Editing
Slayers
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Slayers and Gaming == [[Guardians of Order|Guardians of Order]] has, on two occasions, failed to make a good RPG out of the license. First was a series of three [[splatbook]]s for their [[BESM|BESM tristat]] game, each book represents a single season of the series. These books did nothing a veteran [[Gamemaster|gamemaster]] couldn't already do. But they did present playable stats of all of the main characters from the season they covered. Their second failure was the Slayers [[D20|d20]] book, which was one of many [http://www.wikipedia.com/Ripoff hanger-ons] to the [[D20|d20]] [[OGL|OGL]]. Unlike most copycats though, this system did try to rebalance the classes, but ended up making a shit-ton of [http://www.wikipedia.com/Crap crap], such as the [[fighter|man-at-arms]], [[cleric|shrine-maiden]] and [[wizard|sorcerer]] classes. One good feature was its innovative magic system; it allowed a caster to know a level dependent number of spell level worth of spells. This was also capped in that there wasn't a spells per day system, but instead a caster roll based on the arcana skill. ===The Slayers D20=== Since 1d4chan takes pride in rescuing lost /tg/ stuff from the depths of time, let's take a look at some of the unique material from the Slayers D20 game that might be worth stealing, or at least building upon for your own games. ===Slayers D20 Character Creation=== One of the first things that becomes obvious in the Slayers D20 manual is that it reads like a (surprisingly well-edited) homebrew manual where various people have thrown in their input as to how and why the house rules operate the way they do. For example, the manual encourages the use of stereotypical, cliched, over-the-top characters as opposed to serious, mature ones, as long as it's not at the expense of the story. The best example of this is Amelia, the shortstack fistfighter. In any other campaign setting, her being overly [[Lawful Stupid|lawful good]] can be considered a handicap for parties since she would actively prevent, and possibly sabotage, anyone trying to tell a lie or steal from someone, even if the target of the lie or theft is evil themselves. In Slayers, Amelia's overdramatic steadfastness to righteousness to the point of being naive puts the party in hilarious (as far as Japanese humor goes) situations or allows the plot to immediately change its speed from slow-paced to explosive. Compare her to a character like Sylphiel, the lovesick shrine maiden who is much more calm, genuinely compassionate, and soft-spoken. If the two were a comedy duo, Amelia would be the "funny man", while Sylphiel would be the "straight man". The writers, then, actively push in character creation for everyone to find ways to capitalize on standard D20 jokes to create the funniest story possible. Another interesting aspect are the naming conventions. As the manual puts it, "Heroic names tend to use the vowels A, E, I, and Y, and are often traditional names or names that sound similar to something that has a heroic connotation. Gourry's last name, for example, is Gabriev--a relatively close match to [http://www.wikipedia.com/wiki/Gabriel Gabriel]. Villainous names often use V, Z, and R, with the vowels O and U present. As an example, Rezo is initially described as being a wise priest with the name of a villain." This carries over to even the rest of the main cast: Amelia Wil Tesla Saillune is a proper, dignified princess' name; Zelgadis Greywords captures his "evil spellsword" persona, despite him having genuinely good intentions; and Lina's last name, Inverse, works on the two levels of her being an "inverted" ideal of a heroic protagonist, while also following the universe's name rules to reflect her violent, greedy nature. To push the feel of the manual being a homebrew even further, the book adds in a small note suggesting the use of unusual hair or eyes because "[[Weeaboo|it is appropriate to the setting and can evoke a definite anime feel]]." ===Slayers D20 Races=== One of the most obvious differences between the Slayers D20 and standard D&D is that a majority of standard races aren't available. Due to the D20 following the anime, and not the light novels, elves and dwarfs, despite being part of the world's universe, do not have a template written down. Furthermore, gnomes, halflings, and half-elves and half-orcs are unavailable. In spite of this, there are still a wide variety of core and template races to choose from. ====Core Races==== =====Beastmen===== Beastmen are as you expect, animals with human features, varying wildly from fish to wolves as combinations. While many do possess human-level intellect and reasoning, they still retain their animalistic side, making them tribal and brutal in personality. Depending on which animal they represent, they can have various heights, colors, and other physical attributes like horns, scales, and fur. The only exception are fish folk, who are much more standard in their comedic appearance. Due to their physical differences, they are largely ostracized from human society, who view them as more feral animal than sentient creature, and beastmen tend to reject human society for a more spartan, warrior-like living situation. However, they will generally be willing to work for humans that either show dominance and strength over them, or are willing to treat them with more respect than they would a wild creature. :'''Alignment''': Beastmen can be of any alignment. :'''Environment''': Beastmen can be at home anywhere, though they of course prefer environments that suit their animal nature. Fishmen need to be near bodies of water, and wolfmen prefer to be near forests, for example. :'''Racial Traits''': Beastmen are Medium creatures, have a base land speed of 30ft, have low-light vision, and a +2 racial bonus on Listen, Spot, and Survival checks. Additionally, beastmen can choose a Bonus Feat from the following: Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Loyal, Run, Toughness, Track, and Scent. Scent may be selected as a bonus feat at 1st level, and functions exactly as written in the Monster Manual. Scent is not otherwise available as a feat after 1st level. Furthermore, different animal types have different ability adjustments and favored classes: :'''Bear''': STR +4, CON +2, INT -2, CHA -4; Warrior :'''Boar''': STR +2, CON +2, WIS -2, CHA -2; Warrior :'''Bull''': STR +6, CON +2, WIS -2, CHA -4; Warrior :'''Dog''': DEX +2, WIS +2, INT -2, CHA -2; Bounty Hunter :'''Fish''': DEX +2, INT -2; Bandit :'''Fox''': DEX +2, INT +2, STR -2, CON -2; Rogue :'''Goat''': CON +2, INT +2, WIS -2, CHA -2; Bandit :'''Lizard''': STR +2, CON +2, INT -2, CHA -2; Bandit :'''Racoon''': DEX +4, INT +2, STR -2, CON -2, WIS -2; Rogue :'''Wolf''': DEX +2, CON +2, WIS -2, CHA -2; Bounty Hunter =====Dragon===== While many dragons exist in Slayers, few breeds of them are intelligent. Among them are two kinds, the Golden and Ancient dragons. However, between the War of Monster's Fall and a massive pogrom, Ancient dragons are almost non-existent, to the point of being unplayable. Only Golden dragons are available in the D20, and therefore playing as a dragon puts one strictly under this archetype. Dragons are capable of telepathy to communicate non-verbally, primarily while in dragon form, but can talk the form of a human to communicate verbally. Furthermore, dragons worship the gods. They can belong to a specific cult, such as the ones who worship Flarelord Vrabazard, or worship all Dragon Lords, with Flare Dragon Ceipheed as their primary entity of reverence. Aqualord cults are generally found mainly within the Inner World, but they have greatly diminished following Aqualord Regradia sinking into the sea 1,000 years ago. The other cults in the Outer World, however, are quite lively. Flarelord's are generally to the East, Airlord Valwen's to the West, and Earthlord Rangort's to the South. Dragons, ryuzoku, are the bright mirror to demons, mazoku. Dragons may logically understand feelings like fear, hatred, and sorrow, but they cannot emotionally comprehend how humans can experience them. Panic is felt instead as a dragon reasonably finding a means to stay alive. Fury is felt instead as righteous indignation. Depression is felt instead as pity. This largely stoic attitude can often make them find mild amusement in the machinations and motivations in humans and beastmen, finding the two's emotionally-driven pursuits unreasonable. They harbor no dislike for these "lesser" races, but will rarely interact with them. Generally speaking, it's the humans and beastmen who take the perilous journey to ask for assistance from dragons, not the other way around. Furthermore, dragons absolutely despite demons and evil mortals, and will only work with a demon or an evil entity if, and only if, it's the only way to keep the world alive. Dragons age extremely slowly, and as Golden dragons they share common traits. As dragons, they are distinctly gold in color. As humans, their hair is rarely darker than a sandy-brown, and their eyes rarely a color darker than hazel, usually blue or gold. Their human form is of a general human age as their dragon age, relatively speaking; a young dragon will have a young human appearance, for example. Furthermore, dragons in a human guise are almost always physically attractive. :'''Alignment''': Dragons can be any non-chaotic and non-evil alignment. :'''Environment''': Dragons prefer seclusion, and their temples or personal homes are usually found in high, mountainous places. They will rarely, if ever, spend more time than necessary in a standard settlement. :'''Racial Traits''': For clarity, dragons are always considered "dragon-type"; even in human form, they are still dragons, and are unaffected by spells or abilities that specifically affect humanoids. In human form, their size is Medium, their base land speed is 30ft, and their ability adjustments are STR +6, CON +2, INT +2, and CHA +2. To return to their alternate form, a dragon needs to make a Control Shape check (DC15 or higher) during a standard action. In dragon form, their size is Huge, their base land speed is 40ft, they can a fly speed of 200ft (poor), and have standard modifiers for changing size according to the MM, thus gaining STR +16, DEX -4, CON +8, natural armor +5, as well as a -2 size penalty to attacks and AC. In either form, dragons have low-light vision, two breath weapons that are single-target attacks with a Reflex save of DC 10 + half the dragon's character level + the dragon's CON modifier (Laser Breath: 100ft line that deals 1d8 fire damage per dragon's character level; Diflasher 1d10 astral damage that only affects extraplanar entities), a +5 racial bonus to all checks for White magic spells, have hunger resistance (can go twice as long as humans without food or water, and get starvation and dehydration checks only every two hours instead of one), have a Spell Resistance of 11 + character level, have a Damage Reduction of DR 10/magic, favor the Priest class and do not require a staff to call on Priest abilities, and have a level adjustment of +6. =====Human===== To save time, please consult the Player's Handbook. ====Race Templates==== Since there are only three core races, the D20 includes several templates that allow for a variety of "half-races". Almost any of these templates may be used and applied to one of the core races. It should be noted that while there is a half-demon and half-mazoku template, there is not a full-demon race, due to demons wanting to only destroy the world which runs contrary to the spirit of the game. Templates can have a major impact on the game's narrative, and it is considered good manners to ask for the GM's permission before aiming for a template. =====Copy===== Slayers is unique in that Sorcery has led to a magical innovation called "copies". Copies are essentially clones, which can be manufactured using very little genetic material from a source or donor to create a near-perfect "copy" of the original, complete with the donor's memory and skill. This means that players can create clones of themselves, or use a "copy cultivator", a device used to manufacture these copies, to have a new body created for themselves following their death. By "near-perfect", copies can have slight alterations, such as a wrongly-colored eye, a missing scar, and other superficial difference from the original. A copy cultivator is rare, and extremely expensive. For starters, general society tends to look down on Sorcery in general, and creating clones is over the line for most people. A copy cultivator would then be kept only deep within the premises of a reputable Sorcerers' Guild hall, or in the private possession of a vastly wealthy sorcerer. Furthermore, this would mean that the use of a copy cultivator would be extremely expensive, or else require a near-lethal task or trade in order for a person or party to use it. On top of that, a copy has its own personality. Unless a copy is mind controlled, a copy has full-agency, and may not comply with what its donor's intentions for it being made. If a copy is made, it must be made using material from a non-NPC character (that is, no NPC levels are in the donor's class). Copies start with half the number of total levels its donor had. For example, if the original has three levels in priest and seven levels in warrior, a total of ten levels, a copy would have five levels that can be spent between both classes. However, a copy cannot exceed the class level of any class of the original; in the aforementioned example, the highest level of priest the copy could have is three, as the original. A copy has the same STR, DEX, and CON as the original without magical effects at the time of donation; for INT, WIS, and CHA, roll a 3d6 for each ability. If the roll would exceed the original's attribute any any category, it is instead set equal to the original's. Copies have the appropriate skill points and feat slots for their starting level, which can only be spent on skills and feats the original had, and again cannot exceed the level of skill or feat the donor possessed. They do retain all of the spells the original had, but