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Forums of the Coast Version 3.0!!!! (or is it 4? or maybe 5?) 2008-11-20T19:57:41 https://forums.druidsofthecoast.com/feed.php?f=4 2008-11-20T19:57:41 2008-11-20T19:57:41 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=12728#p12728 <![CDATA[Custom Game Material • Re: Custom Feats]]> Statistics: Posted by Zanaikin — Thu Nov 20, 2008 7:57 pm


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2008-11-19T22:08:13 2008-11-19T22:08:13 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=12704#p12704 <![CDATA[Custom Game Material • Re: Custom Feats]]> However if you're using a pathfinder version feat, it better be marked on your character sheet or I will throw a horrible DM tantrum in which your character will becomes penalized in some degree as a result.

Statistics: Posted by Zanaikin — Wed Nov 19, 2008 10:08 pm


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2008-11-16T05:52:24 2008-11-16T05:52:24 https://forums.druidsofthecoast.com/viewtopic.php?t=394&p=12643#p12643 <![CDATA[Custom Game Material • Re: Marshal]]> 1. Marshal Coordinate ability: " You may not use this ability to double the bonus of Coordination Aura."
2. Mobile Commander Aura: "Allies within range gain +5ft morale bonus to base speed. This does not affect speeds that your creature type does not have (e.g. fly speed for a human)."

Statistics: Posted by Zanaikin — Sun Nov 16, 2008 5:52 am


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2008-10-24T05:05:28 2008-10-24T05:05:28 https://forums.druidsofthecoast.com/viewtopic.php?t=86&p=12317#p12317 <![CDATA[Custom Game Material • Re: Custom Equipment / Equipment Rules]]> seeing as it's immune to magic he can't simply magically meld it, he's have to manually drill the holes and do everything and then put it together. This is the kind of thing that you'd ask to be put into a Golem Armor before it's finished being made and enchanted, not afterwards. Adamantine is no soft metal either, and the gnomes did everything they can to harden it...

Statistics: Posted by Zanaikin — Fri Oct 24, 2008 5:05 am


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2008-10-24T04:13:57 2008-10-24T04:13:57 https://forums.druidsofthecoast.com/viewtopic.php?t=86&p=12313#p12313 <![CDATA[Custom Game Material • Re: Custom Equipment / Equipment Rules]]> Forearm Dartthruster for Golem Amor
Activation: Auto-triggers whenever the fist strikes a solid target. (The trigger device would be something like an under-glorified pressure plate, if you want to get technical). Darts are kept in ultra dimensional space, and are loaded into the firing mechanism as a swift action.
Ammunition: The storing mechanism holds up to five large sized darts made of ironwood.
Slot: Technically a modification to the armor itself.
Cost: ?

Statistics: Posted by Mr_Praetorian — Fri Oct 24, 2008 4:13 am


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2008-10-23T15:19:11 2008-10-23T15:19:11 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=12286#p12286 <![CDATA[Custom Game Material • Re: Legacy Abilities]]>
but first I'd like to point out a few things:
D&D is a game of specific situations and circumstances. Sure there are established mechanics, and there are also EXCEPTIONS to those mechanics. (like Adamantine Hurricane doesn't say crap about if there's enough room around you, but if you try to do that in a tunnel I'll have to call bullshit, and if half the people around you are allies I'll have to roll chances of you doing friendly fire). If you don't like the DM trying to factor in all factors, then you shouldn't be playing D&D, go find some MMO where established game mechanics is the LAW.
You should have noticed by now that when ruling on a spell or maneuver, I care about the description of how it's performed and managed just as much, sometimes even more, than I care about its mechanics and numeric values.

and hence things happen like me ruling that Phantom Edge (Norinth's best Legacy ability) is ineffective in AMF-vs-AMF confrontations (since the blades hovers about the weapon, and isn't actually being wielded by the user, whose the only one not affected in a classic shaped-AMF. otherwise I'd be doing a hell lot more damage to you guys right now), or that Brilliant Energy weapons doesn't work against Golem Armor (because when Brilliant Energy is active - the blade has no substance, it's pure magic).
Well guess what, nothing on the mechanics description touches either of that. Brilliant Energy says it "ignores" armor, thereby Drew by your logic, I shouldn't care WHAT your armor is made out of. It'll just ignore it, right? Same thing goes to Wraithstrike also...
( yes Wraithstrike doesn't really work on golem armor, as Ariethil discovered first hand during the battle. The only reason you were hit at all by some of those attacks were a combination of other effects like : Moment of Prescience, no Mind Blank to counteract Find-the-Gap, natural 20s and triple-AP burns, etc etc ).

The divine blade argument is another case of this. Sure it says "ignore armor, shield, and cover bonuses", but HOW does it do it? The justification is that "the weapon may cut through any non-living materials as if the were thin paper". It also says "as a Brilliant Energy weapon", and SRD says brilliant energy works by "A brilliant energy weapon ignores nonliving matter". Well guess what, force isn't a material, I'd like you to find me an entry that lists Force as a special material. It's not 'matter' either, seeing as it has no mass and doesn't actually sustain itself - only a temporary magical effect.

Thus, in case you're wondering Drew, divine blade doesn't ignore the most common cover bonus (Shield Rings) either. It also won't cut Golem Armor, seeing as it's a magical effect...

Well, I COULD make Divine Blade so powerful it'd cut through magic effects like force, but that same justification would mean it can cut through similar magical barrier like Prismatics... that's just getting TOO powerful there. Legacy abilities may be crazy, but none of them can completely obsolete an ENTIRE CLASS yet (and that would make one of the best PRCs in the game utterly useless).

