In ancient times long time ago even by elven standards were ancient elven empires which expanded cover whole Faerun. Time where human culture had not grown nor having no challenge against the elves which were living highest peak of their civilization which wonders could no longer duplicated in present times. There was long time peace if not count some subtle skirmishes, feuds and duels and some assassinations.
Until the day when Aryvandaar marshalled their forces which they had build for centuries, unknown even to most population the Aryvandaar lords have started become corrupt whiting by guidance of one their ancestors who lurked in shadows and controlled things behind the throne to push towards sun elven superiority as Aryvandaar in their vain pride saw themselves as most superior kingdom and so most fitting unite all elven nations, even by force, under single banner. Their banner specifically.
This is tale of the elves who fought during the tumult chaotic times when elves fought elves and they were butchered upon hundreds of thousands. Many know elves only by few and in small communities and have no stomach for warfare. But truth of the matter is that they almost wiped themselves out in ancient times and they faced more warfare than any race in that era nor brutal battles like these were ever fought again either by elves nor by any racial kingdoms which followed. This is tale how golden age of elves fell apart.
Welcome to recruit thread. This game is 3.P DnD game. To clarify it means a combination of 3.5 edition and Pathfinder rules. Core base is same as with pathfinder but there is going to be house rule calls and also house ruling a lot of things from 3.5 edition to fit in to pathfinder. So players who are familiar with pathfinder and 3.5 edition should easy to pick this game up as both systems are quite similar. Here is Link
for pathfinder rules. Now let's get to details.
The game is about ancient Crown War era in Forgotten Realms setting, some of you may be familiar to setting or even it's ancient history. But in here below are links to help you get idea of the era what your in;Aryvandaar - Golden Empire
(when checking history records, the first crown war starts in 44 of 231 page, recommend read few centuries backwards to know stuff what is common knowledge at least)Short Summary of Crown WarsCrown Wars detailed timetable
List of elven empires standing when Crown Wars start; Aryvandaar
, Shantel Othreier
Also one player wrote nice short summary of the nations in Here
So, your characters all are going to be elves and come from one the listed elven kingdoms. There is some variety allowed but they are exceptions than as common rule. Aryvandaar have started produce secretly half-fiends and fey'ri
, no other kingdom has them. In addition Aryvandaar had got centuries close connection to feyfolk so there is quite lot of feyblood going around (so feyblooded sorcerers and warlocks are common there).
Also the drows are not coal black skinned yet (it happens during Crown War era when they are banished to underground). So overall drows look like this
before their transformation. So in general very dark skin (but not black, more dark brown/bronze) and white hair and then eye colors are amber, orange, red and purple. In below I go in detail what statically drows are in this era. Dark elves do not revere Lolth (any worshippers are more a hidden cultists and later a balor lord called Wendonai seduces a noble clan revere Lolth and later make it state religion). At moment dark elves revere Eilistrae but also secretly Vhaeraun and Ghaunadar.
Besides what nation and what elven subrace you choose you need choose between being a noble or commoner. Difference is that nobles start high and have some advantages but they get slowest XP progression. While commoner you have fastest progression and start lower level and have potential chance surpass nobles depending how active you are levels wise (and gives chance build your legend and elevated to noble rank through heroic deeds in the war).
Now the links provide info how the war went and was fought but in this game it is not scripted to happen, many things rest on player's shoulders and player input and actions will decide how the war will wage. Overall I plan use Heroes of Battle (3.5 supplement book) as guidance how determine who wins battles and who wins the war eventually (victory points, strategic objectives, critical and alternative objectives etc).
As said this is 3.P game and although it is quite similar to normal pathfinder game there are some changes or rather bunch of house rules. I list quite lot of them and add more when situations come by. I edit 3.5 sourced feats, PrC's, spells, magic items and so on for Pathfinder. Also I modify pathfinder little to allow more flexibility to able branch out from core class and enter PrC. As at moment pathfinder's charm (and flaw) is that it discourages branching from core class. Archtypes help a lot to give diversity but I will give alternatives to progress in careers which enhances and changes your performances more than archtypes do (and give it rewarding).
Anyways here comes the house rules;
The Synthesist archtype for summoners is not allowed as it's broken and even the Pathfinder designers agree on it.
There are four elven races in Crown Wars; Moon Elf, Sun Elf, Wood Elf and Dark Elf. Here comes how they differ statically.
Moon Elf = Same as standard elf.