cannot get class-based bonuses until the copy is of the appropriate level. Despite these limitations at creation, copies can, through experience, exceed the skill and level of the donor over time. =====Chimera===== Chimeras are, naturally, the magical hybridization of two or more creatures. Chimeras are difficult and magically expensive to create; as such, very rarely are chimeras made from intelligent races. Sorcerers usually make chimeras to act as super-powered servants, taking the best from two creatures to generate something greater. As such, beastmen are commonly used as a base for a chimera, or a powerful, non-intelligent monster, while humans tend to be avoided due to their personal autonomy. Within the D20, start with one of the core races (a beastman, dragon, or human), and then add one or more half-creatures from the sections below. If there are two conflicting values in half-races, such as for ability adjustments, only the best value is applied to the resulting chimera. Level adjustments, however, are cumulative. Chimeras have their soul's essence split equally depending on their corresponding parts (a human mixed with a golem and a troll becomes one-third human, one-third golem, and one-third troll). If a chimera wants to be created using a template other than one provided, it requires the GM's approval. Furthermore, excessive fusions should result in a distinctly "non-human" end result, which can have disastrous consequences when trying to socialize or traverse towns and cities. For example, Zelgadis Greywords, a chimera of human, troll, and golem, keeps his physical appearance hidden in public to avoid persecution. '''A player does not need to specifically be a chimera to play a half-race, but a half-race requires a base class to specify their heritage.''' =====Half-Demon===== Half-demons are the hybridization of a human or beastman with a lesser demon through sorcerous magic most often through possession. A lesser demon is distinctly different from a greater demon, or mazoku, and as such there is a difference between the two templates. Due to the demonic influence, a half-demon will generally be of an evil or chaotic alignment. :'''Size and Type''': Unchanged. :'''Special Attacks''': Unchanged, but gains access to all Common spells following normal rules, regardless of class. Advanced spells require the appropriate class and training. :'''Special Qualities''': Unchanged, but have Intuitive Magic (Ex), a +2 racial bonus to all Fortitude saves and control checks to cast spells, and Spell Resistance (Ex), which is equal to 10 + character level. :'''Abilities''': Gains DEX +2 and CON +2. :'''Skills''': +2 racial bonus to Spellcraft, Summoning, and UMD. :'''Level Adjustment''': Base creature +2. =====Half-Dragon===== An even rarer hybridization, a half-dragon would require the mating of a dragon in human form with a human. Such pairings are not recorded in any work of Slayers, with the exception of the D20 here. The offspring would have inclinations towards their draconic nature, generally being of good or lawful alignment. A half-dragon would also probably be physically attractive. :'''Size and Type''': Unchanged. :'''Special Attacks''': Unchanged, but gain a Breath Weapon (Su) that has a Reflex save of DC 10 + half the character's level + character's CON modifier. Laser breath is a line that inflicts 1d6 fire damage per character level. :'''Special Qualities''': Unchanged, but gains a damage reduction of 5/magic, low-light vision, hunter resistance, a +2 racial bonus to all Fortitude saves and control checks on White spells, and a spell resistance of 5+ character level. :'''Abilities''': Gains STR +4 and CHA +2. :'''Level Adjustment''': Base creature +2. =====Half-Golem===== A golem is a construct, lacking autonomy and built out of sturdy material, typically rock or stone. For a chimera to be made from a golem, it would require the fusion to be done through sorcerous means. Golems are extremely tough, and the benefits of making a chimera using a golem is almost immediately obvious. :'''Size and Type''': Unchanged. :'''Armor Class''': Natural armor +4. :'''Special Qualities''': Unchanged, but gains a damage reduction of 10/magic, and immunity to all poisons and diseases. :'''Abilities''': STR +4. :'''Level adjustment''': Base creature +2. =====Half-Mazoku===== A half-mazoku comes into existence solely through magical means. A mazoku, a greater demon, is a creature of pride, viewing the core races as lesser and pathetic. As such, a half-mazoku would only exist through two ways. The first is if a mazoku sees fusing with a creature as the best way to achieve their personal goal of destruction, if the fusion would lead to greater catastrophic results, or if the mazoku's personal existence is in jeopardy. (For example, Seigram fusing with Zuuma.) The second is if a mazoku's essence is sealed within a human soul. (For example, Chaos Dragon Garv, or Rezo the Red Priest.) A half-mazoku would almost always be of an evil or chaotic alignment, and may emit a terrifying presence. :'''Size and Type''': Unchanged, but a half-mazoku changes to outsider (native). :'''Armor Class''': Gains their Charisma modifier (if positive) as a deflection bonus to their AC. :'''Special Qualities''': Unchanged, but they gain a damage reduction of 10/magic, darkvision, hunger resistance, immunity to poison and disease, a spell resistance of 15 + character level, and Astral Phasing (Su). Astral Phasing shifts the character from the Material to the Astral Planes, and back again at will. They can do this once per day for every two character levels, and can bring one additional person at the cost of a use per day to do this. They must be touched by the half-mazoku during the entire shift. In the Astral Plane, characters may make a Vision check (DC 25) to see and hear things in the Material Plane, and can travel long distances instantaneously. However, the Astral Plane has hostile demonic entities, which can handicap or terminate travel entirely. Material attacks and effects cannot affect someone in the Astral Plane, and vice-versa. :'''Abilities''': Gains STR +2, DEX +2, CON +2, INT +4, CHA +4. :'''Skills''': Receives Vision as a class skill, regardless of class. Also gains a +2 racial bonus on Bluff, Intimidate, and Summoning checks. :'''Level Adjustment''': Base creature +4. =====Half-Troll===== Trolls are monsters, which appeared in the Material Plane following the first fight of Flare Dragon Ceipheed and Ruby-Eye Shabranigdu at the beginning of the world's history. Trolls are unintelligent, brutish monsters, but that doesn't prevent them from being hired by thugs for extra muscle. For a half-troll to exist, it would require the mating of a core race with a troll, or the use of magic to create a chimera. :'''Size and Type''': Unchanged. :'''Armor Class''': Gains natural armor +2. :'''Special Qualities''': Unchanged, but gains a troll's Recovery. Trolls regenerate at an insane rate. For a half-troll, it's as if the spell Recovery is constantly in effect, healing even lethal damage at a rate of one-half the character's level plus one-half their Constution bonus as hit points per round, rounded down. :'''Abilities''': Gains STR +4, CON +4, INT -2, and CHA -2. :'''Level Adjustment''': Base creature +1. ===Slayers D20 Classes=== Slayers has, like most campaigns, Core Classes and Prestige Classes. The difference between the Slayers D20 and other manuals is that the writers decided to use in-universe nomenclature over standardized class titles in other books. The examples they point out are that their sorcerers, warriors, and clerics aren't the same as ones you'd find loading up a game of Baldur's Gate. Classes all have their own alignment limitations, class skills, skill points, and class features. Core classes have no requirements since, for all intents and purposes in-universe, anyone can become a priest or a rogue, but prestigious ones have a list of requirements, both in terms of character's alignment and their class skills. This is to reflect the difference between your standard warrior, like the mooks Lina and friends regularly fight when trying to break out of a city after refusing to pay for a meal, and a swordsman like Gourry who can fend off a dozen of those said mooks single-handedly. ====Core Classes==== The following is a list of common adventuring professions in the Slayers world. They have few limitations, if any, and most races can find a career pursuing any of them. =====Bandit===== Bandits focus less on their own personal strength, and more on getting a posse together to beat up anyone in their way. While they can be technically good, they would rather use illegal vigilantism than follow the law or enlist with the local militia. Almost every bandit chooses such a life for money. Whether it's robbing from the rich or the poor, a bandit can one day hope to have their own group to lead to riches and plunder. :'''Alignment''': Any non-lawful :'''Hit Die''': d10 :'''Class Skills''': Appraise(INT), Bluff(CHA), Climb(STR), Craft(INT), Disguise(CHA), :Gather Information(CHA), Handle Animal(CHA), Hide(DEX), Intimidate(CHA), Jump(STR), Move :Silently(DEX), Profession(WIS), Reputation(CHA), Search(INT), Sleight of Hand(DEX), :Survival(WIS), Swim(STR), Taunt(CHA), Use Rope(DEX) :'''Skill Points at 1st Level''': (6+INT modifier)x4 :'''Skill Point at Each Additional Level''': 6+INT modifier :'''Class Features''': Proficiency with all simple and martial weapons, light armor, and shields (except tower shields) ::'''Outcast''': +2 bonus to Intimidate checks; Survivor: +2 bonus to Survival checks ::'''Ganging Up''': At 2nd level or higher, bandits using the "Aid Another" option in combat provides double the normal bonus of +2 to +4 ::'''Sneak Attack''': Functions as the rogue ability of the same name ::'''"Get'em!"''': At 4th level or higher, flanking bonuses increase from +2 to +4 ::'''Band''': At 8th level or higher a bandit can have a band of followers as if they have the Leadership feat. If the character has the Leadership feat, that feat's score is increased by +2. The cohort is greedy and selfish, but may become loyal to the character over time ::'''Gang''': At 11th level the Band becomes a Gang, and their Leadership score increases by +2 ::'''Mob''': At 14th level, the Gang becomes a Mob, and their Leadership score increases by +2 ::'''Clan''': At 17th level, the Mob becomes a Clan, and their Leadership score increases by +2 ::'''Ravening Hordes''': At 20th level, the bandit's Leadership increases by another +2. =====Bounty Hunter===== As the name implies, bounty hunters earn their living by capturing targets, dead or alive. Sometimes they work as independent contractors for governments, hunting down known criminals for a reward. Others can be hired as mercenaries for unsavory organizations to track down a person or object. At their core, a bounty hunter is a lone wolf, working with others usually out of necessity rather than companionship. :'''Alignment''': Any :'''Hit Die''': d8 :'''Class Skills''': Balance(DEX), Bluff(CHA), Climb(STR), Concentration(CON), Craft(INT), Forgery(INT), Gather Information(CHA), Handle Animal(CHA), Hide(DEX), Intimidate(CHA), Jump(STR), Listen(WIS), Move Silently(DEX), Profession(WIS), Reputation(CHA), Sense Motive(WIS), Spot(WIS), Survival(WIS), Swim(STR), Tumble(DEX), Use Rope(DEX) :'''Skill Points at 1st Level''': (6+INT modifier)x4 :'''Skill Points at Each Aditional Level: 6+INT modifier :'''Class Features''': Proficiency with all simple and martial weapons, and with light armor and shield (except tower shields) ::'''Track''': Receives the Track feat for free at 1st level ::'''Wild Empathy''': Functions similar to a Diplomacy check on animals, rather than humans. The player rolls a 1d20 and adds their bounty hunter level and Charsima modifier to determine the result of the check. Domestic animals are usually neutral following a successful check, while wild animals are usually unfriendly. The bounty hunter and targeted animal must have line of sight of each other, be within 30 feet of each other, and have about 1 minute to study each other for Wild Empathy to be used. ::'''Bonus Feats''': At 2nd level and every 4 leveles thereafter, bounty hunters receive one of the following bonus feats (player's choice): Code, Combat Expertise (Improved Disarm, Improved Trip), Dramatic Zeal, Endurance (Diehard), Exotic Weapon Proficiency, Improved Unarmed Strike (Improved Grapple, Stunning Fist), Skill Focus (with any class Skill), Skill Specialty (with any class Skills), Toughness, Weapon Focus. The player must still meet all of the prerequisites for a bonus feat before selecting it. ::'''Uncanny Dodge''': At 3rd level, a bounty hunter cannot be caught flatfooted. The player retains his or her Dexterity bonus to AC (if any) even if surprised or attacked by an invisible enemy. However, they still lose any Dexterity bonus to AC if immobilized. If the player already has Uncanny Dodge from a different class, they automatically gain Improved Uncanny Dodge (see below) instead. ::'''Trap Sense''': At 5th level, bounty hunters gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks from traps. These bonuses rise to +2 at 10th level, +3 at 15th level, and +4 at 20th level. These bonuses are cumulative with other Trap Sense bonuses from other classes. ::'''Improved Uncanny Dodge''': At 8th level, the bounty hunter can no longer be flanked. This also denies bandies or rogues the ability to sneak attack on the flank, unless the attacker is at least four levels higher. If the bounty hunter already has Improved Uncanny Dodge thanks to another class, the levels of both of those classes are added together to determine the minimum level required to perform a flanking sneak attack on the bounty hunter. ::'''Swift Tracker''': At 8th level, bounty hunters can follow tracks without the normal -5 penalty to movement speed. They also only take a -10 penalty (instead of -20) when moving at up to double the normal movement speed while tracking. ::'''Evasion''': At 9th level, bounty hunters can make Reflex saving throws against attacks that normally deal half-damage on a successful save. If they succeed, they take no damage