ARS_d&d_5ed version 3.1

  This is an idea that was for a dnd by a few spell system add-on based off Ars magicka and d&d.

  There are 32 classes that can be used, or you may opt for a normal DnD class.

  The rest of the system below to be used with the normal dnd system aka monsters, other classes and dnd spells in scroll form. It replaces the spell system, replacing it with the mp/stp system, except spell scrolls (which are just done). This system adds the spell effect system, stamina system and the power level system for optimal gameplay.

  For normal DnD add-in the 32 classes as class replacements in the Class Description section. All bonuses and mods apply as in the normal dnd system. This system can work with normal dnd game modules, or feel free to make up one on your own.

Index

World base
The World Map
The source of power
Spells effect system
Stamina system
Power level system
Attack in effect system
Getting Beaten Up
Rank of Class
Class descriptions

Magic system skills
Skills and Feats with feats list
Special Abilities
Character alignment
Character creation
Charts for character tables and Experience level
Glossary of terms
 

 World base

   This world is based off the old world so woe be done, this was before the point before earth had some idea. So you don't have to do things when fas inries ruled the world as freeborn men or slaves with enjoyment with the dark elves, yet living amongst the elves and sea-elves. The world was known as a united traders world and Amerindia or in the old name "Ambigascar" was its name as it owned the trade, even then the the world was unpeaceful and not truly incited to war for the truce and pacts of which held it together called "t-elect-teeves" meant as the free world trade pact and it was counted as peaceful moments in life. This was truly the world of before the Atlanteans fall from the earth. Thought with rare mytholig beasts or mythological idea and strange humans with other forms attached to them. Freedom calls to where an Amerindia would be for they would fight to the end if they had to and then they banded together as they could. This formed the United Trade Commision of Amerindia that allowed business to rule itself for its own sake and when some asked the business, there was always an answer. However compared to todays united worlds, they were corrupt to the point of absolution and any would kill for gold had they to get some.

 The people are apart of a free trade alliance who traded for drugs, slaves and other things like high tech stuff without any illegality or disruption. yet the worst was the willingness to torture and negotiate for that was all except for the crystalline equipment and modernlike machines that would do as they thought at it or spoke what they wanted. This culture was backward and varied as to unknown degrees and very suited to adventure and information to the willing except for weak people who got killed if they upset them. The advanced old ages are hard to forget as it allowed open swords and armor, yet was advanced with problems of kingdoms and early democracies. Where this world is advanced the middle ages were similiar yet unadvanced in technology, and is what dnd, medievil wargame, along with some other adventure games were coming from as they were copying some personal and world attitudes at that time. But on the other hand some would say a game is a game and this world is a good choice to "steal" from along with others as in middle earth and middle ages.

Some background

 This is the info I had to create some background by idea is seeming the point necessary if the point isn't lost as you are the feel, you feel or not that you use things right or wrong if you think to allow disruptives by disrepute. This without the lead use so you aren't "r"eally seen, see the area is not always influence or created so you don't not overreact. Say or gven as if expected see as due or sane. As any color you see your not there if you glance to yourself or with an object is use. So you see the focus is use by the concept. See as your available for anything your aware or activity dumbness or feel is job use, I don't now see as I don't realize what you. As the stupidity disappears as thats accosted or if you realize what you are as intrusion.

 As this use is idea or creator idea to work. So work is use or not focus except to create by focus or work out by water cleaning the area. As this is activity then think to focus "not damned" and unwanted energy goes to the water, do as you want as clean energy wipes the situation away in your mind. The real you would never accept debasing as you think to effect or not effect. Think as you want, as energy is what you feel in life. Water can seem water use at your creation to your idea to feel. See think with energy and balance in your mind or no pain is nothing with ego, as no go by the end as you do something else by result. As this energy is inner or outward attribute, that balances out by feel with psychic senses in concept and body weight goes down.

 The area you see were in is useful or useless as a castle area, yet this can see or end seem or nothing is altering your idiot result by meeting or crafting as you wish. This uses things such as one or more can think, nulle attack as this is to think a conceit to do better or worse as you feel is necessary by what you consider. This is not what you think, as water is water and life is life and this is energy to focus as you imagine time to be think "created or seen as the point is not this" that is what you did to stop and do something with what you are with in life. Seeing the area is feel or use or think to avoid the damage or danger you are
near.