Sun Elf = -2 Con, +2 Int, +2 Wis and have Arcane Focus racial trait.
Wood Elf = +2 Dex and have Fleet-Footed and Woodcraft racial traits.
Dark Elf = +2 Dex, -2 Con, +2 Cha and have otherwise same traits as moon elf with following differences; Weapon Familiarity is for hand crossbows, short swords and rapiers. Also they have poison use instead Keen Senses and have Silent Hunter racial trait.
The fey'ri are statically combination of tiefling and sun elf. Stats in below;Standard Racial Traits
Ability Score Racial Traits:
Fey'ri are nimble, both in body and mind and are charismatic, but their form is frail and they are often
reckless. They gain +2 Dexterity, +2 Intelligence, +2 Charisma 2 Constitution and -2 Wisdom. Size:
Fey'ri are Medium creatures and thus receive no bonuses or penalties due to their size. Type:
Fey'ri are Humanoids with the elf and native outsider subtypes. Base Speed:
Fey'ri have a base speed of 30 feet and 40'ft fly speed with poor maneuverability (wings). Elven Blood:
Fey'ri despite their fiendish heritage are counted to be full elves when it comes magic/bane interactions and magic item
creation and functions. Languages:
Fey'ri begin play speaking Common, Abyssal and Elven. fey'ri with high Intelligence scores can choose from the following:
Infernal, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.Defense Racial Traits
Fey'ri are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Demonic Resistance:
Fey'ri gain DR 2/magic and cold iron and resistance 5 to one following elemental energies; Fire, Cold or ElectricityFeat and Skill Racial Traits
Fey'ri receive a +2 racial bonus on Perception checks, Stealth and Bluff.Magical Racial Traits
Fey'ri can use Alter Self at-will. CL equal to HD of the fey'ri. Demonic Trait:
Fey'ri receives one following additional trait (CL is equal to HD of the fey'ri);
-Scorching Ray 1/day
-Detect Thoughts 1/day
-Major Image 1/day
-Seducer's Eyes 1/day
-Invisibility 1/dayOffense Racial Traits
Fey'ri are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including
composite shortbows), and treat any weapon with the word elven in its name as a martial weapon.Senses Racial Traits
Fey'ri can see twice as far as humans in conditions of dim light. Darkvision:
Fey'ri can see perfectly in the dark for up to 60 feet.
Besides the elf related traits/feats they gain following extra feats and traits;
You are from fey'ri lineage which has made fey'ri marry fey'ri for several generations. As result your bloodline is strong.
Requirement: Must be noble
Benefit: Your racial spell-alike abilities gain +1 CL trait bonus and if choosing demonic bloodlined sorcerer class you can use +1 additional time per day bloodline granted power.
Consort of Demons
You are regularly consorting peacefully with demons. Because of this you have favorable influence over them.
Benefit: You gain +1 trait bonus to all charisma check and skills when using them towards demons. In addition any summoned chaotic evil outsiders or fiendish templated animals stay 2 more rounds than normal.
Thanks close connection to demons and your demonic blood you gain peculiar focus to demonic spells.
Requirement: Must be arcane spellcaster
Benefit: Spells which have Evil or Chaotic keywords gain +1 CL bonus. Also you can choose single spell which has such keywords from any spell list as your highest spell known or written on spellbook.
Extra Demonic Trait
You possess more demonic traits than usual fey'ri.
Requirement: Must be chosen 1st level. Fey'ri.
Benefit: You gain additional demonic trait chosen from racial demonic traits.
One your parents was a demon and other a fey'ri. Your existing fey'ri racials are much more potent.
Requirement: Must have Pureblood trait. Chosen 1st level. fey'ri.
Benefit: Your DR cold iron&magic increases to 5. You choose two elemental resistances instead one. In addition you can use chosen demonic magic trait 2/day instead 1/day. Also if you choose demonic bloodlined sorcerer class, your treated as two levels higher when counting how potent your bloodline granted powers are and when you gain access to them.
Contract with Malkizid
You have made blood pact with Malkizid, become one his willing servants and your loyalty has rewarded with extra power but also extra duties beyond what your house commands you.
Requirement: fey'ri or half-fiend.
Benefit: Malkizid favors you. You gain +4 bonus to any charisma rolls related to fey'ri and demons in service of Malkizid (penalty when dealing with his enemies). The exact blessing what you receive depends on your training.