instead. Evasion can only be used while wearing light, or no, armor. Bounty hunters unable to move, like from immobilization, cannot use Evasion. ::'''Fast Movement''': At 12th level, the bounty hunter's normal movement speed increases by +5 only while wearing light, or no, armor. Apply the bonus before modifiers for wearing armor or weight carried. At 16th level, this bonus increases to a total of +10. =====Loremaster===== A loremaster is someone with a mastery over a specific field of knowledge. Whether it's how to create chimeras, construct Copies, or kill dragons, a loremaster's understanding of an aspect of the world is unmatched. While ancient tomes of knowledge are locked away in libraries and reliquaries, a good loremaster puts their skills to the test in the field, proving that they truly know as much as they think they do. :'''Alignment''': Any :'''Hit Die''': d6 :'''Class Skills''': Appraise(INT), Concentration(Con), Craft(INT), Decipher Script(INT), Diplomacy(CHA), Forgery(INT), Gather Information(CHA), Heal(WIS), Knowledge(Arcana)(INT), Knowledge(Religion)(INT), Knowledge(all skills, taken individually)(INT), Profession(WIS), Search(INT), Sense Motive(WIS), Spellcraft(INT), Use Magic Device(CHA), Vision(INT) :'''Skill Points at 1st Level''': (10+INT modifier)x4 :'''Skill Points at Each Additional Level''': 10+INT modifier :'''Class Features''': Proficiency with simple weapons, but not with armor nor shields ::'''Loremaster Knowledge''': Loremasters can make special checks to see if they know something about persons, places, or things of note in the world, with a bonus equal to the sum of their loremaster level and Intelligence modifier. A loremaster with 5 or more ranks in Knowledge(History) gains a +2 synergy bonus to this check. A successful check will not reveal the secrets of a magical item, but may give a hint as to how it works. A loremaster may not take 10 or take 20 on this check; it is entirely random, based on the GM's determination. :::'''DC;''' '''Type of Knowledge''' :::10; Common, known by most people :::20; Uncommon, but not unheard of by some people :::25; Obscure, only a few people know this :::30; Rare, and either never heard of by most, forgotten by those who did know it, or known by those who can't recognize its importance ::'''Secret''': At 2nd level, and every two levels afterward, a loremaster learns one of the following secrets: :::''Applicable Knowledge'': Gain any one feat which the player meets the prerequisites for. This secret can be learned repeatedly. :::''Lore of Advanced Casting'': Choose either sorcery, shamanism, or white magic spells. The loremaster can now learn spells of this type. This secret may be learned more than once to discover the other fields not chosen the first or, if applicable, second time. :::''Lore of Auras'': The loremaster can now use Search Skill to read the aura of a magic item and identify either its basic properties, or the power level of the spell or effect on it. :::''Lore of Common Knowledge'': Select any one cross-class skill. That skill becomes a class skill for the loremaster, and gainst a +2 bonus on all checks with that skill. This secret can be learned repeatedly, but does not raise a skill's bonus. Each time this secret is revealed, a different skill must be chosen. :::''Lore of Defense'': Gain a +1 dodge bonus to AC. This secret may be learned repeatedly, and its effects are cumulative. :::''Lore of Magical Power'': Select a type of magic (common, shamanistic, sorcery, or white magic). When casting spells of that type, the loremaster gains a +5 bonus to Fortitude saving throws and control checks. This secret may be learned more than once, but the effects are not cumulative. Each revelation must apply to a different type of magic. :::''Lore of Skills'': Gain an additional 4 skill points. These skill points are spent normally. This secret can be learned multiple times, and its effects are cumulative. :::''Lore of Spells'': Increases the maximum number of spells known by three per loremaster level. Additionally, the player adds their loremaster level to control checks just as for any other spellcasting class. :::''Lore of Weapons'': Gain a +1 bonus to attack rolls. This secret may be learned more than once, and its effects are cumulative. :::''Nerve Bundle Strike'': The loremaster can now make a special attack once per day, either to kill or paralyze their target. This attack is made with a normal melee weapon, and the attack must be declared before the attack roll is made. If the attack hits, the target must make a Fortitude save (DC 10+any damage dealt by the attack). If the roll fails, the target is either killed, or paralysed for 1d6 minutes, plus 1 minute per loremaster level. If the roll succeeds, the target takes normal attack damage instead. This secret may be learned more than once, and each time it is learned the loremaster can use one additional special attack per day. :::''Secret Strike'': The loremaster can now make a secret strike. Once per day, they can add their Intelligence bonus to an attack roll for success, and on successful strikes deal 1 point of extra damage per loremaster level. This secret can be learned more than once, and allows the use of an extra secret strike each day. =====Noble===== While there are many snotty, snobbish, snooty nobles in the world, there are a few who still feel the call for adventure despite their landing. These nobles become generals who lead armies, or diplomats who travel from country to country, or scholars who become entangled in sorcerous politics. No matter their destination, a noble is never without their wealth, their dignity, and their natural pride from their heritage. These resources are what gives them their own edge when it comes to traveling the world, either for adventure or leisure. :'''Aligntment''': Any :'''Hit Die''': d8 :'''Class Skills''': Bluff(CHA), Craft(INT), Diplomacy(CHA), Disguise(CHA), Gather Information(CHA), Intimidate(CHA), Knowledge(all skills taken individually)(INT), Perform(CHA), Profession(WIS), Reputation(CHA), Ride(DEX), Sense Motive(WIS), Swim(STR), Taunt(CHA) :'''Skill Points at 1st Level''': (6+INT modifier)x4 :'''Skill Points at Each Additional Level''': 6+INT modifier :'''Class Features''': Proficiency with all simple and martial weapons, and with light and medium armor and shields (except tower shields) ::'''Fascinate''': As long as the noble has 3 or more ranks in a Perform skill, they can use Fascinate to perform a speech to cause fascination one or more creatures. Each creature must be within 90 feet, be able to hear the noble, and have enough intelligence to pay attention to the speech. Both the creature and noble must have line of sight with each other. Nearby distractions may prevent the ability from succeeding. While Perform(Oratory) is the preferred skill, at the GM's discretion other Perform skills may be used. The number of targets that can be affected is up to or equal to the noble's class level. ::'''Inspire Courage''': As long as the noble has 3 or more ranks in a Perform skill, they can use Inspire Courage to perform a speech to bolster a targeted ally. The target must be able to hear the noble, and lasts for as long as the noble can be heard and for 5 rounds thereafter. Allies affected by Inspire Courage get a +1 morale bonus on charm, domination, and fear saving throws, as well as on attack and weapon damage rolls. At 8th level and every six noble levels thereafter, Inspire Courage gains an additional +1 morale bonus to rolls. ::'''Recognition''': The player can make a Reputation check as a free action. If the Reputation check result is less than 10, the noble receives neither a bonus nor penalty. A successful recognition check can be used, at the GM's discretion, to bypass normal conventions such as rules, regulations, or to gain special favors. ::'''Inspire Competence''': A noble of at least 3rd level with at least 6 ranks in a Perform skill can inspire an ally to succeed at a given task. The ally must be within earshot and have sight of the noble. The ally gains a +2 competence bonus on skill checks with a specific skill as long as they continue to hear the noble. The effect lasts as long as the noble concentrations, up to a maximum of 2 minutes, and cannot be used on the self. ::'''Line of Credit''': A noble of at least 4th level allows the noble to make purchases without having to spend money, relying on their funds from home. Within their domain, these purchases are automatic and implied. Outside of their domain, Line of Credit may require a Diplomacy or Intimidate skill check, or be simply unavailable. If the noble's kingdom is bankrupt or destroyed, there may not be a Line of Credit at all. At the GM's discretion, some items may not be available for a Line of Credit because they are too expensive. Also, the noble will be required to pay the debt off at a later date. Failure to do so can, at the GM's discretion, result in disasterous consequences when the debtors come to collect. ::'''Leadership''': Gain Leadership as a bonus feat at 5th level, regardless of prerequisites. ::'''Impressive Argument''': A noble of at least 6th level with 9 or more ranks in a Perform skill can force their target to do as commanded. Impressive Argument requires a successful Fascinate. A Will saving throw (DC 10+half noble's level+noble's Charisma modifier) negates the effect. If the command puts the target in harm's way, a second saving throw can be attempted with a +2 or +4 modifier, as appropriate. ::'''Inspire Greatness''': At 9th level or higher, and with 12 or more ranks in a Perform skill, the noble can move themselves or an ally within 30 feet to greater feats. For every three levels a noble gains beyond 9th level, they can target an additional ally with a single use of this ability. Inspire Greatness requires the ally to hear the noble, and to be able to speak. This effect lasts as long as they hear the noble, and for 5 rounds thereafter. A creature affected by Inspire Greatness gains 2 bonus hit dice (d10s) as well as their temporary hit points (apply the target's Constitution modifier to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. ::'''Inspirational Leader''': At 12th level or higher, a noble can improve their Inspire features. Using an Inspire ability that benefits an ally, increase that effect by 50%, rounded up. ::'''Inspire Heroics''': At 15th level or higher and with 18 or more ranks in a Perform skill, the noble can push themselves or an ally within 30 feet to tremendous acts, no matter the odds. For every three levels a noble gainst beyond 15th, they can use this ability on an additional creature. The noble must be able to speak and be heard by their ally for a full round. This inspiration grants a +4 morale bonus on saving throws, and a +4 dodge bonus to AC. This effect lasts for as long as the noble is heard, and for up to 5 rounds afterwards. ::'''Great Leadership''': A noble of at least 18th level gains more followers than other nobles. They may have an additional cohort, and twice as many followers of each level. =====Priest===== Priests dedicate their lives to the worship of either Ceipheed, or his dragon aspects that remain in the world. They can be found either living in a metropolitan community, such as Saillune proper, or traveling abroad performing miracles, as Rezo the Red Priest did prior to his death. Most priests are highly respected members of the community due to the kindness they exhibit, and the charity they inspire. However, some priests don't inspire the call to action; some fanatics, like the Cult of Shabranigdu, have been known to exist and promote the end of the world, and Shabranigdu's subordinates also have their own priests, such as Greater Beast's retainer Xellos. :'''Alignment''': Any :'''Hit Die''': d6 :'''Class Skills''': Concentration(CON), Craft(INT), Diplomacy(CHA), Gather Information(CHA), Handle Animal(CHA), Heal(WIS), Knowledge(Local)(INT), Knowledge(Religion)(INT), Listen(WIS), Perform(CHA), Profession(WIS), Sense Motive(WIS), Spellcraft(INT) :'''Skill Points at 1st Level''': (4+INT modifier)x4 :'''Skill Points at Each Additional Level''': 4+INT modifier :'''Class Features''': Priests are proficient with simple weapons, but not with armor or shields ::'''Detect Evil''': Priests can detect evil at will, using a Sense Motive check with a DC 15. This may be countered by the target using a Bluff check of their own. Success on the Sense Motive roll allows the priest to see if the target is good or evil. ::'''Smite Evil''': Once per day, a priest can add their Charisma bonus to a normal attack roll and deal 1 extra damage per priest level with the attack. If the target is not evil, there is no extra damage, and Smite Evil will be wasted for that day. At 5th level, and every five levels thereafter, the priest gains an additional use of Smite Evil. ::'''Staff''': A staff is a sign of a priest's office, and is used as their sole focus for spellcasting purposes. If a priest loses their staff, they are unable to use any priest class abilities until it is recovered, or a new staff is specifically crafted for them. Each staff is unique to the priest, and can be highly decorated, or subtly notched for identification. A staff reflects a priest's personality, and should be designed as such. A priest does not need to be wielding the staff to use priest class abilities, but it must be in their possession. ::'''Divine Grace''': At 2nd level, the priest gains a bonus equal to their Charisma bonus on all saving throws. ::'''Lay On Hands''': At 2nd level, a priest with a Charisma of 12 or higher can heal wounds, their own or others, by touch. Each day, the priest can use Lay On Hands to heal damage equal to their priest level multiplied by their Charisma bonus. This healing may be divided by multiple recipients, and does not need to be expended all at once. Lay On Hands is a standard action. ::'''Divine Health''': At 3rd level, priests are immune to all diseases, magical, supernatural, or otherwise. ::'''Remove Disease''': At 6th level, priests can remove the diseases of another once per week. This can be used an additional time each week every three levels after 6th. ::'''Bonus Feats''': At 