 Death aura energy effect protection is developed by the feel or the area, no you meant this as an ability modifyer as yes the ability is the Death aura or life aura by liber libre libera energy you are seeing use for useful intuition. Think or use so you see or create by sense with sensation or feel is not there. So just focus the death essence to cause the effect to decay or disrupt the body that targets you ah yes is feel or if targeted think stop, not to the targeter. Then if focus is intense you can instant death unless you save your point to do other thought. This is you are seeing use for useful intuition. Think or use so you see or create by sense or obsense that is for orc or work. This with no sensation is sensation or if, the idea is then its dead as its not there with life.

 So to tell me just focus the death energy, think to causse no twist for the essential oil to cure by feel. Seein a scare tactic to how death energy starts with a bone or boner, this is if defense by little or less result with death by essence. The death with essence is focused with dead body that is death energy essence. This can cause the deacay effect to decay effect to focus a body part to decay or to not cause death. That is the to not cause effect, see night has the the power control to use or create time by focus as you think you cause or as you think with that statement you cause death or unimmortal. Otherwise you see disruption to the body or the bone area with tissue. That targets you if you think to see or area effected you die because you die before attempting it unless life is there.

 Because life is there you see live things with some point. Thats the trick, then if you don't you or if focus otherwise intense. You seem instant death to those you think to remove diseases nor to see or effect. Unless you save yourself the trouble somehow as you are you save yourself the point or throw away the area to save yourself. See to do other idea is to create other thought. That is fousing death energy from you to the use throught pisser or body hole. That is creating or focusing to the use to create the area, that stops or placed is phasing out by feel is focus or use is thought to do. This is as a saving throw is the worst you can do, the best use is accepting what you do so the aura energy thought create or is curing by disrupting the disease is disruptiong yourself. Think to not disrupt to not use disruptive area feel that is chaos. Then your some concept you are allowing life to live by, yet not if genetically altered to some sane state too much that leaves you unbalanced yet focused. See our way is cool or not creative to the area, don't except to yourself to effect so your halloween stuff works.

 Thought to do then is to capture the illegal drug user essence to use it against the foe. Think to focus or create if you want due monster or unmolestic results by feel. So if you think to create life, you create life as you wish as you see or use is sense to think to the feel. So you think correct or protect by warding in life to the use with thought to send away or thought to cause the danger to go away forming somewhere else. That is easy to stop, assuming death is energy this is essence to the focus to cause no more movement to cause no life as you see they are what they think they are doing. So to focus death essence is thought to cause no life by their thinking their starving to day or light that is not unlike choking or whatever is the true idea to do.

 Think to cause or create life or cause life damages to stop the body from living. That is think as you are to cause, stop, do that is damage or dying off. This is cause life by focus to cause or not have life. This to think as cause life by focus is to create as the thought is if sex no excess drugs to life so that causes by no demon essence is not going to have life or turn demonic. So life that turns demonic that is blood that ends demonic by feel tht is the demon feel by idea. This you see to the use or see obstricion, see to the feel that I am thinking this is not always to correct or protect than ward to create. By feel I mean not do this to me or others if you think this is wrong.

 So this is better to not create for some ward to death, seeing to ward then is death later or they that attack is related I relent as I did it. I am done with you so you see if use is there. This is to remember the thought is then create with idea to cause cell death is the death of the disease. I think if you go on and attune to stop then this will stop. Think to focus or create, pet not nothing as you are thinking to cause to effect or no effect happens. focus to create or feel, oral sex is damned in the vampire. This is proven to the area or feel from you as suming your feel is incorporative to the point you see by sense.

 So sue not me if I sue you type of thing. This brings dark activity never inevitably feel to create with dark desire unless no desire as necessary exists, seeable results are aware as you see here what this is revert or focus as you are aware. So you create yet if bad feel then if your were you alter by focus, see to cure yourself or thinking to create is focusing idea effecting through the aura. This is not always occuring as you think to cause, this is resale or reason by result or you don't go along with each result. If the area is there yet your not aware so stop.