So yes, for all future references, if you claim just because something says it does something means it MUST do that something under ALL situations, I'll have to ask you to rethink why the hell you're playing D&D. After all this is a game where mechanics are established as guidelines and suggestions, not absolute law (DMs ad hoc stuff all the time, either making it easier or harder based on circumstances).

Statistics: Posted by Zanaikin — Thu Oct 23, 2008 3:19 pm


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2008-10-16T02:49:40 2008-10-16T02:49:40 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=12197#p12197 <![CDATA[Custom Game Material • Re: Custom Feats]]> as with my new creations (short of newly invented spells/whatevers), anyone who wish to take it (most likely squall here) may swap one of their existing feats for it, as if they've had it prior.

Statistics: Posted by Zanaikin — Thu Oct 16, 2008 2:49 am


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2008-10-14T01:16:05 2008-10-14T01:16:05 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=12160#p12160 <![CDATA[Custom Game Material • Re: Custom Feats]]> I made Improved Command Aura a [epic][fighter] feat, gives it more options for slot fitting.
reason : I discovered that Epic Leadership and Legendary Commander are both epic fighter feats, shockingly...

Statistics: Posted by Zanaikin — Tue Oct 14, 2008 1:16 am


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2008-10-12T00:55:04 2008-10-12T00:55:04 https://forums.druidsofthecoast.com/viewtopic.php?t=835&p=12101#p12101 <![CDATA[Custom Game Material • Re: Epic Progressions]]> ( I don't like the WOTC Epic Compilations Version, and given how rare it is for a character to take a base class all the way to the epics, figure they'd get better things )
BAB: Three-Quarter ( Cleric )
Saves: All Good Saves
Skills: 2 + Int
Spellcasting: Full progression
Feats: Every three levels ( starting at Lvl23 )
Divine Gift (Ex): At level twenty-two and every three levels thereafter, you may gain one of the following. You may choose the same ability more than once.
• Your Favored Soul damage reduction increases by +2.
• You gain +2 natural armor ( this is not a base increase to natural armor and not an enhancement bonus, and thus stacks with natural armor from Spells & Magic Items )
• You gain +10 resistance to one of your three Favored Soul energy resistances.
• You gain +1 bonus to one ability score.
• You gain +20ft to the fly speed of your Favored Soul wings.

EPIC FACTOTUM
BAB: Three-Quarter ( Rogue )
Saves: Good Reflex
Skills: 6 + Int
Spellcasting: Full SLA caster level progression ( no new spell levels or spells/day )
Feats: Every two levels ( starting at Lvl22 )
Opportunistic Piety (Su): You gain an additional use per day of this ability at level twenty-five and every five levels thereafter.

Statistics: Posted by Zanaikin — Sun Oct 12, 2008 12:55 am


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2008-10-11T15:51:11 2008-10-11T15:51:11 https://forums.druidsofthecoast.com/viewtopic.php?t=86&p=12096#p12096 <![CDATA[Custom Game Material • Re: Custom Equipment / Equipment Rules]]> Statistics: Posted by Zanaikin — Sat Oct 11, 2008 3:51 pm


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2008-10-10T14:42:33 2008-10-10T14:42:33 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=12087#p12087 <![CDATA[Custom Game Material • Re: Custom Feats]]> Statistics: Posted by Zanaikin — Fri Oct 10, 2008 2:42 pm


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2008-10-09T23:45:28 2008-10-09T23:45:28 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=12083#p12083 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]>
AURORUM CYCLONE (Iron Heart) - Derovarr
Level: Epic
Prerequisite: 5 Iron Heart maneuvers, including Adamantine Hurricane
Initiation: 1 standard action
Range: Melee attack
Target: Creatures within reach
When you initiate this maneuver,

When you initiate this maneuver, you may make three attacks against each opponent you threaten when you initiate this maneuver. You receive +5ft reach and a +8 bonus ( does not stack with similar effects such as Dancing Blade Stance ) to each of these attacks, which are otherwise made your highest attack bonus. Furthermore, you receive a +4 cover bonus to AC ( which stacks with cover from effects like Shield ) for one round.

Statistics: Posted by Mr_Praetorian — Thu Oct 09, 2008 11:45 pm


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2008-10-08T05:46:14 2008-10-08T05:46:14 https://forums.druidsofthecoast.com/viewtopic.php?t=393&p=12036#p12036 <![CDATA[Custom Game Material • Re: Custom Spells]]> Statistics: Posted by Zanaikin — Wed Oct 08, 2008 5:46 am


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2008-10-08T02:58:46 2008-10-08T02:58:46 https://forums.druidsofthecoast.com/viewtopic.php?t=835&p=12017#p12017 <![CDATA[Custom Game Material • Re: Epic Progressions]]> Spellcasting: Full Progression
BAB: Half
Saves: Good Fort, Good Will
Feats: Every Three Levels
Positive Energy Burst: Epic levels count normally for damage and DC.
Double-Empowered Healing: At level fourteen, all spells you cast from the Healing domain is automatically double-empowered without additional cost (you may combine this with the Maximize Healing ability). This increases to triple-empowered at level eighteen, and so on.

Epic Sublime Chord:
Spellcasting: Full CL Progression (no new spells known and spells/day)
BAB: Half
Saves: Good Will
Feats: Every Three Levels
Bardic Lore: Full progression.
Bardic Music: Half progression on music/day.