7th level and every 6 levels thereafter, priests gain one of the following bonus feats by player's choice: Code, Dignified, Dramatic Zeal, Iron Will, Loyal, Skill Focus (any class skill), Skill Specialty (any two class skills), Weapon Focus (staff) ::'''Spellcasting''': At 11th level, priests are considered spellcasters. They may learn additional spells, just as wizards or sorcerers, and increase their maximum known spells by four per priest level above 10th. Additionally, the priest adds their class level-10 to control checks. However, priests may only learn white magic spells. ::'''Longevity''': At 16th level, priests age much slower. Priests age only one year for every five years that pass. =====Rogue===== Rogues are easily the most versatile of adventurers, having to learn how to work their way through proper society, lower slums, and the wilderness to survive. Quick-witted and always finding a way to get out of the trouble they put themselves in, rogues create ways to give themselves an edge, either in combat or in conversation. :'''Alignment''': Any :'''Hit Die''': d8 :'''Class Skills''': Appraise(INT), Balance(DEX), Bluff(CHA), Climb(STR), Concentration(CON), Craft(INT), Disable Device(INT), Disguise(CHA), Escape Artist(DEX), Forgery(INT), Gather Information(CHA), Hide(DEX), Intimidate(CHA), Jump(STR), Listen(WIS), Move Silently(DEX), Open Lock(DEX), Perform(CHA), Profession(WIS), Reputation(CHA), Search(INT), Sense Motive(WIS), Sleight of Hand(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Tumble(DEX), Use Rope(DEX) :'''Skill Points at 1st Level''': (8+INT modifier)x4 :'''Skill Points at Each Additional Level''': 8+INT modifier :'''Class Features''': Rogues have essentially all of the class features of the standard rogue class, and the Slayers D20 asks that you turn to the Player's Handbook for more information on rogue class abilities. They are proficient in light armor and all simple weapons. =====Warrior===== Warriors are one of the most ubiquitous professionals in the world. They can be found serving royalty in a guard, hired as bodyguards for protection services, or simply be knights errant looking to prove themselves for love. Strength and skill is the ultimate goal of a good warrior, and they take each challenge presented before them as an opportunity to test their skills, finding relish in their never-ending fight against the world. :'''Alignment''': Any :'''Hit Die''': d10 :'''Class Skills''': Climb(STR), Craft(INT), Handle Animal(CHA), Intimidate(CHA), Jump(STR), Listen(WIS), Profession(WIS), Ride(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Tumble(DEX), Use Rope(DEX) :'''Skill Points at 1st Level''': (4+INT modifier)x4 :'''Skill Points at Each Additional Level''': 4+INT modifier :'''Class Features''': Proficiency with all simple and martial weapons, all armors (light, medium, heavy), and all shields (including tower shields) ::'''Style''': At 1st level, select a preferred weapon style: single-weapons, two-handed weapons, two-weapon fighting, weapon-and-shield, thrown weapons, or crossbows. Style bonuses can be applied to attack rolls, damage rolls, or AC, but only while fighting in the selected Style, and only provides bonuses to one of the three. The warrior gains an additional Style bonus every sixth level after 1st, and can be applied to a different style and roll, or to the same style and a different roll, or to the same style and same roll previously selected for a cumulative bonus. The GM must approve of the selected style. ::'''Bonus Feat''': AT 2nd level, and every three levels afterwards, warriors gain a bonus feat selected from the following list: Blind-Fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Improved Critical, Improved Initiative, Improved Shield Bash, Improved Unarmed Strike (Improved Grapple, Deflect Arrows, Snatch Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge, Trample), Point-Blank Shot (Far Shot, Precise Shot, Rapid Show, Manyshot, Shot-on-the-Run, Improved Precise Shot), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Quick Draw, Rapid Reload, Two-Weapon Fighting (Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Weapon Finesse, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization). Warriors must still meet the prerequisites for their desired bonus feat before selecting it. ::'''Judge Opponent''': A warrior can determine the skill of another person by watching them fight, or fighting against the target. This skill check is d20+class level+INT modifier. Succeeding a DC 15 allows the warrior to determine if the opponent is weaker, similar, or better than themselves. This can be determined by comparing the totals of each person's attack bonus and AC. If the totals are within 3 points of each other, they are considered approximately equal in strength. However, this can be concealed by a target that succeeds on a counter Bluff check. If Judge Opponent succeeds a DC 20, they can determine the target's attack bonus and AC. If the check succeeds a DC25, they can learn the other person's identity if disguised, or determine either the place they trained or where they were raised. If Judge Opponent is used on someone who is not in combat, the check has a -10 penalty. If the player has Judge Opponent as a class ability in another class, add both class levels to the check. =====Witch/Wizard===== A witch or a wizard is a non-professional spellcaster, having either not yet joined, or abstained from joining, the Sorcerers' Guild or similar magic circle. These individuals either lacked the funds or desire to move on into specializing in specific schools of magic, and come out to be more well-rounded and still strong in their own right. They often become advisors, bodyguards, or magical merchants, using their knowledge of magic to supply goods and reagents to those seeking greater magical heights. While laymen may often call them sorcerers, actual sorcerers take offense towards being called a witch or a wizard, as it implies they are not the professional they actually are in spellcasting. :'''Alignment''': Any :'''Hit Die''': d6 :'''Class Skills''': Concentration(CON), Craft(INT), Decipher Script(INT), Diplomacy(CHA), Knowledge(Arcana)(INT), Knowledge (all skills, taken individually)(INT), Profession(WIS), Reputation(CHA), Search(INT), Spellcraft(INT), Spot(WIS), Swim(STR), Use Magic Device(CHA), Vision(INT) :'''Skill Points at 1st Level''': (4+INT modifier)x4 :'''Skill Points at Each Additional Level''': 4+INT modifier :'''Class Features''': Witches and wizards are proficient with all simple weapons, but are not proficient with any armor or shields ::'''Spellcasting''': Wizards are spellcasters. They may increase their maximum known spells by four per class level, and use their class level to control checks. Unless they gain a class ability from another class to learn more advanced spells, they may only learn common spells. ::'''Magical Training''': Wizards know how to use common spells, and may add their class level to Fortitude saves used to cast common spells. ::'''Bonus Feat''': At 1st level and every fifth level afterwards, wizards gain a bonus feat. This feat must be an item creation feat, metamagic feat, or Spell Mastery. ::'''Defense Barrier''': At 2nd level, wizards learn how to construct defensive barriers to protect against magic. At higher levels, the barrier gains increased effectiveness. ::'''Advanced Casting''': At 7th level, wizards may select one type of advanced magic (shamanistic, sorcery, or white magic), and learn spells of that type. Magical Training does not apply to these spells. ====Prestige Classes==== Unlike the core classes, prestige classes have requirements to alignment, base attack bonuses, skills, spells, feats, or some other special requirement. Some prestige classes are tied to organizations, such as clerics to a specific temple or a sorcerer to the Sorcerers' Guild. Ultimately it falls to the GM to work with the player to determine how connected they are to these organizations. =====Cleric/Shrine Maiden===== As mentioned before, priests are individuals who work for the gods through action. Shrine maidens, meanwhile, venerate the gods through devotion. Temples need staff, and shrine maidens attend to the needs of their superiors, perform the rituals necessary to receive the gods' blessings, and provide sanctuary for those seeking comfort. A shrine maiden will rarely leave their place of worship, unless their god demands it for the good of all creation. Shrine maidens usually receive years of training and instruction on proper ceremony, either being selected at a young age due to signs or circumstances, or willingly cloistering themselves with the intent of giving themselves up to the divine. :'''Hit Die''': d6 :'''Requirements''': To become a shrine maiden, a character must meet the following criteria. ::'''Alignment''': Any non-chaotic ::'''Skills''': Diplomacy 5, Knowledge(Religion) 8, Sense Motive 5 :'''Class Skills''': Concentration(CON), Craft(INT), Diplomacy(CHA), Heal(WIS), Knowledge(Arcana)(INT), Knowledge(Religion)(INT), Perform(CHA), Profession(WIS), Search(INT), Sense Motive(WIS), Spellcraft(INT), Summoning(INT), Use Magic Device(CHA), Vision(WIS) :'''Skill Points at Each Level''': 4+INT modifier :'''Class Features''': Shrine maidens gain no proficiency with any weapon or armor. ::'''Defense Barrier''': Shrine maidens can construct a magical barrier to protect against magical attacks. At higher levels, the barrier becomes stronger. ::'''Great Faith''': Shrine maidens can add their class level as a bonus to Fortitude saving throws to cast white magic spells. If the shrine maiden has levels in the priest class, they no longer require their staff as a focus to use priest class abilities. ::'''Spellcasting''': Shrine maidens are considered spellcasters. They may increase their maximum number of known spells by six per class level. Additionally, they may add their class level to control checks. They may learn from any type of spell (common, shamanistic, sorcery, or white magic). However, they must dedicate an additional spell slot to cast shamanistic or sorcery spells, which are not part of their standard spells. ::'''Bonus Feats''': At 2nd, 6th, and 10th levels, shrine maidens gain a bonus feat from the following list: Augment Summoning, Code, Holy Magic, Loyal, Spell Master, or any item creation or metamagic feat. ::'''Sense Aura''': Shrine maidens can identify magic items by sight, and use the Search skill to identify the properties of any item they encounter, or the approximate strength of any enchantments on the item. ::'''Sense Evil''': Shrine maidens can determine if a mazoku, or some other great evil, is nearby, where it is located, and approximately how powerful it is, from weak to overwhelming. Sense Evil cannot be used to determine anything specific about the malevolent force, only where and how strong it is. =====Martial Artist===== Within the Known World, martial artists are rare and exotic, using traditions from the Outer World long since lost to time following the War of Monster's Fall 1,000 years ago. Those who do keep these techniques alive can usually be found searching for lost secrets to their ancient art, or else using a strict code of conduct to defend those who can't defend themselves. In a world of knights and sorcery, martial artists are strange and different, and this uniqueness gives them an upper-hand in a fight. :'''Hit Die''': d10 :'''Requirements''': To become a martial artist, a character must meet the following criteria. ::'''Base Attack Bonus''': +5 ::'''Skills''': Climb 8, Jump 8, Tumble 8 ::'''Feats''': Improved Unarmed Strike, Weapon Focus (unarmed strike or grapple), Weapon Specialization (unarmed strike or grapple) :'''Class Skills''': Balance(DEX), Climb(STR), Concentration(CON), Craft(INT), Diplomacy(CHA), Escape Artist(DEX), Hide(DEX), Intimidate(CHA), Jump(STR), Listen(WIS), Move Silently(DEX), Perform(CHA), Profession(WIS), Reputation(CHA), Spot(WIS), Swim(STR), Taunt(CHA), Tumble(DEX) :'''Skill Points at Each Level''': 6+INT modifier :'''Class Features''': Martial artists gain no proficiency with armor or weapons ::'''Unarmed Damage''': Unarmed damage is increased based on the table provided with the manual. ::'''Evasion''': If the player succeeds on a Reflex throw against an attack that normally deals half-damage on a successful save, the martial artist instead takes no damage. Evasion can only be used if the martial artist is wearing light or no armor, and cannot be used if they are helpless. ::'''Hien Sen Puuda''': Once per day, the martial artist can add their Wisdom bonus to any normal attack roll with an extra 1 damage per class level. Every three levels, the martial artist gains another use of Hien Sen Puuda per day. ::'''Spell Resistance''': At 2nd level, martial artists gain spell resistance equal to their class level+15. ::'''Uncanny Dodge''': At 2nd level, martial artists cannot be caught by surprise, and retain their Dexterity bonus to AC when attacked flat-footed or by an invisible character. Uncanny Dodge does not work while immobilized. A martial artist that already has Uncanny Dodge from a different class gains Improved Uncanny Dodge instead. ::'''Ho-Oh Ranbu Kick''': At 3rd level, martial artists gain Stunning Fist as a bonus feat, and may use Stunning Fist once per day per class level, plus one for every four levels in other classes. Additionally, their target's Fortitude save DC is increased by +2 against a Stunning Fist. ::'''Improved Uncanny Dodge''': At 5th level, martial artists can no longer be flanked. This denies bandits or rogues the ability to sneak attack, unless the attacker is four levels or higher than the player. If the martial artist already has Improved Uncanny Dodge, the levels from the classes that grant Uncanny Dodge stack to determine the minimum bandit or rogue level required to flank the player. ::'''Improved Evasion''': At 6th level, martial artists no longer take damage on a successful Reflex save against attacks, and only take half the damage on a failed save. If the martial artist is helpless, they cannot use Improved Evasion. ::'''Ki Strike''': At 8th level, martial artists have their unarmed attacks treated as