 The area you effectis not effecting you or others negatively with no death if each cell dies, by death energy or essence cleanup or experience is with drinking water. So use is with no death or death by feel if guilt to effect others to not cause drug use. That is death or decay feel to live till death for what idea you have. Starting with the death, then as the area to stop something you see by feel or you see your own death. So the body is decaying from within as due note ninja decay teeth faster, this is rot that the cell decay is causing or stopped by the thought some brush their teeth or the creator wants to release you with as the body drops from ceasing body functions.

 So you see the body ceases to exist, function the idea is some where to some thought that drops down not to move. Some are alive again you know unless their is some area or way to work that viewed brings you away or way out. No that is not moving as a body is ceasing to stillness. So to go any further would be as though pushing them with a spoon or the spirit is support. This use is something called near electricity they have, means are as I can't actually use aren't useful by feel is cool to use yet realize you can do things. So you see the energy they have is the power with words, they are working with or bearing the results from with the area feel. Wee monster are nothing as not allowed here is not allowing you here if your a monster.

 So think your dead to them to work not kill or bankrupt to kill them, as you suspect or not use as they are os don't create unless you want the computer or kill themselves by their uses. Their own way then is uses to others not to create, so think with as you want or use water or drink by water. As you so or see the use to create with the fee or feel, think not to obuse or create with nothing as no feel. See the area you sight is creativity by feeling so your use is your ideal life the subconscious shows you. The subsconscious however, this only shows you what you wat to know. Wat is hop to supposable area repository with the word for freedom, think from within so you see this ability is amazing if it works.

 This is a reason to use death aura protection if no focus necessary or focus seeable results by imagining thought though not through the aura to effect or release as you focus the death essence away to the eagle. See not or user feel is death energy cleaned up by swiping a surface, instant area changing to cause not riot or otherwise, as you pass the death essence away to some area that you want target. No this isn't right you can't have more children at once, as a stop you don't go so you see sex you go or leave with what you want of tis that is cool to the area use. That really means to create by use is to feel, the created idea form to create by what the idea you imagine is able to create. As this is so this was added by the time you say you played it, tis was energy use as your able to use the idea.

 So go ahead as you think to each your own you are so as you are your energy you use now, so you see this is your own so have one oruse protective. This is despite yourself not having one using the chaos gate jump technique en. Ciao is a happy energy ending that leaves as you are able with no sicke thought by some healing. So to get no worse by fear, use is energy by feel or foci in energy use or use. So your use by nothing nono as misunderstood, you can cause no fear in no or feel by use no hex or life. Think separate then you get his type to type idea to use yet no end result in sight to create as he thinks or he stops as he gives up.

 As you see you are unaffected by the demon or whomever is named "daemona", as you see to create created feel by "m en na or jailbait is violation" show no emnity to the nation or live as you want an not evil swing or not any nasty enemy defense swing. Some intuition or feel use is required so use is why you think, as you feel some need you see to get what you request as I accept. The third eye is the manifest the I is the creator or focus is feel. See the ue first or create inly what you see the use for idea. That is what I found useful as think protection you ward away by thinking the thought they don't like at them, "unless a violation um no this is mine H3OI17N3 or not use" so this seen is the use or think allow they are or were or on they are as your off as they want to learn it or use it but think your not effected then they seem as you want. Think you do or they do then they create what the think you want as they do what they want sometimes by what you think so you direct their thought subconscious use. This is from an american abstract with thoughts from another place or time.

 Seeming result is concept or concubine yet thought was semen sharing to a sperm bank. As you sense aware thought you could be irritable, see the use before the means so you see to create things correct. Seen as use not concept so stop. The higher energy is stablizing or sane as you see to think stable. The insanity comes from insane thought so were able to come or go yet not to abuse. So you see the use was were possible or thought to creative purpose anyway, so you are or were able to work together as done or not possible. So think if your satisfied your use is conceptive use. I didn't take it as they say so i guess I am gone by now. So I will use the experience creative to user feel yet not create or use is not to seem obstrusive by obstructive measure.