Statistics: Posted by Laharl — Wed Oct 08, 2008 2:58 am


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2008-10-08T02:55:16 2008-10-08T02:55:16 https://forums.druidsofthecoast.com/viewtopic.php?t=835&p=12015#p12015 <![CDATA[Custom Game Material • Epic Progressions]]> Statistics: Posted by Laharl — Wed Oct 08, 2008 2:55 am


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2008-10-06T04:44:26 2008-10-06T04:44:26 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=11984#p11984 <![CDATA[Custom Game Material • Re: Legacy Abilities]]> Statistics: Posted by Zanaikin — Mon Oct 06, 2008 4:44 am


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2008-10-02T20:51:09 2008-10-02T20:51:09 https://forums.druidsofthecoast.com/viewtopic.php?t=393&p=11925#p11925 <![CDATA[Custom Game Material • Re: Custom Spells]]> Statistics: Posted by Zanaikin — Thu Oct 02, 2008 8:51 pm


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2008-08-15T13:44:12 2008-08-15T13:44:12 https://forums.druidsofthecoast.com/viewtopic.php?t=86&p=11529#p11529 <![CDATA[Custom Game Material • Re: Custom Equipment / Equipment Rules]]> added Spell-Storing Crystal
modified Golem Armor to just +5 enhancement instead of +5 Heavy Fortification, so they can actually be modified with more special enhancements. They still retain immunity to crit.

Statistics: Posted by Zanaikin — Fri Aug 15, 2008 1:44 pm


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2008-08-11T18:11:15 2008-08-11T18:11:15 https://forums.druidsofthecoast.com/viewtopic.php?t=86&p=11488#p11488 <![CDATA[Custom Game Material • Re: Custom Equipment / Equipment Rules]]>
henceforth, Starmetal's specialty will be... hard as adamantine, except with extreme magical resistance (expect something along lines of at least SR30). The drawback is it's also extremely costly to enhance starmetal weapons/armor (double normal cost), and henceforth their lack of use in Penthiae. Starmetal is most commonly found in only two locations - at the city of Starfall in Norinth, and within the coral reefs of Archeron's Shellsea.

( if you want to retcon for a Starmetal weapon/armor, talk to me about that. and Kati still has that huge chain of starmetal I believe. )

Statistics: Posted by Zanaikin — Mon Aug 11, 2008 6:11 pm


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2008-08-11T13:44:29 2008-08-11T13:44:29 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=11481#p11481 <![CDATA[Custom Game Material • Re: Legacy Abilities]]>
Glorard (and other high lvl artificers for that matter) will be able to make more customized Legacy Abilities. However that be along the same par as designing a new item for him... so if you want to place a request, be prepared to pay big bucks (like 100k or more) as well as tie him down for entire day or two with it.

Statistics: Posted by Zanaikin — Mon Aug 11, 2008 1:44 pm


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2008-08-10T16:49:55 2008-08-10T16:49:55 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=11470#p11470 <![CDATA[Custom Game Material • Re: Custom Feats]]> Statistics: Posted by Zanaikin — Sun Aug 10, 2008 4:49 pm


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2008-08-10T15:02:22 2008-08-10T15:02:22 https://forums.druidsofthecoast.com/viewtopic.php?t=455&p=11468#p11468 <![CDATA[Custom Game Material • Re: Class Variants / Substitution Levels]]> Statistics: Posted by Zanaikin — Sun Aug 10, 2008 3:02 pm


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2008-08-09T14:10:04 2008-08-09T14:10:04 https://forums.druidsofthecoast.com/viewtopic.php?t=455&p=11463#p11463 <![CDATA[Custom Game Material • Re: Class Variants / Substitution Levels]]> Statistics: Posted by Zanaikin — Sat Aug 09, 2008 2:10 pm


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2008-08-08T20:20:17 2008-08-08T20:20:17 https://forums.druidsofthecoast.com/viewtopic.php?t=393&p=11456#p11456 <![CDATA[Custom Game Material • Re: Custom Spells]]> Invisibility Purge, Greater
Suppression Field, Greater

Statistics: Posted by Zanaikin — Fri Aug 08, 2008 8:20 pm


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2008-08-08T19:41:28 2008-08-08T19:41:28 https://forums.druidsofthecoast.com/viewtopic.php?t=393&p=11455#p11455 <![CDATA[Custom Game Material • Re: Custom Spells]]> Protection Ward - This obsoleted Lockdown. I figure this implementation was more flexible and helps to explain a lot of the wards various places already have (like Blackbog)
Glyph of Warding, Superior
Globe of Invulnerability, Greater

Statistics: Posted by Zanaikin — Fri Aug 08, 2008 7:41 pm


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2008-08-06T02:32:18 2008-08-06T02:32:18 https://forums.druidsofthecoast.com/viewtopic.php?t=455&p=11432#p11432 <![CDATA[Custom Game Material • Re: Class Variants / Substitution Levels]]>
Knight Vindicator modification:
Gains Armor Optimization (see custom feats) as a bonus feat instead of Armored Stealth.

Statistics: Posted by Zanaikin — Wed Aug 06, 2008 2:32 am


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2008-08-06T02:16:50 2008-08-06T02:16:50 https://forums.druidsofthecoast.com/viewtopic.php?t=455&p=11431#p11431 <![CDATA[Custom Game Material • Re: Class Variants / Substitution Levels]]>
if interested, feel welcome to trade out any of your existing class levels for these at no training cost to time and effort.