magic weapons for the purpose of striking creatures with damage reduction. ::'''Embu Toh-Ketsu Ha!''': The Embu Toh-Ketsu Ha! is a ranged touch attack that channels ki from their hands or a weapon used at a focus against a target within 20 feet. If it hits the target, it deals damage equal to the martial artist's normal unarmed damage. =====Master-At-Arms===== The archtypical military general, the master-at-arms neither fights for gold like a petty bounty hunter nor glory like a common warrior. A master-at-arms fights for a cause or purpose, be it for a kingdom, a person, or an ideal. The master-at-arms is essentially an improved version of the warrior class, giving the character an extremely versatile feat selection as they become stronger. :'''Hit Die''': d12 :'''Requirements''': To become a master-at-arms, a character must meet the following criteria. ::'''Base Attack Bonus''': +8 ::'''Feats''': Armor Proficiency (Light, Medium), Martial Weapon Proficiency (any), Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus, Weapon Specialization :'''Class Skills''': Climb(STR), Concentration(CON), Craft(INT), Handle Animal(CHA), Intimidate(CHA), Jump(STR), Listen(WIS), Profession(WIS), Reputation(CHA), Ride(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Use Rope(DEX) :'''Skill Points at Each Level''': 4+INT modifier :'''Class Features''': Masters-at-arms gain proficiency with all simple and martial weapons, all armor types, and shields (including tower shields) ::'''Armor Compatibility''': Masters-at-arms retain half their defense bonus (rounded down) even while wearing armor ::'''Bonus Feat''': At every 2nd level, masters-at-arms gain one of the following bonus feats that they meet the prerequisites for: Cleave (Great Cleave), Improved Bull Rush, Improved Critical, Improved Overrun, Improved Shield Bash, Improved Sunder, Mounted Combat (Ride-By Attack, Spirited Charge, Trample), Toughness, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization). ::'''Style''': This is exactly like the warrior version, only it can only be applied to two-handed weapon or weapon-and-shield styles. ::'''Judge Opponent''': This is exactly like the warrior version. If the master-at-arms already has Judge Opponent, they gain a +2 competence bonus on Judge Opponent use. ::'''Improved Armor Compatibility''': At 9th level, masters-at-arms retain their full class-based defense bonus even while wearing armor. =====Pistoleer===== In the War of Monster's Fall, nearly every spellcaster in the world came to Lina's continent to try and defeat Lei-Shabranigdu, Hellmaster Phibrizzo, and Chaos Dragon Garv. Following Lei-Shabranigdu's deep freeze, the deaths of Hellmaster's retainers, Garv's imprisonment in a human soul, and Aqualord Regradia sinking into the sea, the remaining four subordinates of Shabranigdu constructed the Mazoku Barrier, preventing passage into and out of the continent. The surrounding area outside of the barrier became known as the Outer World, which suddenly found itself without access to greater magic as there were no more scholars readily available for research. This led to the advancement of technology, and to a new way of fighting. Pistoleers are fighters and craftsmen who have learned how to construct pistols, rifles, and explosives to fight with, much to the scorn of sorcerers who view such a method as the uneducated man's attempt at emulating magic. :'''Hit Die''': d8 :'''Requirements''': To become a pistoleer, a character must meet the following criteria. ::'''Base Attack Bonus''': +5 ::'''Skills'''': Craft(Gunsmithing) 9 ::'''Feats''': Exotic Weapon Proficiency (Firearms), Weapon Focus (any firearm), Weapon Specialization (any firearm) ::'''Special''': Character must have access gunpowder and either craft, or find someone able to craft for them, bombs and firearms. Gunpowder requires access to saltpeter, charcoal, and sulfur to craft. :'''Class Skills''': Balance(DEX), Bluff(CHA), Climb(STR), Craft(INT), Disable Device(INT), Gather Information(CHA), Intimidate(CHA), Jump(STR), Listen(WIS), Profession(WIS), Reputation(CHA), Search(INT), Sense Motive(WIS), Sleight of Hand(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Use Rope(DEX) :'''Skill Points at Each Level''': 6+INT modifier :'''Class Features''': Pistoleers gain no proficiency with weapons or armor ::'''Bonus Feat''': At 1st level and every level thereafter, pistoleers gain a bonus feat from the following list that they meet the prerequisites for: Dodge (Mobility), Improved Critical, Improved Initiative, Mounted Archery, Point-Blank Shot (Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot-on-the-Run, Improved Precise Shot), Quick Draw, Rapid Reload, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization). ::'''Trick Shot''': Reduces any penalty a pistoleer makes to a ranged attack roll, regardless of circumstance, by one-half their class level (rounded down). At 2nd level, pistoleers no longer provoke an attack of opportunity from their target for making a ranged attack in a threatened area. Other enemies in the threatening area can make an attack of opportunity, and a pistoleer not making a ranged attack will suffer the event as usual. ::'''Style''': This is exactly like the warrior ability, however it only applies to ranged attack styles. ::'''Destructive Genius''': At 6th level, pistoleers can add their class level to any check made towards Craft(Gunsmithing). Craft(Gunsmithing) can also be used to make improvised weapons that imitate destructive spells, at the GM's discretion, such as requiring the Craft(Gunsmithing) check to meet the imitated spell's normal DC and needing a vast amount of materials to construct the weapon. This can also be used towards the design of mechanical devices, such as tanks, if the GM allows it. ::'''Portable Armory''': At 10th level, a pistoleer appears to have innumerable bombs and firearms tucked away in their clothing, rather than having to spend time reloading firing a single shot. The Portable Armory operates under the same rules as a Bag of Holding, only for bombs and firearms; this equipment does not slow the player's movement, nor are they visible for observation by other characters. Weapons inside of the Portable Armory do not need to be accounted for, except when it is time to craft more gunpowder and ammunition. Portable Armory can be used on Intimidate checks, at the GM's discretion. After extended periods of using Portable Armory, the GM may call for a Sleight of Hand check to see if the pistoleer's ammunition is finally expended. The DC for such a check can be as low as 20, or as high as 40, depending on the amount of time the Portable Armory has been used. =====Shaman===== Shamanistic magic is arguably the most-versatile type of magic in the Slayers world. Drawing upon the powers of spirits to control the four elements, shamanism gives a deeper understanding of nature than white magic, which is too focused on the gods, and sorcery, which surrenders itself to demons. By delving in to the Astral Plane, shamans are constantly sitting on the edge between the divine and the diabolical, choosing their own path rather than following a specific entity. Most professions turn to shamanism to give their spellcasting arsenal a wide variety of magic. :'''Hit Die''': d6 :'''Requirements''': To become a shaman, a character must meet the following criteria. ::'''Skills''': Knowledge(Nature) 5, Spellcraft 8 ::'''Spells''': Able to cast at least 12 common spells or 1 shamanistic spell ::'''Special''': The player must have access to shamanistic lore, such as a library, or a qualified instructor. Sorcerers' Guilds usually provide both, but in the Outer World, no such society exists. :'''Class Skills''': Concentration(CON), Craft(INT), Heal(WIS), Knowledge(Arcana)(INT), Knowledge(Nature)(INT), Listen(WIS), Profession(WIS), Ride(DEX), Search(INT), Sense Motive(WIS), Spellcraft(INT), Spot(WIS), Summoning(INT), Survival(WIS), Swim(STR), Use Magic Device(CHA), Vision(WIS) :'''Skill Points at Each Level''': 4+INT modifier :'''Class Features''': Shamans gain no proficiency in weapons nor armors ::'''Defense Barrier''': Shamans can use magical barriers to protect against magical attacks. At higher levels, the barrier becomes stronger. ::'''Shamanistic Focus''': Shamans add their class level as a bonus to all Fortitude saves made casting shamanistic spells. ::'''Spellcasting''': Shamans are considered spellcasters. They may increase their maximum number of spells by six per class level, and add their class level to control checks. Shamans can learn any type of spell, but have disadvantage with sorcery and white magic and must use an additional spell slot towards any of those two types of spells they learn. ::'''Bonus Feats''': At 2nd level and every four levels afterwards, shamans get a bonus feat. The feat must be Augment Summoning, Code, Dignified, Spell Master, or any item creation or metamagic feat. ::'''Sense Aura''': Shamans can recognize magical items, and use the Search Skill to identify either the basic properties or enchantment on said items. =====Sorcerer===== Sorcerers are what most people think of when someone considers what a spellcaster is. Sorcerers are typically found within or near a Sorcerers' Guild, which is a loose collection of spellcasters that experiment or otherwise engage in magical research, and record and exchange information. For those on the outside, sorcerers appear quite evil. Their spells create contracts with demons--some sorcerers even going so far as to create pacts with them for greater powers--and they use questionable methods for creating Copies, potions, and destructive magic. However, not nearly every sorcerer is as amoral as the surface appears, but they certainly are extremely morally flexible, which can lead towards corruption. Witches and wizards tend to gravitate towards becoming sorcerers to become stronger. :'''Hit Die''': d6 :'''Requirements''': To become a sorcerer, a character must meet the following criteria. ::'''Alignment''': Any non-lawful ::'''Skills''': Knowledge(Arcana) 5, Spellcraft 8 ::'''Spells''': Able to cast at least 12 common spells or 1 sorcery spell ::'''Special''': The player must have access to sorcerous lore, such as a library, or a qualified instructor. Sorcerers' Guilds usually provide both, but in the Outer World, no such society exists. :'''Class Skills''': Bluff(CHA), Concentration(CON), Craft(INT), Disguise(CHA), Intimidate(CHA), Knowledge(Arcana)(INT), Knowledge(Religion)(INT), Profession(WIS), Reputation(CHA), Search(INT), Sense Motive(WIS), Spellcraft(INT), Spot(WIS), Summoning(INT), Taunt(CHA), Use Magic Device(CHA), Vision(WIS) :'''Skill Points at Each Level''': 4+INT modifier :'''Class Features''': Sorcerers gain no proficiency with weapons nor armors ::'''Defense Barrier''': Sorcerers can use a magical barrier to protect themselves from magical attacks. As the sorcerer becomes stronger, so too does the magical barrier. ::'''Sorcery Focus''': Sorcerers add their class level as a bonus to all Fortitude saves made casting sorcery spells. ::'''Spellcasting''': Sorcerers are considered spellcasters, and may increase their maximum known spells by six per class level. Additionally, their class level can be added towards control checks. Sorcerers may learn any type of spell, but have disadvantage on shamanistic and white magic spells. An extra spell slot must be dedicated towards these two last types of spells. ::'''Bonus Feats''': At 2nd level and every four levels thereafter, the sorcerer gains a bonus feat from the following list: Augment Summoning, Bold, Dramatic Zeal, Spell Mastery, or any item creation or metamagic feat. ::'''Sense Aura''': Sorcerers can recognize magic items and may use the Search Skill to identify its basic properties and degree of enchantment on it. =====Swordsman===== While anyone can pick up a blade and call themselves a warrior, a swordsman is a cut above the rest. Their skill, precision, focus, and strength make sword fighting look more like a dance than a form of combat, and their degree of prowess makes them just as many enemies as friends. Swordsmen become famous, intentionally or not, through the use of their discipline, and it's not uncommon for some to hunt down particularly famous ones to best them in a duel. A swordsman needs to love the art fighting and be willing to face whatever challenges come their way to not only succeed, but survive. :'''Hit Die''': d12 :'''Requirements''': To become a swordsman, a character must meet the following criteria. ::'''Base Attack Bonus''': +8 ::'''Skills''': Reputation 5, Taunt 5, Tumble 5 ::'''Feats''': Combat Reflexes, Dodge, Martial Weapon Proficiency (any sword), Weapon Focus (any sword), Weapon Specialization (any sword) :'''Class Skills''': Balance(DEX), Climb(STR), Craft(INT), Intimidate(CHA), Jump(STR), Profession(WIS), Reputation(CHA), Ride(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Tumble(DEX) :'''Skill Points at Each Level''': 6+INT modifier :'''Class Features''': Swordsmen gain no proficiency with any weapons nor armors ::'''Glamorous Reputation''': Swordsmen gain a +2 bonus on all Reputation checks ::'''Evasion''': At 2nd level, swordsmen who make a successful Reflex save on attacks that normally deal half damage on a successful slave takes no damage instead. Evasion can only be used if the swordsman is wearing light or no armor. A helpless swordsman cannot use Evasion. ::'''Style''': This is exactly like the warrior ability, but can only apply to two-handed weapons, single-weapons, or two-weapon styles while using a type of sword. ::'''Bonus Feat''': At 4th, 8th, and 10th levels, swordsmen gain a bonus feat that they meet the prerequisites for from the following list: Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Mobility, Spring Attack, Two-Weapon Fighting (Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Weapon Finesse, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization) ::'''Judge Opponent''': This functions exactly the same as the warrior ability. If the swordsman already has this ability from another class, they instead gain a +2 competence bonus to Judge Opponent checks. ::'''Improved Evasion''': At 6th level, swordsmen