 See the area result is immortality is creative use or silver is time with silver turned blue, as stabilizing seems different things to different people or immortal by stevia. Seem unless too much energy is passed to the turmeric this use, thus so the body alcoholism isn't necessary to use water to drink. This is the point I saw that interests me yet isn't possible, by the fact immortal energy causes unstable moods if too high with water energy so good yet not. So if enough is sometimes the longer one lives the more they will or won't be able to have children. Able minded is not that as you see to not have the result body is not to always have a result. Be sure to not keep the protection up as you release, the protection by breaking the circle of protection or thinking the circle will drop. I was never as creative as I thought so I stop to create things as possible.

 As not bad if not there that the body will I normally don't see the result with this, so thought in normally seem otherwise to bring up or down the area concept. See no magic weight to cause the effect with lower budget to food or drugs as thought in idea, as you can't do it this won't happen so release the superstring by relaxing or thought shift to create by thought. Without in concept or thought is some by use in meditation, as you don't seem lax unless as you are necessary or see to seem too lax is not always to do. This protection causes the "Whatever we got you don't use or you can use, if this is there or not bother to use and go hide somewhere else that is another home."

 As too lax is no movement productive is use to tense as you create, use is so this is release as nothing done or not is allowable. As the use you see concept is cool or hot. As too hot think cool or calm, thought to cool off by water or not feel pain. See to create or feel is cool by lore, by feel your ability heals or uses the core energy by idea or think. See to the core or as you see religion don't think to the core, as you see or cause by feel or use with no weapon or no as yes. As you see or not see to not neutralize life matey, see to realize the area is molecules to create with is some. See with no breaking to create or feel by love or positive idea, your will seems your way or think to none to create by feel by time creator.

 This can trick you into things or thinking you create you don't always create. So you see the area situation is a trap, think the area is what you saw or you get somewhere to touch or touch base to your use by something you wish. This will get you in trouble so you stop. This is what you see as something to scare away were like, think by idea they are attack then create or focus to see, they aren't as they realize they aren't effected to the scare so halloween with use is alteration basing upon your own thought by fact or values in power or electricity. The body reaction is negative think to use some area other than the place you see negativity as the spot is prohibited. So you are aware that something like a mirror shade is something you see is interesting yet not to no use as haunting is possible.

 So the creator is something else then as he keeps you from damages or trouble, as danger is conscious feel to the area you see to use as you aren't were. So you see no use in seeming there, think to see something other than negative in life value by concept your avoiding negativity. So think your using positive idea or the creator causes some idea to do effects. So you see something to use your fee or use is ludicous or ludicrous, if you can't get objective results as one point to succeed. See the area use is focus use or create with use to feel better. So I thought use enery focus to see or create game results then think to create some game change.

 So seeing the point is lost as this is interest or not useful if you don't speak to see fruit unless necessary, as though if you see were not interested so think to talk to someone else. This without the led use so you aren't "r"eally seen, see the area is not always influence or created so you don't not overreact. Say or not possible is given as not is right no result if expected see as due or sane. As any color you see your not there if you glance to yourself or with object is use. See the focus is use by the concept. See as your available for anything your aware or activity dumbness or feel, as I don't now see I don't realize what you are. As the stupidity disappears as thats accosted or acconted you realize what you are as intrusion. Seen because the guy doesn't check on me so I knew his thoughts so I completed the idea.

 I fixed the game I was playing by the idea, I had in mind this rule you told me about with my rule system in a new game I was working. So I will add the rule now as quick chi chaos jump. That is think to see some area, jump as you focus chi to see the area hopefully interest added. That is if you use the weight to adjust with some area creativity, the idea you use is from the soul as the area energy influence corrects this done is the body psyched with use. A true artist by true chaos, as you say energy you seem to use energy so energy is use as feeling is important. As everything shifts around to focus, as if a finger was held up to control chaos or energy. Think, Say or create, done or not is by idea what this is done to use or this is onto focus as energy to think by idea as I if were or can seem aware. Not done as you see, so you see is what you can show.

The source of power

 The source of all power is raw energy from the planet core or thoughtful activity energy that is or surrounds everyone. Its created by the sun then radiated by the planet core at night creating a constant wild energy field. All this energy fluctuates like gravity and is shaped by purpose like runes, weaving, I was using magic by iffy idea or if use was command words etc. This energy is undepletable as the sun will send it radioactivity that replenishes the planet core as in sunlight and yet isn't noticed till a sensitive works with it or by meditation. You see its that easy to have children anyway, so we put such restrictions on ourselves that we don't have any.