Arcane: Spell save DC's of spells from Evocation, Divination, Enchantment and Illusion increase by +1 (stacks with spell focus and other features).
Religious: Your treated 4 levels higher when it comes to Channel Negative/Positive energy and can use it +2 extra times per day.
Martial: You automatically confirm critical hits against elves (not against fey'ri).
Scoundrel: You can 3 + Cha mod per day re-roll Stealth, Bluff or Sneak Attack attack roll as swift action.
Obligation: To keep yourself in good graces with Malkizid (and retain use of this feat), you must always obey Malkizid orders before others and you must partake once per month on a personal mission granted by Malkizid.
Elven half-fiends (Aryvandaar only) = They start with one or two levels less depending on their starting position (noble or commoner). Also instead Darkness 3/day they gain Alter-Self at-will in first level and instead Desecrate they gain Darkness 3/day and Unholy Blight is replaced with Charm Monster and Contagion is replaced with Enervation (because common succubi use).
In addition elves gain following racial traits in addition existing ones;High House NobleYou come from one twelve great clans of Aryvandaar, Dlargareth, Moonflower, Durothil, Amarillis, Vyshaan, Nierde, Nimesin, Marstarym, Evanara, Alenuath, Craulnober or Le'Quelle. Your descendant of these great houses and it provides most best of education about your ancestry and privileges.Benefits:
You get +1 trait bonus to knowledge history and nobility and one of these two skills becomes permanent class skill. You also gain +2 trait bonus to all charisma rolls when dealing with members of great houses when using your family name. In addition you gain 3 + your charisma modifier amount of NPC retainers who have 1 level in NPC class.
There is Pathfinder version of this class here
. However following changes would be done;
13th level: You gain ability to take 10 with UMD checks and also able craft any magic item which spell requirements you can mimic with UMD check (check is equal to 20 + CL needed cast said spell). Kind same like with original warlock in 3.5 edition.
17th level: You gain class feature called Eldrict Life
. It basically stops your aging completely and you no longer get aging penalties (and if you had them they disappear). You can still die by old age but your life span is increased (you age 1 year after number of years equal to your warlock level have passed. So 20th level warlock needs spend 20 years so he grows 1 year older).
20th level: You get additional class feature called Eldrict Legacy
. You transcend and become completely arcane power infused power house! You gain fast healing 5, immunity to harmful Polymorph effects and Mind-Affecting Effects. In addition number of times per day equal to 3 + cha mod you can make any school ability extended, enlarged, widened, empowered or maximized (decision to use this must be made when power is used).
We use variant posted in Here
. One change though; Intense Spells and Piercing Spells and Mighty Spells are replaced with Spell Power (it starts +1 but it grows to +4 to 16th level).
Good as it is. Just following adds;
levels 4, 9, 13 and 17 levels Beguiler gains Rogue Talent (they never gain advanced rogue talents nor they get much use from sneak attack based talents).
In level 12, you gain ability use Teleport as spell-alike ability but it affects only you 1/day. You get it 2/day in 18th level.
In level 16 you gain class feature called Shadow Double which you can use 3 + Int mod per day as immediate action. It functions like Mirror Image illusion clone but it's made from shadow stuff and so it cannot be seen through with divinations and it's supernatural ability and it allows you teleport 10'ft when you use it. It gives any targeted attacks 50% chance to fail.
Fine as it is but following changes;
HD changed to d10. Also add perception to class skills and rest are converted.
Spellcasting: It progresses up to 6th level in same way as bard does. But it gains double of spells per day compared to what bard does up to 4th level. Also Duskblades get to pick their spells with spells known same as Bard haves but they choose them from Sorcerer/Wizard spell-list.
Arcane Attunement is changed so that all cantrips they know are supernatural abilities than spell-alike and they can use them at-will.
Combat Casting is replaced with Somatic Weaponry. Meaning they replace somatic gestures of spellcasting with waving their weapon in their hands.
Quick Casting: It allows Quick Cast spells as swift action 3 + Int modifier times per day but it's limited to 1st level spells. Cap is increased in 10th, 15th and 20th up to 4th level spells what Duskblade knows.
Armored Mage (Heavy Shield) is replaced with ability cast in heavy armor and heavy shields.
8th level gain class feature called Arcane Mount feature. It allows use Phantom Steed spell as supernatural ability once per day. In 12th level Arcane Mount becomes permanently summoned and gains same traits as horse animal companion from druid with druid levels being equal to Duskblade's caster level. In 16th level the mount's speed is doubled and gains freedom of movement. In 20th level the mount can teleport itself and rider at-will.