take no damage from attacks after completing a successful Reflex save, and furthermore only take half damage from such attacks on a failed Reflex save. A helpless swordsman cannot use Improved Evasion. ::'''Price of Fame''': At 9th level, swordsmen may use their base attack bonus to defend themselves when opting to use the total defense option in combat. They make a roll of 1d20+base attack bonus+DEX modifier+6 dodge bonus for total defense; if this value is higher than the swordsman's normal AC, this value becomes the character's effective AC against melee attacks for one round. Price of Fame does not affect incoming ranged attacks. =====Warrior of Justice===== If there was ever a means of fully encapsulating the definition of Lawful Stupid, it would be the Warrior of Justice. Unbroken, unshaken, and uncompromising, the warrior of justice will use whatever means necessary to establish love and peace. Their devotion to the truth borders on social ignorance as they do things no one else would ever dream of doing. A warrior of justice is, at their core, the hero of legend who brings light into a dark world and hope in the hearts of others who wish that they would go away and leave them alone for a few minutes. :'''Hit Die''': d10 :'''Requirements''': To become a warrior of justice, a character must meet the following criteria. ::'''Alignment''': Lawful Good ::'''Base Attack Bonus''': +5 ::'''Skills''': Intimidate 5, Jump 5, Perform 5, Tumble 5 ::'''Feats''': Improved Unarmed Strike, Iron Will, Weapon Focus (unarmed strike or grapple) ::'''Special''': Warriors must have an appropriate obsession with love, peace, and justice as part of their Iron Will feat. :'''Class Skills''': Balance(DEX), Climb(STR), Craft(INT), Diplomacy(CHA), Disguise(CHA), Escape Artist(DEX), Gather Information(CHA), Heal(WIS), Hide(DEX), Intimidate(CHA), Jump(STR), Listen(WIS), Move Silently(DEX), Perform(CHA), Profession(WIS), Reputation(CHA), Sense Motive(WIS), Spot(WIS), Survival(WIS), Swim(STR), Taunt(CHA), Tumble(DEX) :'''Skill Points at Each Level''': 4+INT modifier :'''Class Features''': Warriors of justice gain no proficiency with weapons nor armor ::'''Optimism of Justice''': Warriors of justice are immune to fear caused by psychological attacks, but are still susceptible to fear caused by magical or supernatural forces. ::'''Special Attack''': At every level, warriors of justice gain a new special attack. Multiple special attacks cannot be used in a single attack, but they can use more than one special attack of different types in the same round. Special Attacks can be used by an amount per day equal to their class level, and specific special attacks may be used more than once, but no more than three times per day. :::''All Men Brothers, Hand in Hand'': The warrior of justice can make additional unarmed attacks with t heir full base attack bonus, but all of their attacks, including their normal attack, suffer a -2 penalty to each strike. This penalty is cumulative for each use of All Men Brothers, Hand in Hand within the same action, up to a totally of -6 on all four strikes if used three times in one action. :::''Benevolent Giant Swing'': After a successful Grapple, Benevolent Giant Swing can used. The warrior of justice makes a second Grapple check with a bonus equal to twice their class level. The result is of this check is the distance, in feet, the target travels by being thrown. For every 10 feet traveled, the target takes 1d6 damage on impact. If Benevolent Giant Swing is used more than once, each additional selection adds a +10 bonus to the Grapple check to throw the opponent, to a maximum of +20 for being selected three times. Benevolent Giant Swing is a full-round action and ends Grapple. :::''Ghost Touch'': The warrior of justice's unarmed and Grapple attacks gain Ghost Touch, which deal damage normally to incorporeal creatures. An incorporeal creature's 50% chance to avoid damage does not apply to Ghost Touch. This ability affects all of the player's unarmed attacks, including other Special Attacks. Ghost Touch is an automatic effect and doe snot count against the daily limit of Special Attacks. :::''Goodwill Towards Men Smash'': Warriors of justice gain Stunning Fist as a bonus feat, regardless of prerequisites, and works as described by the Stunning Fist feat, with the exception that the target's Fortitude save DC is increased by +2, with each usage of Goodwill Towards Men Smash in a single action raising the Fortitude save DC by +2 up to a maximum of +6 for three uses. Stunning attacks made by Goodwill Towards Men Smash do not count against the number of Stunning Fist attacks usable per day. :::''Hammer of Justice'': Hammer of Justice resolves as an unarmed strike with +1 on the attack roll per class level. :::''Joyful Reunion Bearhug'': Grants the warrior of justice the Improved Grapple feat as a bonus, regardless of prerequisites. When using Joyful Reunion Bearhug, the player deals an additional 4 points of damage with their grapple attack. If selected more than once, the additional damage is increased by 2, for a maximum of 8 additional damage with three uses. :::''Justice Shoulder Attack'': Grants an enhancement bonus to Strength equal to the warrior of justice's class level, which lasts for one round. This bonus may be used to initiate grapples, during a Bull Rush of Overrun attempt, or to overcome a Strength check to move an obstacle. If selected more than once, Justice Should Attack increases the duration of its effect by an additional round. :::''Kindness to all Creatures Kick'': Delivers an unarmed strike with base damage 1d6 for every three class levels, rounded up, to a maximum of 4d6 base damage at 10th level of warrior of justice. :::''Pacifist Crush'': Resolves as an unarmed strike with +1 damage per class level. :::''Royal Special Thunder'': Enhances a normal attack roll. The warrior of justice can subtract a number from their attack roll, up to -5, to add double that value to as a bonus to their damage roll. A Special Attack modified by Royal Special Thunder counts as two uses of the warrior of justice's special attacks for the day. :::''Saillune Tornado''': An unarmed attack that requires a Jump check to succeed. If the hit connects, the target takes unarmed damage equal to 1d6 for every 10 feet of height the warrior of justice attained during the Jump. This is a full-round action, and if the warrior of justice jumps more than their base speed during the Jump check, the attack cannot be landed until a subsequent round. :::''Smashing Burst Jump'': The warrior of justice doubles their base speed and gains a +5 bonus to their Jump skill per class level. These bonuses last for one round, and Smashing Burst Jump may be used more than once in a single action. Each additional selection extends its effects by one round. :::''Fists of Justice'': At 3rd level, warriors of justice have their unarmed attacks treated as magic weapons for the purpose of dealing damage to creatures with magic reduction. :::''Optimism Aura'': At 5th level, warriors of justice grant nearby allies a +4 morale bonus on checks or saves against fear. :::''Combo Attack ("Peace and Love Double Impact!!!")'': At 7th level, warriors of justice can make a combination attack with another warrior of justice. Each characters gains a +2 bonus to the attack and damage roll. The Combo Attack can be used as a special attack, but both warriors of justice must use the same special attack in that case. Only one of the two warriors of justice need to have Combo Attack to use it, and it can be used up to three times per day. :::''Fists of Joyous Parting'': Can be used to create the Banish effect. If the warrior of justice attacks a creature not of the physical world, the target must make a Will save (DC 10+half the warrior of justice's class level+warrior of justice's WIS modifier) or else be banished to their place of origin. They cannot return for a number of hours equal to the difference between the Will save result and the DC, either through their own volition or being Summoned. ::'''Code of Conduct''': A warrior of justice must be lawful good, and loses all class abilities if they break their oath by committing an unjust act. They must respect legitimate authority, remain honorable (cannot lie, cheat, utilize poison, etc.), be charitable (so long as the charity doesn't lead to unjust actions), and protect the innocent. ::'''Ex-Warriors of Justice''': If a warrior of justice breaks their Code of Conduct, they may not progress further in levels as a warrior of justice and lose their class abilities. This can only be restored following an appropriate Atonement for their misconduct, at the GM's discretion. ===Skills=== Here is a collection of skills available in the Slayers D20. In general, skills are the same as they would be in the standard Player's Manual, and will not be explained for the sake of brevity unless there's a Synergy trait involved. Slayers D20 also has its own unique list of skills which will be explained for the outside observer. ====List of Standard Skills==== :'''Bluff(CHA)''': Can be used a second time under a Try Again rule as long as difference between a Bluff failure and the correspending Sense Motive check was less than the penalty, with a cumulative -2 penalty to further attempts to use Bluff with this rule. If the character has at least Spellcraft 5, Bluff checks to disguise a spell get a +2 bonus. Bluffs used to trick opponents when it comes to spellcasting impose a -5 penalty on Fortitude and control checks while casting, and the result becomes the DC for any Spellcraft check to correctly identify the casting. :'''Concentration(CON)''' :'''Craft(Alchemy)(INT)''' :'''Craft(Cooking)(INT)''': If the character has at least Craft(Cooking) 5, they gain a +2 synergy bonus on Bluff, Diplomacy, Gather Information, and Indimidate skills used against targets with the Great Fortitude feat, or if the target has an obsession with food. They also gain a +2 synergy bonus on Craft(Poison) checks. :'''Craft(Gunsmithing)(INT)''' :'''Craft(Poison)(INT)''': The base DC for a Craft(Poison) check is the sum of the specific poison's DC+10. Contact poisons are more difficult to handle in manufacturing, and instead have a base DC of the poison's DC+15. If the character has at least Craft(Cooking) 5, they get a +2 synergy bonus to Craft(Poison). :'''Decipher Script(INT; trained only)''': Can be used as an action to create a code, which requires 10 minutes and does not include the time needed to write out a coded document after creating the cipher. To decipher someone else's code, this action takes 1d4+1 hours, not including the time needed to read the decoded document. A character with at least Search 5 gets a +2 synergy bonus on Decipher Script to decipher a code. :'''Diplomacy(CHA)''' :'''Intimidate(CHA)''': Can be used as a check to change someone's behavior, or cause demoralization in combat. As an action, Intimidate requires 1 minute of interaction with the target. Intimidate follows a Try Again rule with a cumulative -4 penalty and each further attempt. Characters gain a +4 bonus on Intimidate checks for every size category they are larger than their opponent. Characters suffer a -4 penalty to Intimidate checks for every size category they are smaller than their opponent. Characters immune to fear cannot be intimidated, nor can non-intelligent creatures. A character with at least Bluff 5 gains a +2 bonus to Intimidate checks. :'''Jump(STR; armor check penalty)''': Jumping is less-realistic in Slayers than in other worlds. The DC for a long jump is one-half the distance to be covered in feet, assuming a running start; from standing, the Jump DC is doubled. The DC for a high jump is equal to the distance covered in feet, assuming a running start. If standing, the DC is doubled. A character can jump onto an object at waist-height with a DC 10 Jump check and does not take away from their normal movement. A character jumping down takes no damage on a successful Jump check, but on a failure they take normal damage. :'''Search(INT)''': Can be used for research purposes. If the character knows what research to look for, the DC on a check is 10. If the research is complex, or the location of the information is disorganized, the DC can range from 15 or higher. Search can also be used to understand the nature of an enchanted item, but not its specific enchantment, with a successful DC 20 if the character has the Sense Aura class skill. A DC 30 reveals the true abilities of the magical item, though stronger items require higher DC checks. The Search DC is equivalent to the Use Magic Device check to activate the magical item. Each use of Search requires one full-round action equal to the DC to understand the item (overcoming a DC 20 requires 20 rounds to understand the item). Characters with at least Search 5 gain a +2 bonus to Decipher Script checks to decipher a code. :'''Spellcraft(INT; trained only)''': Characters with at least Spellcraft 5 gain a +2 bonus on Bluff checks to disguise a spell. :'''Use Magic Device(CHA)''': Use Magic Device (UMD) must be used to activate a magical object, and a natural 1 is neither an automatic failure nor does it carry a special penalty. Once successful, the magical device functions normally for its standard duration. If attempting to use a magic device the character doesn't understand, there is a -10 penalty to the UMD check. At the GM's discretion, magic items may be simple to activate or extremely complicated, depending on its creator's intentions. As an action, UMD can take anywhere from a standard action to a full-round to activate, or be dependent on activating another item. The DC of a UMD check is the same as a Search DC check through Sense Aura to identify the power of the item. ====List of New Skills==== :'''Reputation(CHA; trained only)''': Reputation checks are done as separate skills, akin to the Craft skill. For example, Reputation(Bandit) is not the same as Reputation(Noble), and the player must put separate skill purchases into each if they want both. A Reputation check utilizes either the character's name or their accomplishments. A successful DC 10 grants bonuses to their next Bluff, Diplomacy, Gather