  This makes the raw earth energy a wild constant by possible effect failure. At any given time there could be a fizzle because wild energy is in a state of flux. The real god is what you see as food or drink so the area you feel is energy to useful place energy arrangement. This is feng-shui nowadays yet your energy you fee or feel is focusable feel by thought I mean the idea to what is obvious to use. What some see or feel is the area you can work by feel or not be oboxious ignore.

  This power is called mana and feeds the body energy in which is pooled by the body as stamina (life force). Magic users tap into this mana for direct use and other classes use the bodily filtered stamina from mana that takes a small bit more, to achieve effects because its channeled through the body. The only exception are the gods that grant magic for those who champion their cause, and this is divine magic counted as stamina. Only those who are worthy can channel this raw force to make effects happen. Sometines these people are "god touched" and act like zealots only when a "religious experience" happens and they are rendered unharmable.

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Spells effect system

 This uses the sunlight or other such as background radiation. The crystals are what operate to work with this energy. This works by your focus where you think, then your mind causes by the ideal crystals some magic effect. Where due notice some like to do things on their own. So that effects what are with a grid energy effect. Some are with the effect of the sun, that is the sunlight can effect by the energy fluxuation where no storm then the effect is what you think. This is with a storm the fluctuation is there by what you think, so your ability is to create as a chaos roll or a roll with a die 4 effect. That is rile or not rile on a die 1, create as you think with a die 2, work with some other result by a die 3 or get a thought about ideal other than normal from a die 4. Sometimes to create not always to effect the physical world by decision of the game master.

 So the crystal matrixes are then the thing that creates. The crystal matrixes are unbreakable even if you move, so any effect you think to create is done unless you don't want that effect. So unground yourself then think to go there where you want then work with the ideal that exists. Think of the moment event or even though the moment doesn't occur it will as you think then you are creating sometimes creativiely. This uses the crystal matrixes then that are aware sones or crystals that create what you think or wish. So stop feeing stop fleeing or destroying yourself, that is cool so to use an to see.

 For some in real life that is use by alpha mode to sit, otherwise is standing for some sit up to thought is focus or stop. See to a point feeling better cool in feeling or hot is nothing by idea. There is no death only a transition point that you think to transition between planets or worlds. This is not to create distraction, so your ability is hot or thought to hear by what you think or sometimes see. See to the idea is easy feel. That to use by some cool off is feel by the idea to feel. There is some idea to creativity by ideal with your inner child with focus by now.

 The crystal effects as you think to cause as this just works to work by some effect. Think the crystal to effect with by feel, as you glance or see the thing then think or imagine what you wish to create. Then the crystal can create what you wish or think to see, sight or create by ideal or feel is what you think otherwise off. That is what or where you think then otherwise consist to consider what you is considered thought that creates what you think or creates a monster.

 All magic users have a starting reserve of 25 mp as raw energy. As a standard action taking 1 whole round, casters may 'focus' to increase their reserve by 1d20 points per round. This is permenant mp till used up unless over 100 mp then it dissipates every round by -10 till 100 mp reached unless its used that round. Once a caster has 100 mp, the rate of increase by focus slows significantly. You must
focus for a full five minutes to gain any benefit outside combat. However, as your level increases, the benefit gained from focusing increases as well except in combat. This means you can cast a spell right off as in a spell worth 20 mp thus you would have 5 mp left. For spells below 0 mp take 1 point of nonlethal damage per 5 mp of the spell cost. On failing you take real damage, not nonlethal. Mana spell costs listed in charts.

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Stamina system:

 This is for kinetic or body channeled effects. You start at 100 stamina (100 stp) then each action will consume a bit of your stamina. The regen rate for stamina is 1d10 stp per round that is recovered and after 0 stp its nonlethal damage. This is permenant till used up unless its over 100 stp where it drops by 10 per round, till 100 stp or used that round in a spell like action. Some spells and maybe actions could recover stamina like drinking or eating for 1d10 stp, stamina increase spell effect for 1d20 stp. Yes, this means you can gain stamina back to continue fighting after hanging back to eat or drink something. You can go above 100 stp via focus by a standard action to gain 1d10 stp. For actions below 0 stp take 1 point of nonlethal damage per 5 stp. This nonlethal damage is the same as the mp system. Stamina channeled effect costs listed in the charts section.