Statistics: Posted by Zanaikin — Wed Aug 06, 2008 2:16 am


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2008-08-06T01:18:16 2008-08-06T01:18:16 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=11428#p11428 <![CDATA[Custom Game Material • Re: Custom Feats]]> Armor Expertise, Armor Optimization, Armor Mastery

Statistics: Posted by Zanaikin — Wed Aug 06, 2008 1:18 am


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2008-08-01T22:22:54 2008-08-01T22:22:54 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=11345#p11345 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]>
Silver Knight's Glare (Devoted Spirit) [Supernatural]
Level: Crusader 9
Initiation: 1 swift action
Range: Personal
Target: You
Duration: Stance

Calling upon the divine power that binds you as a Knight of the Silver Shield, you create an aura of menace that inspires fear and uncertainty within opponents, causing them to fail in attacks upon your allies, as their attention is pulled towards you.

While you are in this stance, any opponent you threaten takes a morale penalty equal to your initiator level on attacks against your allies. This does not apply to attacks against you. Enemies you threaten become aware of the consequences of this stance when they enter your reach.

Statistics: Posted by Mr_Praetorian — Fri Aug 01, 2008 10:22 pm


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2008-07-25T19:45:35 2008-07-25T19:45:35 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=11137#p11137 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> (15:42:13) Zanaikin: also, blood in the water does not work with ranged

Statistics: Posted by Sajuuk — Fri Jul 25, 2008 7:45 pm


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2008-07-24T15:53:24 2008-07-24T15:53:24 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=11096#p11096 <![CDATA[Custom Game Material • Re: Legacy Abilities]]>
modified Divine Blade ability - a lot more features, shorter duration ( = smite class levels )
modified Flame Jet ability - changed speed boost to +40ft, shorter duration unless you have full turning...

Statistics: Posted by Zanaikin — Thu Jul 24, 2008 3:53 pm


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2008-07-21T02:38:52 2008-07-21T02:38:52 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=10908#p10908 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> Statistics: Posted by Zanaikin — Mon Jul 21, 2008 2:38 am


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2008-07-21T00:26:17 2008-07-21T00:26:17 https://forums.druidsofthecoast.com/viewtopic.php?t=393&p=10891#p10891 <![CDATA[Custom Game Material • Re: Custom Spells]]> added Protection from Ranged and Mass version.

Statistics: Posted by Zanaikin — Mon Jul 21, 2008 12:26 am


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2008-07-01T02:05:28 2008-07-01T02:05:28 https://forums.druidsofthecoast.com/viewtopic.php?t=86&p=10492#p10492 <![CDATA[Custom Game Material • Re: Custom Equipment / Equipment Rules]]>
Disintegrative Burst
Enhancement: Melee Weapon
Cost: 100,000gps
Benefit: Upon any successful melee ( or touch ) attack, the wielder may take a swift action to have the weapon unleash a Disintegrate effect, as the spell ( CL10, DC 15 + weapon's charisma modifier (min 2) + weapon's enhancement modifier ) upon the target struck.

Proof-against-Transmutation
Enhancement: Weapon
Cost: 30,000gps
Benefit: The weapon ( but not the wielder ) gains immunity against any transmutation spell which allows SR, as if the spell failed to pierce the appropriate SR of its target. This effect may be lowered or raised as a standard action.

Statistics: Posted by Zanaikin — Tue Jul 01, 2008 2:05 am


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2008-06-14T14:14:43 2008-06-14T14:14:43 https://forums.druidsofthecoast.com/viewtopic.php?t=455&p=10234#p10234 <![CDATA[Custom Game Material • Re: Class Variants / Substitution Levels]]>
I'll mod Scott's sheet.

Statistics: Posted by Zanaikin — Sat Jun 14, 2008 2:14 pm


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2008-06-13T22:54:40 2008-06-13T22:54:40 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=10227#p10227 <![CDATA[Custom Game Material • Re: Legacy Abilities]]>
Divine Blade, Prism Admixture, and Prism Matrix

Statistics: Posted by Zanaikin — Fri Jun 13, 2008 10:54 pm


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2008-06-12T16:58:02 2008-06-12T16:58:02 https://forums.druidsofthecoast.com/viewtopic.php?t=393&p=10208#p10208 <![CDATA[Custom Game Material • Re: Custom Spells]]>
general gist of it:

Level: Factotum 7 SLA
Duration: 1 hour/level (but concentration to use)
Range: Personal

Statistics: Posted by Zanaikin — Thu Jun 12, 2008 4:58 pm


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2008-06-12T16:46:10 2008-06-12T16:46:10 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=10206#p10206 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> Statistics: Posted by Mr_Praetorian — Thu Jun 12, 2008 4:46 pm


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2008-06-12T16:29:55 2008-06-12T16:29:55 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=10205#p10205 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> Statistics: Posted by Zanaikin — Thu Jun 12, 2008 4:29 pm


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2008-06-12T16:24:50 2008-06-12T16:24:50 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=10204#p10204 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> Statistics: Posted by Mr_Praetorian — Thu Jun 12, 2008 4:24 pm


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2008-06-12T16:14:40 2008-06-12T16:14:40 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=10203#p10203 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> Statistics: Posted by Zanaikin — Thu Jun 12, 2008 4:14 pm


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2008-06-12T16:08:36 2008-06-12T16:08:36 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=10202#p10202 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> Statistics: Posted by Mr_Praetorian — Thu Jun 12, 2008 4:08 pm


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2008-06-09T23:04:56 2008-06-09T23:04:56 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=10140#p10140 <![CDATA[Custom Game Material • Re: Custom Feats]]> Statistics: Posted by Zanaikin — Mon Jun 09, 2008 11:04 pm


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2008-06-09T12:41:24 2008-06-09T12:41:24 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=10136#p10136 <![CDATA[Custom Game Material • Re: Custom Feats]]> Statistics: Posted by Zanaikin — Mon Jun 09, 2008 12:41 pm