Information, Intimidate, Perform, or Taunt check, with higher bonuses at higher results. Reputation can also be used situationally, at the GM's discretion. In places outside of the player's area of accomplishments, Reputation checks suffer a penalty. If a Reputation check fails, there is a -2 circumstance penalty to further checks with the affected skills. Reputation checks are usually a standard action, and do not follow the Try Again rule. Nobles can make Reputation checks more effectively. If the character has the Leadership feat, their highest Reputation bonus (ranks+CHA modifier) determine the maximum level of cohort and number of followers they may attract. A character with at least Reputation 5 in a specific Reputation gain an additional +2 bonus in checks made with any other Reputation, and these bonuses stack. This also applies to attracting a cohort or followers with the Leadership Feat. :'''Summoning(INT; trained only)''': A summoning check is made to summon astral creatures. This does not apply to physical creatures, which require a specific spell. The DC check depends on the power and number of creatures summoned, with a bonus if the summoner has a part of a specific creature in their possession during the Summoning. At the GM's discretion, named creatures can make a level check to resist the summoning. A successful Summoning check requires a subsequent successful Fortitude save, with the same DC as the Summoning check. Depending on the result, the character will then take a certain amount of nonlethal damage. A summoned creature is not enslaved, and acts of its own volition. Weaker creatures will be intimidated by their summoner, ones of equal level are generally open towards bargaining, but stronger ones are more volatile. A summoning requires a standard action, and follows the Try Again rule. A mazoku has a +4 racial bonus on Summoning checks to summon demons, lesser monsters, and other mazoku. Spellcraft can be used to draw up a magic circle before the Summoning, which adds a +1 bonus to the Summoning check for every five full points the character beat the Spellcraft check (DC 20). Magic circles offer resistance to summoned creatures, either by offering protection to the summoner standing in the circle, or trapping the summoned creature inside of it. The circle can be destroyed, and has spell resistance, damage reduction, and hit points equal to the Spellcraft check result used to make it. :'''Taunt(CHA)''': A Taunt check can be used to embarrass someone with psychological warfare, or break a spellcaster's concentration. In the latter case, the Taunt check is opposed by the target's Concentraction check. Taunting requires a standard action, and follows the Try Again rule with a cumulative -2 circumstance penalty on further attempts. A character immune to embarrassment through the Oblivious feat, or non-intelligent creatures, cannot be taunted. A character with at least Intimidate 5 gains a +2 bonus on Taunt checks. :'''Vision(WIS; trained only)''': A Vision check is used to gain insights, to view a far away location, or see the future. The DC check varies depending on how well the target of Vision is known by the character, be it a person, place, or object, or how far into the future they look, or how clear their prediction is. Divination is done through some sort of ritual, whether through meditation, a ouiji board, or using dowsing rods. As an action, Vision checks can be as short as a standard action to even weeks, depending on the complexity of the Vision being used. Vision checks of the most basic divination have a DC 20, with failure resulting in ineffective results. Vision checks may follow the Try Again rule, at the GM's discretion, without penalty. Furthermore, the GM may choose to keep the DC for a Vision check a secret from the players, with major failures of 10 or lower resulting in misleading, or even dangerous, interpretations. ===Feats=== Feats are also reworked in the Slayers D20. Some feats have become class abilities, or been reworked into the rules, or been removed completely. There are also new feats which help bring Slayers to life, since its operating rules are different from the standard D20. As normal, feats come with a prerequisite, and may be part of a specific category. For brevity, this section will use the manual's summary of each feat. ====List of Standard Feats==== :'''Augment Summoning (General)''': ''Requires Summoning 1''. "Summoned creatures are more powerful than normal." :'''Brew Potion (Item Creation)''': ''Requires caster level 3rd''. "The character can create magical potions, which are a physical form of a spell." :'''Craft Magic Arms and Armor (Item Creation)''': ''Requires caster level 5th''. "The character can create magic weapons, armor and shields." :'''Craft Wondrous Item (Item Creation)''': ''Requires caster level 3rd''. "The character can create a wide variety of magic items, such as crystal balls or a lantern that sheds magical light." :'''Empower Spell (Metamagic)''': "Spells can be cast for greater effect." :'''Enlarge Spell (Metamagic)''': "Spells can be cast at greater range." :'''Exotic Weapon Proficiency(Firearms) (General)''': ''Requires base attack bonus +1''. "The character has learned how to use firearms effectively." :'''Extend Spell (Metamagic)''': "Spells may be cast to make them last longer." :'''Great Fortitude (General)''': "The character is healthy and resilient." :'''Greater Spell Focus''': ''Requires Spell Focus with selected type of magic''. "Choose a type of magic to which the character has already applied the Spell Focus feat. The character's spells of that type are now even more potent than before." :'''Greater Weapon Focus (General)''': ''Requires proficiency with selected weapon, Weapon Focus with selected weapon, and a base attack bonus of +8''. "Choose one type of weapon, such as a greataxe, for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You are especially good at using this weapon." :'''Greater Weapon Specialization (General)''': ''Requires proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, and a base attack bonus of +12''. "Choose one type of weapon, such as a greataxe, for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon." :'''Heighten Spell (Metamagic)''': "Spells may be cast with more power in order to defeat the natural defense of the target." :'''Iron Will (General)''': "The character has considerable determination and strength of will." :'''Leadership (General)''': ''Requires at least 6th level in any class''. "A character with Leadership has learned how to get others to follow them." :'''Lightning Reflexes (General)''': "The character has amazing reflexes and can react without having to think about it." :'''Maximize Spell (Metamagic)''': "Spells may be cast to maximum effect every time." :'''Quick Draw (General)''': ''Requires a base attack bonus of +1''. "Weapons may be drawn and readied with startling speed." :'''Quicken Spell (Metamagic)''': "Spells can be cast with a moment's thought." :'''Rapid Reload (General)''': ''Requires Exotic Weapon Proficiency(Firearms)''. "Characters with Rapid Reload can reload firearms more quickly than normal." :'''Spell Focus''': "Choose a type of magic, such as common or sorcery. The character's spells of that type are more difficult to resist." :'''Spell Mastery''': ''Requires Intelligence 12''. "The character has mastered a handful of spells, and is better able to cast and manipulate those spells." :'''Toughness''': "The character is tougher than normal." :'''Weapon Specialization (General)''': ''Requires proficiency with the selected weapon, Weapon Focus with selected weapon, and a base attack bonus of +4''. "Choose one type of weapon, such as a greataxe, for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon." :'''Widen Spell (Metamagic)''': "Spells can be cast to affect a greater area." ====List of New Feats==== :'''Barbed Tongue (General)''': ''Requires Taunt 1''. When using Taunt to inflict embarrassment damage, the character suffers only a -2 penalty (compared to the usual -4) on their check, and in turn delivers 2d6+CHA modifier embarrassment damage (compared to the usual 1d6+CHA modifier). :'''Beautiful (General)''': Beautiful characters usually gain a +2 bonus towards Bluff, Diplomacy, Gather Information, and Reputation, but also usually suffer a -2 penalty towards Disguise and Hide Skill checks. :'''Bestow Curse (Item Creation)''': ''Requires caster level 1st''. "Characters with this feat have learned how to curse their opponents using magical powers to bring misfortune, ruin, or general unpleasantness down on the heads of their enemies." :'''Bold (General)''': Bold characters are immune to fear from psychological attacks, but can still succumb to magical or supernatural fear effects. However, when taking the Bold feat, the character must choose a phobia that automatically causes shaken when encountered. On a failed Will save of DC 20 or higher, they go into a deeper level of fear. Shaken becomes frightened, frightened becomes panicked, and panicked characters pass out. When the phobia is removed, the character will lose their fear without having to undergo a Will save. It takes 1d4+1 minutes to awaken from passing out, and 1 minute for each stage of fear to be removed after that. :'''Code (General)''': A character with Code gets a +1 bonus to all attacks, Skill checks, and saving throws that support their Code, at the GM's discretion. It also grants a +4 bonus towards all saves or checks to avoid being forced to break their code, at the GM's discretion what that save or check would be. If the Code is broken, the character suffers a permanent -1 penalty to all attacks, Skill checks, and saving throws until an atonement has taken place, at the GM's discretion. :'''Craft Talisman (Item Creation)''': ''Requires caster level 3rd''. Crafting a talisman takes 1 day for each 1,000gp of value the magical item will become. Furthermore, enchanting the talisman costs 1/25 of the item's base price in XP as well as raw materials costing half of this base price. Mending a talisman with Craft Talisman only costs half the normal XP, materials, and time to make it in the first place. :'''Cute (General)''': Some people are just naturally cute. They usually gain a +2 bonus on Bluff, Diplomacy, Hide, and Taunt checks, but also usually face a -2 penalty towards Intimidate or Reputation checks. :'''Dignified (General)''': Dignified provides a +4 bonus on all checks to resist confusion, embarrassment, or fear. However, failing to resist embarrassment increase the penalty from -2 to -3, and embarrassment damage is increased by one-half, rounded down. If a character has both Dignified and Touchy, the penalty for embarrassment is only -1 instead of -3 and the benefit of Touchy applies. Furthermore, if Touchy topic is the cause of embarrassment is treated with the normal -3 penalty with no benefit from Touchy. :'''Dramatic Zeal (General)''': Dramatic Zeal allows the ignoring of penalties due to abashed, addled, befuddled, checked, cowering, dazed, dazzled, disabled, distracted, exhausted, fatigued, flat-footed, flustered, frightened, mortified, nauseated, panicked, shaken, sickened, staggered, or stunned. Used as a free action, the character must succeed on a Constitution or Wisdom check (DC 10) to ignore their condition for 3 rounds, plus 1 additional round for every point by which they beat the DC. Failing the check prevents the character from overcoming their condition. Regardless of result, Dramatic Zeal can only be used once per day. :'''Fast Learner''': Characters with this feat suffer only a -2 non-proficiency penalty for using a weapon they are not proficient in. Furthermore, Fast Learners can use any untrained skill at the GM's discretion. Faster Learners also add +5 to any Spellcraft check to learn or invent spells. :'''Fork Spell (Metamagic)''': Forked spells hit double the number of targets, and can be forked multiple times to hit exponential targets. Each forking raises the DC of the spell by +10. Spells with an undefined number of targets for their area of effect cannot be forked. :'''Glib (General)''': Glib characters can make a psychological attack as a move action, as opposed to a standard action. :'''Holy Magic (General, Metamagic)''': ''Requires Wisdom 13, Charisma 15, and cleric or shrine maiden level 1st''. The character can learn holy magic. However, holy magic was almost completely lost inside of the known world following Aqualord Regradia sinking into the sea and Hellmaster Phibrizzo constructing the Mazoku Barrier, so holy magic availability is entirely up to the GM's discretion. :'''Homing Spell (Metamagic)''': Homing Spells force the target to make a second saving throw, and use the worst result of the two. Homing Spell can be used more than once on the same spell, with each additional use raising the base DC of the spell by +10 cumulatively, and the target must always take the worst of each saving throw. Spells that have no range cannot be homed, nor can ones that do not allow a saving throw. If a spell has a target, but a subsequent area-of-effect, only the target must make repeated saving throws; others who would be caught in the blast do not. :'''Loyal''': Loyal characters get a +2 bonus on all saving throws whenever they are near or working for the person they are loyal to. At the GM's discretion, this feat may be removed if loyalty isn't being exhibited properly in the roleplay. Loyalty can change targets depending on certain circumstances, such as death or love. Attempting a Bluff, Diplomacy, Gather Information, Intimidate, or Sense Motive check on the target of their loyalty incurs a -2 penalty. :'''Magical Blood (General)''': Grants a +2 bonus to all checks made to casting spells, Fortitude saves to resist drain, control checks, and Concentration checks during spellcasting. However, Magical Blood causes obvious and unusual physical features, such as red eyes or green hair. Unusual appearances may affect Social Skill checks, at the GM's discretion. :'''Oblivious (General)''': Grants immunity to embarrassment from psychological attacks, and cannot become flustered, abashed, or mortified except in the case of one thing they