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Power level system

  The power level system is optional and uses the PL gauge that details how effective your spells  and effects will be. The effects are only efficient because our bodies are capable of handling the energy necessary and this allows us to pull off the effect. As our bodies become even less adept at handling the raw or filtered energy, each action. The more you attempt something, makes the effects even less powerful unless you focus, restore or allow yourself to regenerate the power level you have. This makes the game even more realistic and adds a challenge to it.

  This PL(Power Level) gauge starts at 100% and each action effect uses up 5% per every minute of effect casting per every effect. You are actually using energy up per effect and the more you use by even more actions, makes the gauge lower itself even more till it goes to 0% efficiency. At 100% PL, the effect is fullly there in how much it does. At 0% PL, there is no effect at all.

  It effects mathematically by this manner, the PL%(converted to decimal) x Amount done or calculated = New Amount of effect. So at 70% PL and 30 points damage, there's a .7x30=21 points damage dealt. Round up on the decimal results.

  As it effects,
focusing can increase that power level till its upto 200%. Focusing decreases in the amount of increase of PL % by every second in combat and every minute out of combat that you focus, increasing it by 5%. Then there is the fact that Focusing while causing or casting the effect also decreases the amount of PL % used up per action and by reducing the amount of PL% used, it does so by making 1% used up instead of 5%.

  Resting or healing, can restore the Power Level, as well as food and drink. As in, each hour rested is 25% PL restored. Each point of the percent healed is a point to restored power levels. So, 20 HP healed up is 20% PL restored. Eating food or drinking something is 10% PL restored. With this, is a natural 1% per minute outside battle or 6% per round in battle regeneration rate. Unless you focus, you can't go over 100%.


  This gauge is an optional efficiency measure, just think that the GM can decide to use this. Then you can just ask him or her.

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Attack/Effect system

 Use the attack roll for the normal attacks, Spells just happen so you need not roll except for those requiring the skill check. Any spell is a free action thus normal spells by feel, damage by the spells and healing are the spells that are possible using a free action. For casting spells wearing armor there is no spell failure chance. Effects are in the magic system section such as damage modification, healing modification and round effect length by skill points. Effects are stopped any time through various methods. Each action outside combat is 1 round for spell effect and mp/stp amt.

  Use of free actions are to instantly manifest an effect. Those who have the spell skills in the character classes will be able to use the ability listed as described in the spell skills listing. For example: 

  A level 8 sorcere with 7 will word rank wants to cast a light spell so said character tries a will word spell with "make pyr alter". He gets the spell, costing 10 mp and it flares into existance lasting 7 rounds.

  A warrior kinetic does a kinetic flight spell and costing 25 stp. Said warrior soars into flight for the duration till landing.

  The attack of a 10th level sorcere to cause a lightning bolt use on a goblin using will word. She has a 6 skill rank nailing the goblin for 6d6 hp with a rolled 21 lightning damagecosting her 10 mp. Done at 90% PL makes it 19 lightning dmg instead. 

  A 14th level mage with 8 skill points in will word with 0 mp and must defend against a troll using non-lethal damage. He uses the will word to cast fireball with "make pyr destroy" at the troll with a 10 mp cost. The caster causing 10/5=2 nonlethalcaster damage and 8d6 damage potential, rolled 32 fire damage to the troll. But, since it was at 37% PL, there was 12 fire damage instead.

  Due note: Size does not matter, in the attack so its no longer counted, as a modifier.

  The damages are arranged by 5 groups, so:
deal 1-15 for light damage/healing that must be healed in 2 days time or the character dies,
16-30 for medium damage/healing that must be healed in 1 days time or character will die of shock,
31-45 for major damages/healing that must be healed within half a day or the character dies,
46-60 for heavy damages/healing and the character is dead on the spot,
61+ for extreme and the character is dead without possibility of ressurectiof for the extreme wound.

  Head wounds are critical hits that daze the person. Any critical hits will daze them unless blood rage, cold rage and other rages, for which they are not effected. For dazing the person or monster loses a round till the next time..