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2008-06-05T16:53:33 2008-06-05T16:53:33 https://forums.druidsofthecoast.com/viewtopic.php?t=733&p=10079#p10079 <![CDATA[Custom Game Material • Re: Sniper]]> Statistics: Posted by Zanaikin — Thu Jun 05, 2008 4:53 pm


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2008-06-05T16:34:55 2008-06-05T16:34:55 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=10078#p10078 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> Statistics: Posted by Zanaikin — Thu Jun 05, 2008 4:34 pm


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2008-06-05T00:18:48 2008-06-05T00:18:48 https://forums.druidsofthecoast.com/viewtopic.php?t=733&p=10075#p10075 <![CDATA[Custom Game Material • Re: Sniper]]> Statistics: Posted by Zanaikin — Thu Jun 05, 2008 12:18 am


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2008-06-04T14:56:47 2008-06-04T14:56:47 https://forums.druidsofthecoast.com/viewtopic.php?t=733&p=10068#p10068 <![CDATA[Custom Game Material • Re: Sniper]]> Statistics: Posted by Zanaikin — Wed Jun 04, 2008 2:56 pm


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2008-06-04T14:53:08 2008-06-04T14:53:08 https://forums.druidsofthecoast.com/viewtopic.php?t=733&p=10067#p10067 <![CDATA[Custom Game Material • Sniper]]> Statistics: Posted by Zanaikin — Wed Jun 04, 2008 2:53 pm


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2008-05-31T18:02:29 2008-05-31T18:02:29 https://forums.druidsofthecoast.com/viewtopic.php?t=86&p=10012#p10012 <![CDATA[Custom Game Material • Re: Custom Equipment / Equipment Rules]]> Statistics: Posted by Zanaikin — Sat May 31, 2008 6:02 pm


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2008-05-26T16:15:42 2008-05-26T16:15:42 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=9904#p9904 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> Statistics: Posted by Zanaikin — Mon May 26, 2008 4:15 pm


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2008-05-18T15:39:00 2008-05-18T15:39:00 https://forums.druidsofthecoast.com/viewtopic.php?t=455&p=9842#p9842 <![CDATA[Custom Game Material • Re: Class Variants / Substitution Levels]]> Statistics: Posted by Zanaikin — Sun May 18, 2008 3:39 pm


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2008-05-18T03:34:22 2008-05-18T03:34:22 https://forums.druidsofthecoast.com/viewtopic.php?t=68&p=9839#p9839 <![CDATA[Custom Game Material • Re: Custom Stuff Discussions]]> Statistics: Posted by Zanaikin — Sun May 18, 2008 3:34 am


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2008-05-18T02:12:25 2008-05-18T02:12:25 https://forums.druidsofthecoast.com/viewtopic.php?t=68&p=9838#p9838 <![CDATA[Custom Game Material • Re: Custom Stuff Discussions]]> Statistics: Posted by Laharl — Sun May 18, 2008 2:12 am


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2008-05-18T01:16:50 2008-05-18T01:16:50 https://forums.druidsofthecoast.com/viewtopic.php?t=485&p=9835#p9835 <![CDATA[Custom Game Material • Re: Glaivemaster]]> Statistics: Posted by Zanaikin — Sun May 18, 2008 1:16 am


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2008-05-16T21:15:54 2008-05-16T21:15:54 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=9829#p9829 <![CDATA[Custom Game Material • Re: Custom Feats]]> Statistics: Posted by Zanaikin — Fri May 16, 2008 9:15 pm


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2008-05-16T20:46:26 2008-05-16T20:46:26 https://forums.druidsofthecoast.com/viewtopic.php?t=485&p=9828#p9828 <![CDATA[Custom Game Material • Re: Glaivemaster]]> Statistics: Posted by Zanaikin — Fri May 16, 2008 8:46 pm


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2008-05-16T19:20:42 2008-05-16T19:20:42 https://forums.druidsofthecoast.com/viewtopic.php?t=43&p=9827#p9827 <![CDATA[Custom Game Material • Re: Custom Magic Types]]> DM's Note: Currently Under Construction
Contract magic is a special version of pact magic made between two living creatures, binding their body, mind, and soul, and thus allowing the forgers of the contract to combine and share their abilities. Familiars, animal companions, and special mounts all use some version of contract magic, as well as certain spells such as Shield Other, Blood of the Martyr, and Glory of the Martyr.
Contract links between humanoids is rare, for such bonds are virtually eternal and may only be broken with dire consequences, and therefore only the most trusted pairs are known to connect themselves through contract magic. Such people typically include blood/oath brothers, close siblings, or married couples.

Contract magic cannot be dispelled by most abjuration spells such as Dispel Magic and Mage’s Disjunction. However, contract magic is suppressed when inside an Antimagic field. Contract magic can only be permanently severed through specifically designed high level magic or death of a participant. Should any participant be severed from a contract, any linked participants shall suffer penalties based on the level of the contract.
Each link forges a bond between two participants. While it is possible to have a contract link of the same type with more than one participant through multiple rituals, it is typically suggested against due to the side-effects, both known and unknown, of having multiple links. The only well known side-effect of multiple links is the degradation of any link forged after the first by one level (or two levels if there are two active links already). Therefore, a character may have a maximum of one level III contract, one level II contract, and one level I contract of each type at any given time. The level of a contract is determined when forged, and may not be changed afterwards (except when broken).