9th level gives bonus metamagic feat Sculpt Spell, if already having it then Duskblade can choose any metamagic feat.
14th level gives Arcane Whirlwind feature. It allows cast a hostile area effect spell where Duskblade is, area effect center on where duskblade stands and it does not provoke AoO. The spell goes off and duskblade is not harmed from the spell (nor his Arcane Mount). Only limit is that spell must have instant duration (example fireball has long range and 20'ft radius effect, with this feature the 20'ft radius is centered on Duskblade but duskblade is not hit by his own spell). Taking the action is a full round action. In 19th level Duskblade can do it as standard action.
17th level Duskblade is able raise Mythal Shield as immediate action. It has functions of wall of force and antimagic field (to one side) as supernatural ability usable once per day (CL equal to duskblades CL).
In 20th level duskblade gains feature called Arcane Guardian. Duskblade gains outsider (native) subtype, no longer ages nor have any aging penalties (only bonuses) and he no longer dies from old age and needs no water nor food to survive nor need to breathe. He does not need sleep and is immune any sleep based magics if not already (needing only meditate 4 hours recover all his spell slots). He gains Spell Resistance 10 + Duskblade level and if he resists a spell, he heals himself five times the spell level amount of HP.
Tome of Battle
We use the variant from Here
. But with following addition; Knight qualifies to fighter only feats but with -2 level reduction (minimum 1 level). So 6th level knight is 4th level fighter for meeting feat requirements.
Special Notes; All contested Dex/Str rolls and such become CMB vs CMD. Maneuvers save DC's are based on class; Crusader uses Charisma, Swordsage uses Wisdom and Warblade uses Strength. In addition the maneuver level.
Diamond Mind and Concentration; Perception replaces Concentration. Classes who can get Diamond Mind maneuvers get perception as class skill if they don't have it already.
With following changes added in;
Furious Counterstrike; Adds bonus to dmg, attack and CMB rolls.
Zealous Surge works once per encounter instead once per day.
In 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th gain free Teamwork bonus feat.
Smite; It functions like paladin's Smite Evil, functions when you hit target which has any single alignment component opposite from yours (so true neutral crusaders do not exist).
In 14th level you gain feature called Zealous Inspiration. It allows anyone 30'ft to re-roll single saving throw during a encounter.
In 20th level you gain feature called Champion. You gain outsider (native) subtype, stop aging (but can die old age) and gain DR/10 (your opposite alignment components). In addition you become fearless.
Swordsage gains following changes;
Ac bonus what swordsage gains also applies bonus to his CMD.
3th level gives swordsage a unarmed strike progression like monk does but with -2 level compared to monk of same level.
6th level gives swordsage a Ki pool similar what monk gets.
In 6th level he can spend 1 Ki point (as swift action) to make Ki Strike (which treats unarmed strike or weapon strike to bypass DR as if it's made from Magic). In 9th level it treats attack being made from silver and cold iron (in addition being made from magic). In 14th level it treats attack being made from adamantine both for DR and hardness bypassing purposes. In 18th level the Ki strike allows ignore any DR and perform melee attack as melee touch.
In 7th level Swordsage can choose Ninja Trick from Ninja class list. He can select new trick at 9th, 11th, 13th, 15th, 17th and 19th levels (it does not get Sense Magic feature).
In 20th level swordsage gains Sifu feature. He adds wisdom modifier to CMB and all saves and all knowledge rolls. In addition Dual Boost works 3 + Wisdom modifier times per day.
With following changes;
Bonus Feats: Can be used get feat from Warblade or Figther list (and Warblade qualifies for fighter feats with -2 to his level).
4th level: Gain Armor Training like Fighter does. It progresses in 8th, 12th and 16th level.
10th level: Gain Blademaster class feature. It allows add Int to weapon attack and dmg rolls so long you perform maneuver with it.
Battle Skill feature: It adds Int to CMB in addition to Str.
14th level: Gain swift blade feature. It gives Combat Reflex feat as bonus. But if warblade already has it, he adds Int bonus along with Dex to determine number of attack opportunities.
18th level: Gain Blademaster's Parry feature. Functions like Duelist features of Parry and Riposte feature combined but also but you add Int modifier to the attack roll when you parry (and Battle Mastery adds Int to attack opportunity attack and dmg roll).
