, which increases existing SLA options by 1/day and upgrades Lv2 Darkness to Lv3 Deeper Darkness with +1/day)

Statistics: Posted by Zanaikin — Mon Oct 31, 2016 8:07 pm


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2016-09-12T14:20:10 2016-09-12T14:20:10 http://forums.druidsofthecoast.com/viewtopic.php?t=1462&p=26195#p26195 <![CDATA[Rules & References • Custom Equipment]]> ARMOR & SHIELDS:

Pavise Shield
The Pavise Shield is a tower shield with a stand underneath. It may be carried as a normal tower shield, but the attachment makes it heavier and harder to use (1 lower maximum dexterity, 2 lower ACP, +5lbs). As a full-round action (or move action if you have Tower Shield Proficiency) that provokes attacks of opportunity, you may prop a pavise shield up on its own stand against one edge of the square. Anyone standing directly behind the shield may treat attacks passing over this edge as Hard Cover (+4 AC, +2 Reflex). A row of deployed Pavise Shield can offer the same benefits as a low wall.
A deployed Pavise Shield may be blown over by strong winds, explosive pressure, and any bull rush/trample attacks.
Shield AC: +4 (Cover)
Maximum Dexterity: +1
Armor Check Penalty: -12
Arcane Spell Failure: 50%
Weight: 50lbs
Cost: 50gps

Statistics: Posted by Zanaikin — Mon Sep 12, 2016 2:20 pm


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2016-09-12T14:19:45 2016-09-12T14:19:45 http://forums.druidsofthecoast.com/viewtopic.php?t=1462&p=26194#p26194 <![CDATA[Rules & References • Custom Others]]> Statistics: Posted by Zanaikin — Mon Sep 12, 2016 2:19 pm


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2016-01-09T21:53:13 2016-01-09T21:53:13 http://forums.druidsofthecoast.com/viewtopic.php?t=1423&p=25606#p25606 <![CDATA[Rules & References • Moonspeaker]]> Statistics: Posted by Zanaikin — Sat Jan 09, 2016 9:53 pm


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2015-12-31T22:17:07 2015-12-31T22:17:07 http://forums.druidsofthecoast.com/viewtopic.php?t=1423&p=25510#p25510 <![CDATA[Rules & References • Organization Classes]]>
Aura of Desecration: You may radiate an aura of negative energy similar to that of Karrnathi Dread Marshals. This functions exactly as the spell Desecrate with a radius of 5ft per class level, except it is centered on you. This replaces Domain and Track.

Revelation: You receive a Revelation at 3rd level and every three levels thereafter (6th, 9th, 12th, 15th, 18th). These Revelations must be selected from the Oracle's Bones Mystery or one of those given below. You may use your Wisdom modifier instead of Charisma modifier to determine the effects, uses per day, and saving throw DC of any Revelation gained.
Additional Revelations available:
* Fill the Ranks: Whenever you use Raise the Dead revelation, the undead created may remain as long as it remains under your control. You may control up to 4HD of undead per caster level, as Animate Dead.
* Skeletal Steed: You gain the service of an intelligent, skeletal mount. This functions as the Druid's Animal Companion, using your Inquisitor level as your effective Druid. You must be able to ride the companion and it gains the Skeleton template.
This replaces Domain, Solo Tactics, Monster Lore, and all Teamwork feats.

Undead Master: At 5th level, you receive Undead Master as a bonus feat, even if you do not meet the prerequisites. This replaces Discern Lies.

If using Alternate Multiclassing Rules (Oracle), you receive a Bones Revelation at 3rd level as an Oracle of 1/2 your character level; you receive another revelation at 7th, 15th, and 19th levels. At 11th level, you add 5 to your effective Oracle level for the purpose of determining your Bones Revelation effects.



AUNDAIR: KNIGHT PHANTOM [Magus Archetype]

Ranged Spell Combat (Su): Instead of a light or one-handed melee weapon, you may also use a ranged weapon for spell combat. You don't need a free hand for ranged spell combat. You cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This replaces the Magus Arcana at 3rd level.