[New Feat] FORGE CONTRACT
Benefits: Select a character other than yourself. You may now forge links of contract magic with this character. In order to forge a contract link, one of the participants must have the appropriate knowledge (arcana, nature, or religion) and caster level (arcane, druidic, or divine):
Level 1 link – 4 ranks, caster level 1.
Level 2 link – 8 ranks, caster level 5.
Level 3 link – 12 ranks, caster level 10.
Creating a level 1 link or upgrading to a higher level link requires an uninterrupted rituals of 24 hours, plus material components based on the level of link to be forged (100gps for level 1, 1,000gps for level 2, 10,000gps for level 3).
Special: You may take this feat more than once. Each time you take it, select a different character to forge links of contract magic with.
Special: You do not need this feat to forge contract magic links for Animal Companions, Familiars, Item Familiars, and Special Mounts.


Any contract magic link will allow each of the participants to instinctively feel the direction and condition of the other, as if through a Status spell.

BODY LINK I
Benefits:
•Share Spells: Upon a participant’s option, he may have any one spell (but not spell-like ability) he casts on himself also affect the other participant. The other participant must be within 5ft to receive the benefit. This ability functions as the familiar Share Spells ability.
•Great Fortitude: Both participant gains Great Fortitude as a bonus feat.

BODY LINK II
in material components.
•Share Spells, Improved: As Share Spells, but a participant may share spells (including touch spells) at close range (25ft + 5ft/2CLs).
•Shield Other: Both participants are permanently under the effects of a Shield Other spell (caster level equal to participants’ average HD) as long as they are within close range (25ft + 5ft/2CLs) of each other.

BODY LINK III
Benefits:
•Pooled Health: Both participants may pool their hit points together. Any damage or healing to one participant is directed towards this joint pool of hit points instead. If both participants are damaged or healed by the same effect, each applies separately to the shared HP pool. Furthermore, any ability damage, ability drain, and negative levels are even distributed between both participants (if odd, the extra goes to the original damage receiver).

MIND LINK I
Benefits:
•Empathic Link: Both participants may communicate empathically through the link up to a range of 1 mile. Only general emotions may be sent through this link.
•Iron Will: Both participants gains Iron Will as a bonus feat.

MIND LINK II
Benefits:
•Comprehend Languages: Both participants may understand a spoken or written language as long as one of them knows it.
•Share Talents: Both participants are permanently under the effect of a Share Talents [PH2] spell.
•Telepathic Bond, Lesser: Both participants may communicate telepathically through the link up to a range of 100ft.

MIND LINK III
Requirements:
Benefits:
•Telepathic Bond: Both participants may communicate telepathically through the link to each other as long as they are on the same plane of existence.
•Sense Link: Either participant may choose to see and/or hear what that other participant senses by concentrating.

SOUL LINK I

SOUL LINK II

SOUL LINK III
Benefits:
•Pooled Spellcasting: Each participant may draw spell power directly from the other, casting directly by consuming the spell slot of the linked participant. The caster uses the owner of the original spell to determine the spell’s caster level, but uses his own abilities and equipment to determine the spell’s saving throw DC and other effects (e.g bonuses to dispel, class activated/trigger abilities, etc). This ability function as the item familiar Spellcasting ability.

EXISTING LINKS:
If you have any of the following, the connection you have with it counts as a link of the given category. However, you do not apply to benefit descriptions of each link to the connection, nor do you suffer the an additional consequences when these links are broken. Your existing connections will affect any contract links you may wish to forge in the future.
Animal Companion or Special Mount: Body Link I, Mind Link I
Item Familiar: Mink Link II, Mind Link III (Martial Recharge Ability), Soul Link III (Spellcasting Ability)
Familiar: Body Link I, Mind Link I (II at Lvl5)

Statistics: Posted by Zanaikin — Fri May 16, 2008 7:20 pm


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2008-05-13T11:02:27 2008-05-13T11:02:27 https://forums.druidsofthecoast.com/viewtopic.php?t=68&p=9801#p9801 <![CDATA[Custom Game Material • Re: Custom Stuff Discussions]]> Statistics: Posted by Zanaikin — Tue May 13, 2008 11:02 am


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2008-05-13T03:21:31 2008-05-13T03:21:31 https://forums.druidsofthecoast.com/viewtopic.php?t=68&p=9799#p9799 <![CDATA[Custom Game Material • Re: Custom Stuff Discussions]]> Statistics: Posted by Laharl — Tue May 13, 2008 3:21 am


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2008-05-13T03:10:19 2008-05-13T03:10:19 https://forums.druidsofthecoast.com/viewtopic.php?t=68&p=9798#p9798 <![CDATA[Custom Game Material • Re: Custom Stuff Discussions]]> Statistics: Posted by Zanaikin — Tue May 13, 2008 3:10 am


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2008-05-13T03:00:08 2008-05-13T03:00:08 https://forums.druidsofthecoast.com/viewtopic.php?t=68&p=9797#p9797 <![CDATA[Custom Game Material • Re: Custom Stuff Discussions]]> Statistics: Posted by Laharl — Tue May 13, 2008 3:00 am


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2008-05-13T02:32:39 2008-05-13T02:32:39 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=9796#p9796 <![CDATA[Custom Game Material • Re: Custom Feats]]> Statistics: Posted by Zanaikin — Tue May 13, 2008 2:32 am


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2008-05-11T14:23:33 2008-05-11T14:23:33 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=9761#p9761 <![CDATA[Custom Game Material • Re: Custom Feats]]> Statistics: Posted by Zanaikin — Sun May 11, 2008 2:23 pm


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2008-04-07T18:10:54 2008-04-07T18:10:54 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=9496#p9496 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> Statistics: Posted by Zanaikin — Mon Apr 07, 2008 6:10 pm


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2008-04-04T16:52:23 2008-04-04T16:52:23 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=9489#p9489 <![CDATA[Custom Game Material • Re: Legacy Abilities]]> Statistics: Posted by Zanaikin — Fri Apr 04, 2008 4:52 pm


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2008-04-04T04:06:49 2008-04-04T04:06:49 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=9488#p9488 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> --Disarming Shot: raised to lvl3 strike, clarified that you count as using a light weapon for the purposes of disarming (which takes a -4 penalty most of time). I figure ranged disarm should be harder than melee since there's no 'standard' option. After all, you can attempt to disarm in melee even without special abilities/feats.
--Removed the -2 attack penalty on failed check for Storm Falcon Strike/Blitz. Spot checks are much harder than concentration checks as it is.

added:
Falcon Sight - boost sight and accurate-shooting range.
Piercing Talon Strike - Emerald razor for range, spot check required.
Concealed Snipe - Stalker from the Shadows for ranged.