19th level: Gain Battle Intuition feature. You add Int on initiative rolls and sense motive rolls to resist feint and in addition you cannot never be surprised with ambush (allowing always act even when you failed perception check detect it).
20th level: You gain Blade Prince feature. So long you have stance active you gain DR 10/- against physical attacks (stacks with any stance which provides similar DR) so long when your able to move (immobilized or paralyzed negates the DR). Also you can re-roll any attack roll 3 + Int mod per day as free action.
Special Note; This is not all classes what I have access to and I will gladly add and edit more classes in here if someone wants them added. Example I left out Marshal which can be very good considering heavy military theme.
The PrC from Player's Guide to Faerun pg59 gets following changes (and themed after PaleEnchantress suggestion it forms into a elven sisterhood made by casters with deep association with feys which have ancient tradition being higher class folk);
Since ancient times elven nobles had formed pacts and alliances with the feys, overtime they grew to organized sisterhoods and brotherhoods which imbue themselves with magic granted by their pacts to nature spirits and feys. The members of these orders are cordial and seek peaceful solutions to conflicts if any between them. But major shift is between unseelie and seelie court pacted Za'Selutaar. The rivalry between two different courted Za'Selutaar can be fierce as it is among feys from both courts.
There is two orders; one for males and one for females. But only through their combined effort they can achieve greatest wonders of magic. Reason for separation is unknown and shrouded in distant past. Male order mostly focus building and crafting while women's order focus on governance and diplomacy. But despite difference of focus the orders are very much alike.
Alignment: Any non-lawful
Social Position: Noble
Skills: Knowledge Nature 1 rank, Knowledge Local 1 rank, Knowledge Arcana 1 rank, Knowledge Nobility&Royalty 1 rank
Feats: Za'Selutaar Adept (check house rule feats section), Leadership and 1 metamagic feat
Spells: Able cast 4th level arcane or divine spells.
Special: You must be in good standing in Za'Selutaar sisterhood or broterhood and in good terms either seelie or unseelie fey court. In addition vow to never wield, use nor create cold iron weapons and items.
Note; every level progresses spellcasting of the class which provided 4th level spell slot, if two classes grants it, then one must be chosen and cannot be changed.
1st level: Fey Bond, Taboo, Fey Magic, Leadership Bonus
2th level: Nature Speech, Woodland Stride
3th level: Fey Hex, Beyond the Woodlands 1/day
4th level: Fey Concordant
5th level: Circle Leader
6th level: Beyond the Woodlands 2/day, Fey Hex
7th level: Fey Domain
8th level: Woodland Whispers
9th level: Beyond the Woodlands 2/day, Fey Hex
10th level: Great Circle Leader
Once you become Za'Selutaar you add following spells available to learned or scribed on your spellbook (or fed on familiar as a witch). Some spells may be already in your spell list;
Za'Selutaar added spell list
1st level: Summon Nature's Ally (feys only, animals/magic beasts gain fey animal template) I, Faerie Fire, Charm Person, Silent Image
2th level: Summon Nature's Ally (feys only, animals/magic beasts gain fey animal template) II, Greensight, Enthrall, Haunting Mists
3th level: Summon Nature's Ally (feys only, animals/magic beasts gain fey animal template) III, Plant Growth, Deep Slumber, Major Image
4th level: Summon Nature's Ally (feys only, animals/magic beasts gain fey animal template) IV, Shadow Conjuration, Grove of Respite, Charm Monster
5th level: Summon Nature's Ally (feys only, animals/magic beasts gain fey animal template) V, Wall of Thorns, Dream (seelie), Nightmare (unseelie), Shadow Evocation
6th level: Summon Nature's Ally (feys only, animals/magic beasts gain fey animal template) VI, Cloak of Dreams, Leaf Form (same as Dust Form), Programmed Image
7th level: Summon Nature's Ally (feys only, animals/magic beasts gain fey animal template) VII, Animate Plants, Waves of Ecstasy, Invisibility (mass)
8th level: Summon Nature's Ally (feys only, animals/magic beasts gain fey animal template) VIII, Animal Shapes, Charm Monster (mass), Screen
9th level: Summon Nature's Ally (feys only, animals/magic beasts gain fey animal template) IX, Siege of Trees (greater), Overwhelming Presence, Prismatic Sphere
Fey Bond: It gives familiar or animal companion a fey animal template (or fey creature if not a animal/magical beast). A item becomes possessed by fey spirit and so becomes a intelligent item with 12, 12 and 14 mental stats and has ability to commune in sylvan and common via telepathy in 60'ft and has low-light and darkvision. In addition fey bonded item provides +2 increase on CL on spells from Za'Selutaar added spell list. Levels with Za'Selutaar PrC stack with improving arcane bond or familiar traits.