Mounted Assault (Su): You may expend 1 point from your arcane pool as a Swift Action to summon a mount. This functions as Phantom Steed, with you automatically mounted. Only you can ride the steed, and it lasts a number of minutes equal to your Intelligence modifier. At any time during the Phantom Steed's existence, you may spend either 3 additional points from your arcane pool or one 3rd-level spell slot to boost its duration to one hour per class level instead. This replaces the Magus Arcana at 6th level.

Logistics Wizard: You may add Arcane Pocket and Shrink Item to your Magus spell list and spellbook. This replaces Knowledge Pool.

If using Alternate Multiclassing Rules (Magus), you gain Mounted Assault instead of the HD7 feat.

Statistics: Posted by Zanaikin — Thu Dec 31, 2015 10:17 pm


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2015-07-24T12:44:35 2015-07-24T12:44:35 http://forums.druidsofthecoast.com/viewtopic.php?t=1423&p=24793#p24793 <![CDATA[Rules & References • Dragonmarked Scion]]> Statistics: Posted by Zanaikin — Fri Jul 24, 2015 12:44 pm


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2015-07-11T13:22:30 2015-07-11T13:22:30 http://forums.druidsofthecoast.com/viewtopic.php?t=1423&p=24700#p24700 <![CDATA[Rules & References • Warlord]]> Statistics: Posted by Zanaikin — Sat Jul 11, 2015 1:22 pm


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2015-07-11T13:21:57 2015-07-11T13:21:57 http://forums.druidsofthecoast.com/viewtopic.php?t=1423&p=24699#p24699 <![CDATA[Rules & References • Armiger]]> Statistics: Posted by Zanaikin — Sat Jul 11, 2015 1:21 pm


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2015-07-11T13:20:57 2015-07-11T13:20:57 http://forums.druidsofthecoast.com/viewtopic.php?t=1423&p=24698#p24698 <![CDATA[Rules & References • Aristocrat]]> Statistics: Posted by Zanaikin — Sat Jul 11, 2015 1:20 pm


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2015-07-11T13:18:37 2015-07-11T13:18:37 http://forums.druidsofthecoast.com/viewtopic.php?t=1423&p=24697#p24697 <![CDATA[Rules & References • Expert]]> Statistics: Posted by Zanaikin — Sat Jul 11, 2015 1:18 pm


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2015-07-11T13:18:26 2015-07-11T13:18:26 http://forums.druidsofthecoast.com/viewtopic.php?t=1423&p=24696#p24696 <![CDATA[Rules & References • Custom Class & Archetypes]]> Statistics: Posted by Zanaikin — Sat Jul 11, 2015 1:18 pm


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2015-06-30T20:57:49 2015-06-30T20:57:49 http://forums.druidsofthecoast.com/viewtopic.php?t=1401&p=24617#p24617 <![CDATA[Rules & References • Diplomacy Rework]]>
The following is a general rework of the attitude system for better tracking, less abuse, and how Diplomacy will function towards it.

Attitude between two characters will be tracked by a single score ranging from -100 to +100. This range is divided into 9 steps with 20 range each (except Indifferent):

Cherished (+80 or higher): best friends and intimate partners
Close (+60 to +79): close friends and longtime companions
Friendly (+40 to +59): friends and trusted allies
Warm (+20 to +39): acquaintances
Indifferent (-19 to +19)
Cold (-20 to -39): ignores presence
Dislike (-40 to -59): wants you out of their sight, may turn hostile
Hate (-60 to -79): foes, will turn hostile should opportunity present itself
Despise (-80 or lower): sworn enemies


Influence Attitude

Influence Attitude may alter a creature perception towards you by taking 1 minute of continuous interaction. However the bonuses are only temporary (1d4 hours; boosted or lowered depending on circumstance). This action will function exactly as described in Pathfinder core rules.

However, with nine attitude steps as declared above instead of the Pathfinder system's five step scale, the two step limit (Diplomacy check exceeding the DC by 5) restricts attitude change much more. For example, if they start off with Dislike (as most enemies will), the most you can manage is make them Indifferent to you; they certainly won't jump sides and suddenly turn Friendly (not unless there's special circumstances involved).