Statistics: Posted by Zanaikin — Fri Apr 04, 2008 4:06 am


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2008-04-01T21:15:53 2008-04-01T21:15:53 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=9466#p9466 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]>
Comments/suggestions/ideas are much welcomed as always.

Statistics: Posted by Zanaikin — Tue Apr 01, 2008 9:15 pm


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2008-04-01T04:19:04 2008-04-01T04:19:04 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=9460#p9460 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> Statistics: Posted by Zanaikin — Tue Apr 01, 2008 4:19 am


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2008-03-30T22:56:16 2008-03-30T22:56:16 https://forums.druidsofthecoast.com/viewtopic.php?t=456&p=9453#p9453 <![CDATA[Custom Game Material • Re: Custom Maneuvers]]> Statistics: Posted by Zanaikin — Sun Mar 30, 2008 10:56 pm


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2008-03-29T06:32:43 2008-03-29T06:32:43 https://forums.druidsofthecoast.com/viewtopic.php?t=455&p=9426#p9426 <![CDATA[Custom Game Material • Re: Class Variants / Substitution Levels]]> Ranger in my game do not HAVE to be martial.
However, as they are users of nature magic (which I count separately from divine magic), they may only prepare spells in an all natural environment (cannot be within city, town, or village limits, cannot have been magically altered or despoiled, etc).

Statistics: Posted by Zanaikin — Sat Mar 29, 2008 6:32 am


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2008-03-29T05:47:08 2008-03-29T05:47:08 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=9425#p9425 <![CDATA[Custom Game Material • Re: Custom Feats]]> added Improved Critical & Power Critical as requirements
additional benefit: "You automatically confirm any critical threats you made."

with 7 feats as prereqs, anyone not heavy on fighter lvls will seriously have to limit their other resources.

Statistics: Posted by Zanaikin — Sat Mar 29, 2008 5:47 am


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2008-03-28T22:03:37 2008-03-28T22:03:37 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=9403#p9403 <![CDATA[Custom Game Material • Re: Custom Feats]]> now one can build true snipers with rogues/ninjas/scouts. I may still work on the Sniper PRC.

added my modification to Weapon Supremacy. Truth be told I didn't find the PHB2 ver. powerful enough. Fighters wait 18lvls for... just that?
...ponders my idea of epic fighter's Weapon Grandmastery feat... which'll allow a fighter to always crit with their selected weapon.

Statistics: Posted by Zanaikin — Fri Mar 28, 2008 10:03 pm


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2008-03-27T02:30:37 2008-03-27T02:30:37 https://forums.druidsofthecoast.com/viewtopic.php?t=695&p=9379#p9379 <![CDATA[Custom Game Material • PC Notes]]> Statistics: Posted by Laharl — Thu Mar 27, 2008 2:30 am


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2008-02-23T07:25:20 2008-02-23T07:25:20 https://forums.druidsofthecoast.com/viewtopic.php?t=393&p=9169#p9169 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Zanaikin — Sat Feb 23, 2008 7:25 am


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2008-02-21T01:38:11 2008-02-21T01:38:11 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=9140#p9140 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Zanaikin — Thu Feb 21, 2008 1:38 am


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2008-02-21T00:06:01 2008-02-21T00:06:01 https://forums.druidsofthecoast.com/viewtopic.php?t=677&p=9139#p9139 <![CDATA[Custom Game Material • Arvitor]]> Statistics: Posted by Zanaikin — Thu Feb 21, 2008 12:06 am


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2008-02-20T06:14:08 2008-02-20T06:14:08 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=9126#p9126 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Zanaikin — Wed Feb 20, 2008 6:14 am


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2007-11-17T22:05:52 2007-11-17T22:05:52 https://forums.druidsofthecoast.com/viewtopic.php?t=86&p=8616#p8616 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Zanaikin — Sat Nov 17, 2007 10:05 pm


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2007-11-17T06:40:04 2007-11-17T06:40:04 https://forums.druidsofthecoast.com/viewtopic.php?t=86&p=8612#p8612 <![CDATA[Custom Game Material • ]]>
the current system is horribly unbalancing and doesn't even make any sense...

Statistics: Posted by Zanaikin — Sat Nov 17, 2007 6:40 am


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2007-11-16T21:40:25 2007-11-16T21:40:25 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=8611#p8611 <![CDATA[Custom Game Material • ]]>
currently the greatest trait I can think of involves the fact most Legacy abilities will expend spell slots from its user (or in certain cases, turn undeads & maybe bardic musics)
the only other set of legacy abilities I'm making will involve being powered off martial stances (similar to Boundless Determination).

maybe there'll be another category, but as of right now those are the only two. Those that doesn't fit into either one will go bye.