Taboo: Za'Selutaar never creates, holds nor use cold iron items nor weapons. If tricked or forced to do any of these, Za'Selutaar looses for 24 hours PrC class features (expect spell casting without having spells from Za'Selutaar added spell list and saves, skill ranks etc).
Fey Magic: At-will while in wild untamed woodland which has any fey presence (not only from court where Za'Selutaar is bound to), the caster can reduce metamagic feat spell slot demand by -1 (so empower takes one slot higher to use instead two spell slots higher than normal). In addition you can as full round action cast a spell from spellbook or in case spontaneous casters from class spell list as if you have prepared/knowing the spell. Outside woodlands you cannot use Fey Magic.
Leadership Bonus: You gain +2 to leadership score to attract female caster cohort (who has Za'Selutaar adept feat) or who is a fey fitting to court which you vowed into or a male caster or a person who has level in barbarian or ranger classes.
Nature Speech: Your able to talk with animals, feys (despite language or communication barriers), stone and plants at-will.
Woodland Stride: Works same as class feature from a druid or ranger with same name.
Fey Hex: You get to choose one Hex or Major Hex from Witch's Hex list. You use your primary spellcasting trait instead Int for any modifiers regarding them.
Beyond the Woodlands: Once per day you can use Fey magic feature outside fey inhabited woodlands. You get additional usages per day from levels 6th and 9.
Fey Concordant: Any Summoning, Calling or Binding spells are now able call in feys fitting to HD cap presented with these spells. Process of earning service of a fey is same as with outsiders.
Circle Leader: You become circle leader and able form coven circles where three women (or three men) which have Za'Selutaar adept feat can participate and empower your spellcasting. Check details in Forgotten Realms Campaign Setting pg59 or Dungeon Master Guide (3.5 edition) pg194. Also you can initiate women and men yourself to become Za'Selutaar adepts.
Fey Domain: You can announce any personal owned dwelling as suitable place to use your Fey Magic class feature. The range radius what you can declare as your personal domain is 10 miles/CL. In addition in the area there must be resident feys living in there and natural plant life somekind to allow this class feature to work.
Woodland Whispers: You can once per day cast Commune With Nature as spell-alike ability. In addition you can cast scry as at-will spell-alike ability in your Fey Domain to any spot what you have seen or person whom you know is in area and not needing mirror or pond to able view the said location or person. You can also cast Whispering Wind at-will as spell-alike ability which reaches any point in your Fey Domain.
Great Circle Leader: You can now form a greater circle where you can take six participants. But unlike before you need have mixed genders to form this pentagram circle; equal number of men and women to form it.
With following changes;
Diverse Training: Besides already listed benefits the feature also adds Eldricth Knight levels for any wizard or sorcerer levels to determine potency of gained bloodline powers or arcane school abilities/arcane bond (does not give said features if you do not have them already).
Bonus combat feats are given in every uneven level (1st, 3th, 5th etc).
In 2th level Eldricth Knight gains feature called Eldricth Armor usable once per day as spell-alike ability. It functions like a Mage Armor spell with CL equal to HD of the Eldricth Knight and has AC bonus 6. In 6th and 8th levels the armor bonus is increased by multiplier (in 6th level it's doubled and 8th it's tripled for total +18 AC bonus).
In 10th level Eldricth Armor allows ignore hostile spells as if under Globe of Invulnerability.
Fine as it is but with addition;
In 8th level Loremaster gains feature called Master Librarian. Loremaster is able to take 10 to Linquistic checks and also take 10 in perception rolls so long it involves looking information in library.
In 10th level Loremaster can take 10 to any knowledge rolls.
With following changes;
Each even level (2th, 4th etc) Mystic Theurge progresses in his two classes in regarding following features; Arcane Bond/Arcane School Ability, Channel Negative/Positive Energy, Sorcerous Bloodline. It allows gain extra features or increase potency of existing features.
In addition in 10th level Mystic Theurge gains Divine Arcanist feature. Allowing trade spell slots without penalty with Combine Spells feature. In addition you gain ability to counter spells as immediate action with any spell which is equal to countered spell and shares same school (functions same as dispel magic). Also if you beat the countering process by 5 or more, you can redirect the spell to another target (or change spell's purpose if it has multiple choices how it functions).