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Getting Beaten up

Getting beaten up, is when a character becomes ‘bloodied’ at half hit points, a status effect which we’ll see to add to the Status attribute. Players can activate a “healing surge” to restore one-quarter of their hit points 9 + Cn Mod times per day, as a kind of “brief rest to regain stamina”. Other effects possible are a “second wind” ability, that allows you to restore 2d10 hitpoints, useable once per encounter.

  Shock value, is HP / 5. Makes for a more realistic combat scene. When a character suffers their Shock Value in damage, there is a chance they can become stunned. On a roll of a die, decided by the GM, a 1d6 is used if none is decided on, for general idea and purposes. Where 1-3 is shock happens and 4-6 is where no shock happens. If in shock, then there is a 1d6 of rounds missed for the shock to subsist.

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Rank of Class

  Rank of class, is where each rank is a Tier rank thats added to your class name, of the class itself. Each rank after the first, is gained after 4 levels are achieved. With each rank after first, there's a special ability. Each special ability is kept as you get them.

  The First rank is the class itself and is a null rank as the character starts with it.

  The Second rank, called achiever, to achieve more easily the actions you desire, to be done. As, there's a +3 to all rolls.

  The third rank, called the effector, makes the effect somewhat more easier to achieve. With, a +4 to all rolls added on. Added also is a special ability, called effector ability, that is to make effects by a will of intent. There's a 20% chance of failure. Made by a roll of 5 or lower on a 1d20.

  The fourth rank, called the dominator, with a +5 to all rolls. Comes with the special ability called Dominator ability, which allows the character to dominate the moment and nearly anyone in the area. The ability makes for the idea that you will to overcome the encounter and disperse the effect that is near you, even as you take control of someone. Their's a 30% chance of failure with this, decided by a roll of 10 or lower on 1d30.

  The fifth rank, called benefactor, is a +6 to all rolls. Comes with a special ability of the benefactor ability, where you get the benefit of the doubt each time. Things tend to go your way.

  The sixth rank, called specialist, is the focusing in and on detail, to cause any result beyond the normal. This includes a +7 to all die rolls. There is a special ability called the specialist ability, in which is to make effect from any action a successful one. There is no chance of failure. As, you learn the ins and outs and make an effect to be easier.

  The seventh rank, called discipliner, focuses in on idea and makes idea manifestation seem easier. With, a +8 to all rolls, the discipliner special ability allows for the character to discipline the person or thing into doing what the character wants them to. There's the 20% chance of failure. Decided on a 1d20 with a fail being a roll of 5 or less.

  The eigth rank, called enforcer, focuses in on enforcing a moment or rule that comes up. There's a +9 to all rolls. The special ability of this rank, be the enformcement ability, where you use the enticement of an effect to cause a law to be followed, as though it were a self-rule of the moment.

  The ninth rank, called focuser, focuses in on special idea and achievent is done from the idea. There's a +10 to all rolls, where the special ability is to have a temporary specialty, in the doing of the idea.

  The tenth rank, called disciplinist, be to focus in on great details and be able to get even better results. There's a +11 to all die rolls. The dicipline special ability, is to be able to make the effect desired and by describing the idea or detail.

  The eleventh rank, called worker, focuses of an effect on making work and desire come true. There's a +12 to all die rolls. The working special ability, focuses in of an affect to create work and know-how for a success. There's a 10% chance of failure. Decided by a 1d10, with the roll of a 1, making the fail.

  The twelfth rank, called Disciplist, focuses in specialties and creates from example, the desired idea and effect. The Disciplist follows a person in example an makes the idea occur easier. The bonus of this is a specialty thats gained, and thats of the person's choice. There's a +13 to all die rolls. The special ability is called the Disciplist special ability. Where the personal character, can reinforce an idea in the target and cause the reaction they desire. It happens when the player states the desired reaction. There is no failure to this ability, Just 1/3 lessened effect, due to resistance.