Statistics: Posted by Zanaikin — Fri Nov 16, 2007 9:40 pm


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2007-11-14T07:29:43 2007-11-14T07:29:43 https://forums.druidsofthecoast.com/viewtopic.php?t=394&p=8595#p8595 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Mr_Praetorian — Wed Nov 14, 2007 7:29 am


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2007-11-14T07:07:47 2007-11-14T07:07:47 https://forums.druidsofthecoast.com/viewtopic.php?t=394&p=8594#p8594 <![CDATA[Custom Game Material • ]]>
COORDINATE (Ex)- As a marshal, there are times when you must coordinate the strength of your forces against a single high threat target. When using the aid other action for attack or AC bonus, you may choose to apply the bonus to all allies who are affected by your command aura against a single target. Alternatively, you may choose to double the bonuses of one command aura you project against the chosen target for 1 round instead.

Statistics: Posted by Zanaikin — Wed Nov 14, 2007 7:07 am


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2007-11-12T23:28:54 2007-11-12T23:28:54 https://forums.druidsofthecoast.com/viewtopic.php?t=485&p=8588#p8588 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Zanaikin — Mon Nov 12, 2007 11:28 pm


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2007-11-12T20:55:15 2007-11-12T20:55:15 https://forums.druidsofthecoast.com/viewtopic.php?t=630&p=8585#p8585 <![CDATA[Custom Game Material • Maester]]> Statistics: Posted by Zanaikin — Mon Nov 12, 2007 8:55 pm


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2007-11-12T20:50:33 2007-11-12T20:50:33 https://forums.druidsofthecoast.com/viewtopic.php?t=629&p=8584#p8584 <![CDATA[Custom Game Material • Dragon Lord]]> Statistics: Posted by Zanaikin — Mon Nov 12, 2007 8:50 pm


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2007-11-08T22:17:45 2007-11-08T22:17:45 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=8554#p8554 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Zanaikin — Thu Nov 08, 2007 10:17 pm


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2007-11-08T05:19:04 2007-11-08T05:19:04 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=8540#p8540 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Zanaikin — Thu Nov 08, 2007 5:19 am


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2007-11-02T21:47:27 2007-11-02T21:47:27 https://forums.druidsofthecoast.com/viewtopic.php?t=393&p=8471#p8471 <![CDATA[Custom Game Material • ]]>
jamming spells! I believe someone even asked for this before.

Statistics: Posted by Zanaikin — Fri Nov 02, 2007 9:47 pm


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2007-10-29T23:56:42 2007-10-29T23:56:42 https://forums.druidsofthecoast.com/viewtopic.php?t=455&p=8393#p8393 <![CDATA[Custom Game Material • ]]> --added Mastery of Spellshaping to Archmage
--added Hide & Move Silently to Hexblade skill lists, increased hexblade skill pts to 4+int.

Statistics: Posted by Zanaikin — Mon Oct 29, 2007 11:56 pm


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2007-10-25T01:28:36 2007-10-25T01:28:36 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=8280#p8280 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Zanaikin — Thu Oct 25, 2007 1:28 am


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2007-10-24T23:38:38 2007-10-24T23:38:38 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=8278#p8278 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Mr_Praetorian — Wed Oct 24, 2007 11:38 pm


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2007-10-24T22:19:06 2007-10-24T22:19:06 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=8277#p8277 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Sajuuk — Wed Oct 24, 2007 10:19 pm


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2007-10-24T21:19:18 2007-10-24T21:19:18 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=8276#p8276 <![CDATA[Custom Game Material • ]]>
although I'm lacking ideas.

would definitely like putting a Travel Devotion effect in, but I need a good name + decent reason for that.

Statistics: Posted by Zanaikin — Wed Oct 24, 2007 9:19 pm


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2008-02-20T06:13:21 2007-10-24T21:15:43 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=8275#p8275 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Zanaikin — Wed Oct 24, 2007 9:15 pm


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2007-10-24T21:17:55 2007-10-24T21:15:22 https://forums.druidsofthecoast.com/viewtopic.php?t=619&p=8274#p8274 <![CDATA[Custom Game Material • Legacy Abilities]]> Statistics: Posted by Zanaikin — Wed Oct 24, 2007 9:15 pm


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2007-09-20T04:19:13 2007-09-20T04:19:13 https://forums.druidsofthecoast.com/viewtopic.php?t=6&p=7944#p7944 <![CDATA[Custom Game Material • ]]> Reactive Counterspell (I figured it needed some updating given how much spellcasting as changed with some of the newer books :P). Tempted to make the limit/rnd AoO based.
But effectively, this + Arcane Spellsurge allows you to counter as immediate action.

Statistics: Posted by Zanaikin — Thu Sep 20, 2007 4:19 am


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2007-09-17T21:53:03 2007-09-17T21:53:03 https://forums.druidsofthecoast.com/viewtopic.php?t=86&p=7909#p7909 <![CDATA[Custom Game Material • ]]>
Improved Senses also gives it low-light vision.

I didn't include this in the update post but it is updated in the text (although its asking too much to read over that every time). But Martial Recharge is changed to ability to recharge ONLY invested maneuvers (kinda like how Spell Use is limited in the same fashion).

Statistics: Posted by Zanaikin — Mon Sep 17, 2007 9:53 pm


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2007-09-16T02:19:57 2007-09-16T02:19:57 https://forums.druidsofthecoast.com/viewtopic.php?t=393&p=7896#p7896 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Zanaikin — Sun Sep 16, 2007 2:19 am


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2007-09-14T19:30:19 2007-09-14T19:30:19 https://forums.druidsofthecoast.com/viewtopic.php?t=455&p=7886#p7886 <![CDATA[Custom Game Material • ]]> Statistics: Posted by Zanaikin — Fri Sep 14, 2007 7:30 pm


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