With following changes;
Spellcasting: It progresses one step in each uneven level.
Call Down Legends: The barbarians are 5th level heroic NPC humans and wield +1 weapons (any) and have deflection bonus equal to Chronicler's charisma bonus in addition +2 studded leather armors (and possibly +1 light steel shields if using 1h weapon) what they wear. They have half of HP based on their HD.
Lay of the Exalted Deed: This feature calls in 10th level incorporeal barbarians who are heroic NPC's from any race and wield +3 ghost touched weapons (any) and have deflection bonus equal to Chronicler's charisma bonus in addition to +4 ghost touched studded leather armors (and possibly +2 heavy steel shields if using 1h weapons) what they wear. They have max HP based on their HD and have additional equipment based on wealth level of 10th level heroic NPC's. But they stay only 1 day in Chronicler's service.
More to come based on demand.....
Requirement: Elf, caster level 1 in any class
Benefit: Able enter and participate in circle magic ran by Za'Selutaar. Initiation takes a form of receiving a sacred acorn from the court which adept joined. The acorn becomes most prized possession to the caster as their magic ability becomes tied in to the acorn. It becomes a mandatory focus to their spellcasting and replacing any focus needed for spells or class features (including ones where focus is expended, acorn does not become expended in the process). If they loose the sacred acorn they cannot join circle magic nor use any spells until they get acorn back. If destroyed their spellcasting ability is disabled for 1d6 days until court gives new acorn. Acorn must be carried in person to benefit from it.
In addition you gain +2 charisma bonus to feys related to chosen court and Za'Selutaar sisterhoods and brotherhoods. Also gain +2 bonus to knowledge nature and gain it as class skill if you do not have it already and gain +1 bonus to survival and survival becomes a class skill also.
None yet, but will edit and add in depending on demand for 3.5 edition spells.
Now comes the char gen rules;Starting Level:
3th (Commoner), 12th (Noble)Feats:
1 feat every level in addition racial and class ones.XP Progression:
Commoner; Fast (present 3,300/6,000), Noble; Slow (present 330,000/475,000)Starting Wealth:
Commoner 3,000gp, Noble 108,000gp + 50% of this sum added for additional arms/equipment for his personal troops/servants (each follower uses standard NPC wealth)Item sources:
Pathfinder core plus MIC from 3.5 edition. Other sources need approval.HP:
First level max, half + 1 per HD after firstStats:
25 point buyRaces:
Elves plus some outsiders possibly or other races with special permissionClasses:
Any pathfinder classes and psionics are allowed also, third party stuff needs approval (with link provided to said stuff upon requesting it)Special:
Nobles gain Leadership feat for free (as any char who achieves noble status). Followers are multiplied by 100 what you gain. Aryvandaar nobles multiply it by 500 for any military personnel what they command (so normal 1st level commoner servant is traded for 100 of them, and if instead you go for warrior with said follower as Aryvandaar you gain 500 followers). Also nobles gain Landlord feat for free (to build their personal estate/stronghold).
Also note; you can make Charisma mod amount followers into heroic followers. They get heroic follower stats and wealth but getting them killed on purpose (accidents and assassinations don't count) gives penalty to your leadership score same as loosing a cohort.
In addition raw material costs for strongholds are reduced by 50% to all nobles. This presents contacts and easy access to magic and no other modifiers apply to this reduction as they are either irrelevant or overcome by magic (or have greater access to magic than usual). Actual workforce price or price of rooms or work itself is not reduced. Just material costs. If you have means reduce labor costs they are applied.
Also if your using non-humanoid as special followers (only way to get wyrmling dragons as followers example), their levels are determined by HD or CR, whichever is highest. Also outsiders can be taken as followers with similar ruling. If your leadership goes above 25, go use formula from 3.5 Epic Handbook list in regarding how followers numbers grow.SLOTS
Shantel Othreier 0/3
So yes, I am having open slots for 33 players. It's big and I expect many folks disappear (and I NPC them to die horrible fashions and looted by other players). But I welcome anyone also step up as co-GM help run the game and split the different nations between the co-GM's. So long the co-GM's have Heroes of Battle and understand how to use it as mass battles are imminent (and so use of magic to cause havoc, reason why followers to nobles were multiplied as they will be killed in dozens).