are particularly sensitive about. As such, only this topic is treated normally for causing embarrassment damage, as nothing else can do damage this way. However, Oblivious characters suffer a -4 penalty to all checks to resist confusion. A character cannot be both Oblivious and Touchy. :'''Skill Specialty (General)''': Grants a +2 bonus on all checks involving two skills of the player's choice. Skill Specialty can be selected as a feat multiple times, but different skills must be chosen each time. These effects are cumulative with Skill Focus. :'''Touchy (General)''': Instead of being embarrassed or taunted, Touchy characters become angry. The standard -2 penalties do not apply from embarrassment, and they do not try to flee or hide. Instead, they get a bonus on all melee attack rolls for the duration. Flustered characters get a +1 bonus, abashed characters gain a +2 bonus, and mortified characters get a +3 bonus. If the Touchy character experiences embarrassment damage, all of their melee damage rolls in the next round gain bonus damage equal to the damage suffered. However, there is one thing that will always upset a Touchy character. If this subject is brought up, the benefits of Touchy are ignored. A character cannot be both Oblivious and Touchy. ===Slayers D20 Spellcasting=== While in the above section spellcasting was explained within its in-universe lore, the following section instead focuses on the Slayers D20 for the purposes of game play. For example, the D20 makes no distinction between White and Holy magic, despite White being the lesser, Astral-infused bastard child of true Holy magic. This is a necessary amalgamation; the anime, which the D20 is based on, doesn't cover Holy magic due to the main cast not interacting with dragons nor elves for prolonged periods of time, and Holy magic is an arcane art to humanity within the Mazoku Barrier. Spellcasting in the D20 may seem complex at first glance, but the real simplicity of it lies in how it handles difficulty checks and the freedom to operate as a spellcaster without breaking the game. ====Types of Magic==== ''The following is a list of spells found in each category. Some spells are multi-category; as long as a spell is listed as "Common", then it can be used by witches and wizards without the related feat for its other group.'' '''Common''': Aqua Create, Flare, Flash, Force Push, Healing, Levitation, Lighting, Projection, Writing, Yum, Dark Mist, Dash, Flare Arrow, Flare Bit (Flare Bullet), Freeze Arrow, Freeze Bit (Freeze Bullet), Message, Mind Control, Opening, Sleeping, Change Earth, Fireball, Ice Ball, Identify '''Sorcery (Black Magic)''': Flash, Bam Rhod, Flare Arrow, Flare Bit (Flare Bullet), Freeze Arrow, Freeze Bit (Freeze Bullet), Mind Control, Burst Rondo, Damu Bras (Dam Brass), Dil Brand, Fireball, Fire Bolt, Ice Ball, Blast Ash, Domination, Firestorm, Flare Lance, Garuk Ruhard, Icicle Lance, Mega Brunt, Blast Bomb, Burst Flare, Dimil Arwin, Dis Fang, Mega Brando, Rune Flare, Vaal Flare, Dynast Bras, Garv Flare, Zelas Goto, Dragon Slave, Ragna Blade, Giga Slave '''White (Clerical, Holy)''': Healing, Levitation, Lighting, Projection, Water Walking, Writing, Cure Blindness or Deafness, Ferious Breed, Message, Opening, Sleeping, Suspend, Assha Dist, Elmekia Lance, Flow Break, Identify, Rahfas Seed, Recovery, Resting, Telekinesis, Concealment, Fel za'Red, Flow Twist, Illusion, Protection, Visfan Rank (Vistfarank), Dimensional Portal, Elmekia Flame, Megiddo Flare, Resurrection, Restoration, Time Slip, Time Stop, Flame Breath (Holy), Holy Rezast (Holy), Ray Freeze (Holy), Chaotic Disintegrate (Holy) '''Shamanism''': Aqua Create, Flare, Force Push, Shadow Snap, Yum, Balus Rod, Bom Di Wind, Dark Mist, Dash, Monobolt, Astral Vice, Behfis Bring, Blam Blazer, Change Earth, Diem Wing, Digger Bolt, Ly Briem, Petrify, Ray Wing, Balus Wall, Bom Spreed, Boo Brymer, Buday Wind, Diev Volt, Sea Blast, Shadow Wave, Van Rail, Wind Barrier, Astral Break, Blam Gush, Dug Crystal, Dug Haut, Ghozu Vro, Golem, Mosu Varium, Van Rehl, Demona Crystal, Grey Bomb, Sphere of Earth, Vlave Howl, Rah-tilt (Ra Tilt) However, these spells aren't the limit of what a spellcaster can do. For example, Spellcraft, Summoning, UMD, and Vision are all critical skills a spellcaster needs on top of a strong spell list to be an excellent ally, not to mention barriers to safeguard from other wizards. Non-spellcasters can attempt to emulate spells with the use of potions, which in the D20 are the physical forms of spells, and there are a host of magical items and talismans players can find for offense or protection. The only real limit a spellcaster might have is making chimeras and copies, since the time and resources needed to make one most often goes beyond the bounds of a standard session. That is, it's not impossible, but not something most players might think about. ====Learning Magic==== Simple, it's a Spellcraft check against the Spell's DC - 10. All it requires is a written formula for the spell (the incantation and the spell's name properly listed), or a trained tutor willing to instruct how to cast the spell, which offers a bonus to the Spellcraft check equal to one-half the INSTRUCTOR'S total Spellcraft bonus. If a spell fails, but by 10 or less, they can attempt to cast the spell regardless of failing. Partially learned spells are cast as normal spells, except have a -5 penalty on Fortitude saves and have double the normal drain (more on spell draining later). For every two points, rounded up, by which the Spellcraft check was failed, the player needs to only cast the spell successfully that many times to fully learn the spell, and cast it henceforth without penalty. Players can also create their own spells, the only limiting factor being skill, time, and access to a magical laboratory or workshop (and, naturally, GM fiat). A player can describe the spell they wish to construct, to which the GM assigns a reasonable DC check for the spell. The player must then spend one week for each full five points in the potential spell's DC researching the spell in the laboratory. After the weeks have past, the player must make a Spellcraft check, with a DC equal to the researched spell's DC. If it's successful, the spell is now created and can be learned by other players or NPCs. If it's a failure, the player must spend another week researching the error. After that week, they can then attempt the spell again, with a +2 circumstance bonus. Each future error requires another week, but also grants a cumulative +2 circumstance bonus each time. However, there is a limit that this research can take. They can only continue researching the spell for a number of weeks equal to their caster level. (A level 10 witch can get 10 weeks to research errors and a potential +20 circumstance bonus, for example.) If after that allotted time the spellcaster can't successfully cast the spell, they must give up because they aren't skilled enough to be making a spell that powerful yet. The maximum number of spells, any spell, a player can know at one time is equal to their Intelligence bonus. Spellcasting classes, however, gain additional spells as they increase in level. This means even non-spellcasting classes with adequate Intelligence can also learn spells. Furthermore, spell slots aren't Vancian; an extraordinarily powerful spell instead takes up one the knowledge of a lesser spell to have memorized. A Dragon Slave requires the same knowledge as three normal spells. So, if a player can know 10 spells, knowing Dragon Slave reduces the number of spells a player can memorize down to 7. Also, if a player is specialized in White, Black, or Shamanism, spells from outside their field of expertise, not including common spells, require an additional slot. So, a Cleric who can memorize 10 spells, but wants to know Dragon Slave, has their list limited down to 6 spells. However, spells can be cast almost infinitely, with the only limit being spell drain. ====Spellcasting==== Using magic in Slayers is simple, because rather than getting bogged down in reagents and tools, all it requires is the knowledge of the spell and a standard action. However, this doesn't give spellcasters free-reign; there is still spell drain, and if being attacked or Taunted or failing a spell's DC they will have to make Concentration checks or else lose control of the spell. Spell drain is the means of keeping magic under control in the D20 system. When a player announces they will cast a spell, they must first make a Fortitude save to see how much a spell exhausts them to cast (going back to the "pool and bucket capacity" analogy from earlier). The DC of this fortitude save is the base DC of the spell being cast, with additional modifiers based on metamagic feats that are applied on the fly. Spell drain is usually nonlethal damage, meaning that hitting 0 hit points or lower only renders the player unconscious, but if the spellcaster is exhausted prior to casting a spell, it will be lethal to cast that magic. Damage dealt by drain like this doesn't go through a Concentration check, and the drain damage isn't received until after the spell is fired. That means that if a spell would render a spellcaster unconscious after using it, the spell still resolves normally. Moreover, spells use the highest class-based Fortitude save bonus available when casting a spell. A multi-classed wizard / sorcerer using a Fireball, which is both a Common and Sorcerous spell, would get the Fortitude save from whichever class offers the best Magical Training. :'''Passing a save by 10 or more''': 1/2 base drain (rounded down), no control check; :'''Passing by less than 10''': Base drain, no control check; :'''Failing by less than 10''': Double base drain, control check required; :'''Failing by 10 or more''': Double base drain, control check required, spellcaster fatigued If the Fortitude save fails, this doesn't mean the spell has completely misfired. A control check is 1d20 + the character's total caster levels + the relevant ability modifier for the spell. Common spells have a Constitution modifier; Sorcery, Intelligence; Shamanism, Wisdom; and White, Charisma. Use whichever modifier is higher if a spell is listed under two lists, such as Fireball under Common and Sorcery. The DC of this check is the spell's DC - 10. If this check is successful, the spell is cast as normal. If the check fails, the spell may simply fizzle out if it's a weak spell, or have funny, awkward consequences than causing the spellcaster harm. Of course, there are certain limits to what may be humorous for failing a spell. [[Rocks_fall,_everyone_dies|Miscasting a Giga Slave should, in almost all circumstances, cause the world to be consumed by the Lord of Nightmares and immediately terminate the campaign.]] But, hey, I'm not your GM, maybe it'll make the caster fart rabbits. ====Spellcasting Options==== To use a spell, it's customary to know the Chaos Words and Power Words of a spell. In general terms a player can say they are mentally chanting the Chaos Words of a spell to absolve them from needing to speak the incantation aloud. However, a really good roleplayer using a verbal incantation gets a +5 bonus on Fortitude saves to resist drain and on control checks, and an addition +5 bonus on both if they use the Power Words, or name of the spell, to fire it. Furthermore, the DC of saving throws against a that spell are increased by +2. However, since the spell is being verbally stated, anyone within earshot with the adequate knowledge of magic will know what is heading their way, and can prepare to counter or defend against it. If a character might not know the spell by the incantation or naming of it, the GM may call for a Spellcraft check with a DC between 15 and 30, depending on how obscure the spell is, to see if that character knows what's being cast. While spell drain is usually non-lethal, with the exception of an exhausted character, a non-exhausted spellcaster can choose to give their all into a spell. By choosing to take lethal damage, the player gains a +5 bonus to Fortitude saves and control checks with that spell, stacking with the bonuses from the Chaos and Power Words, if used. There is also cooperative spellcasting. :'''Combination Casting''': Two or three characters can agree to use a single spell, and must declare a primary caster. The group will then cast the spell using the primary's Fortitude save and control check. The primary, however, gains a bonus on these checks equal to the caster level of their assistant, and potentially another bonus of one-half the caster level of their second assistant. Spell drain is divided equally among the group, with the remainder being given solely to the primary caster. :'''Spell Boosting''': If a spell has a sustained effect, another spellcaster can choose to amplify the effects of a spell already in effect. To do this the player must make a Spellcraft check (DC spell's base DC - 10). If the check fails, there's no effect. If it succeeds, one of two things can happen. The first is that the spell's effects are enhanced by one-half of the assistant's caster level. Alternatively, the caster can choose to apply a singel metamagic feat to the spell, though the DC increase brought on by this metamagic cannot be higher than the assistant's caster level. Spell drain is divided evenly between all participants, with the original caster taking the remaining damage. :'''Multi-casting''': Rather than coordinating players into casting one spell, multiple players can choose to cast the same spell normally against the same target for a magical amplification. The area of effect of a combined spell is multiplied by the number of people casting the spell on that area; two people doubles it, three triples, and so on. The damage is also multiplied in this way. If the area of effect or damage of the spells being cast are different, use the larger of each value. The spell's DC, if any, is the highest DC value of the individual spells, including the appropriate Ability modifiers. For the purposes of penetrating spell resistance, use the combined caster levels of all participants' caster level.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information