Furthermore, the Diplomacy DC required to Influence Attitude are also modified to the following:

Starting Attitude vs Diplomacy DC (use higher)
Despise: DC 35 + Creature's Charisma modifier or (Passive Sense Motive + 20)
Hate: DC 30 + Creature's Charisma modifier or (Passive Sense Motive + 15)
Dislike: DC 25 + Creature's Charisma modifier or (Passive Sense Motive + 10)
Cold: DC 20 + Creature's Charisma modifier or (Passive Sense Motive + 5)
Indifferent: DC 15 + Creature's Charisma modifier or DC = Passive Sense Motive
Warm: DC 10 + Creature's Charisma modifier or (Passive Sense Motive - 5); user lower DC when determining if attitude lost
Friendly or better: DC 10 + Creature's Charisma modifier

In essence, while a high Diplomacy character may be able to make guards turn a blind eye or make a minor officer let you go, don't expect to walk around 'Befriending' important NPCs with just a few sentences.


Improve Relationship

This is a new action. Unlike Influence Attitude, which temporarily boosts another character's perception towards you, Improve Relationship will do it for the long term. By taking a daytime slot (morning, afternoon, night) to interact with another character, you may attempt to shift their attitude step by making a Diplomacy check (same DC as Influence Attitude). But instead of shifting the attitude by steps, this will instead alter their attitude score by a number of points equal to:

( 5 + every point by which your check beat the DC ) / attitude step modifier

The modifiers are:
Despise (5), Hate (4), Dislike (3), Cold (2), Indifferent (1), Warm (2), Friendly (3), Close (4), Cherished (5)

For example, if a character you're talking to has an attitude score of +33 (Warm: modifier 2), and your Diplomacy 31 check beat the DC20 by 11, you move them (5+11)/2 = 8 points toward positive, to a new long-term attitude score of +41; now they consider you their friend and may actively help you (ranging from free services every so while to across-the-board discounts)

Failing the check results in no change. Failing the check by 5 or more results in an attitude score decrease equal to:
every point by which your check failed / number of attitude steps away from either end

The new attitude will be kept until it improves further or declines due to negative reactions or simply neglect. Improving relationships in the long term will be a slow process, but may offer significant rewards.

You may not benefit from Improve Relationship action more than once per week. You may however, retry and take the higher bonus. Most NPCs are only available for this action during nighttimes and on weekend afternoons.

Bonuses:
Favorable occurrences such as going out on a shopping excursion or for lunch as part of the Improve Relationship action grants you advantage on the Diplomacy check. Offering the other character a well-received gift or favor may improve the check by anywhere between +5 (for a simple gift) to +20 (well-chosen, personalized, and valuable) to +50 (for something they deem a life-cherished goal).
(think Dragon Age style)

Services:
You may hire the services of a social adviser to give you a bonus on Diplomacy checks. This works using the Investigator class' 's A Quiet Word ability, allowing you to substitute their Diplomacy ranks (equal to their level) for your Diplomacy ranks for 1 check made within 24hrs; you also gain the bonus of 1 Investigator Inspiration Dice for the check. The costs will be based on the Pathfinder formula for spellcasting hiring.
Available advisers will be posted in settlement data (including their ranks, inspiration dice bonus, and cost per advice).



Bartering

You may barter to sell goods back into the market at a higher price than 50%. This requires you to take eight hours (2 time sessions) and a Diplomacy check. The selling price you achieve is based on the results of your Diplomacy check:
DC20: +5% (for 55% market price)
DC25: +10% (for 60% market price)
DC30: +15% (for 65% market price)
DC40: +20% (for 70% market price)
DC50: +25% (for 75% market price)
Note that the amount you can sell this way is still limited by the Market Purchasing Limit of the settlement you're selling in (which caps how much goods can be sold back to the market in a single week).

Statistics: Posted by Zanaikin — Tue Jun 30, 2015 8:57 pm


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2015-06-29T16:06:00 2015-06-29T16:06:00 http://forums.druidsofthecoast.com/viewtopic.php?t=1411&p=24614#p24614 <![CDATA[Rules & References • Downtime Activities Primer]]> Statistics: Posted by Zanaikin — Mon Jun 29, 2015 4:06 pm


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2015-06-28T21:55:51 2015-06-28T21:55:51 http://forums.druidsofthecoast.com/viewtopic.php?t=1404&p=24608#p24608 <![CDATA[Rules & References • Warforged]]> Statistics: Posted by Zanaikin — Sun Jun 28, 2015 9:55 pm


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