  The thirteenth rank, called dedicated, makes you able to play out the role of a person with dedication to the cause, with a chance of hate at you, and this is with some blame. There's a +14 to all die rolls and there's a specialist choice available with this rank, as a bonus for gaining it. The special ability, for this, is called dedicated ability, where you can mimic any one effort or effect done, with success. The 20% chance of failure is decided on roll of a 5 or lower using a 1d20.

goto index

Class description

The classes in this system are Belmage, Sorcere, chaot, Warrior Kinetic, Batlmage, Runic Master, Warlock Druid, Weaver, Anti-paladin, Rogue wiz, Psychic Monk, Hell cleric, Kinetic Assassin, Actor bard, Mana Knight, Dreamwalker, Jedi Knight, Shaman, Voodoo Witchdoctor and Elementalist.

  These classes are to be used in place of the
PHB classes as:

Runic master and Anti-mage class replace wizards.
Celestial Mage, Sorcere, Chaot, Weaver, Dreamwalker, Wave master, Elementalist classes replace sorcerers.
Warrior kinetic class replace fighters.
Batlmage replace the barbarian class.
Warlock druid and Shaman classes replaces druids.
Anti-paladins replaces paladin.
Rogue wiz replaces the rogue class.
Psychic monks and Sorcere Monks replace monks.
Hell clerics replace clerics.
Actor bards replace bards.
Mana knights, Jedi knights, Dragon knights, Dread Knights, Shadow Knights, Chaos Knights replace rangers.

Belmage replaces the Archmage prestige class.
Kinetic assassin replaces assassins as a Prestige class.
Kinetic Sorcere are as Prestige Sorcerer class.
Voodoo Witchdoctors are a Prestige cleric.
Ninjutsu user are a prestige class of ninja.

  The remaining PHB classes except psion and mage gain a d12 base hit dice change, unless there already and the spells are replaced with the will word skill at 1st level, Psion gains a d12 hit dice base only and Mage gets a d10 hit dice change with the will word added in place of spells at 1st level.

  The classes are allowed by gm to go epic level as is wished. Since this is a nonlethal type magic, it makes the characters with higher hit dice because below 0 mp or 0 stp it takes from health for spells if spell failure. The reason for the different spell classes is these are specialist classes except for the mage who is a generalist. Most skills are listed in the Magic system. The skills in class features are w/(core stat). The (core stat) are str, int and etc, as in (int).

Celestial mage (celestmage)
Hit dice: d10
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis) and Focus (Wis).

Class features:
1st level gains
Celestial Ability (Cha).
2nd level gains 2 bonus feats.
3rd level gains Spell recognition (Wis).
4th level gains 2 bonus feats.
6th level gains 2 bonus feats.
8th level gains 2 bonus feats.
10th level gains 2 bonus feats.
12th level gains 2 bonus feats.
14th level gains 2 bonus feats.
16th level gains 2 bonus feats.
18th level gains 2 bonus feats.
20th level gains 2 bonus feats.

A familiar is gained any level for free or discount. 2 Bonus feats every three levels higher than 20th.

goto index

Belmage (belmag) or Epic Archmage
Hit dice: d10
Saves: Will good
Weapon & Armor Proficiencies: 1 exotic, all martial, simple weapons and ambidexterity makes them good with two-bladed swords and all other weapons except dire mace, battleaxe and greatsword but no armor or shields.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Profession (Wis), Arcana (Int) and Focus (Wis).

Class features: +1 mod to initiative per 2 level.
1st level gets will word (Wis) and limited wish (Wis) allowing for small effects to normal effects.
2nd level 2 bonus feats.
3rd level gains spell recognition (Wis).
4th level 2 bonus feats.
5th level gains unlimited wish ability (Wis).
6th level 2 bonus feats.
8th level 2 bonus feats.
10th level 2 bonus feats.

A
familiar is gained any level for free or discount. Any level there is a bonus language only once.
Bonus Feats: Every 3 levels after 10th a belmage gains 2 bonus feats. At each such opportunity, he/she can choose any feat that the mage meets the prerequisites for.

goto index

Sorcere (sorc)
Hit dice: d10
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis) and Focus (Wis).

Class features:
1st level gains will word (Wis).
2nd level 2 bonus feats.
3rd level gains spell recognition (Wis).
4th level 2 bonus feats.
6th level 2 bonus feats.
8th level 2 bonus feats.
10th level 2 bonus feats.
12th level 2 bonus feats.
15th level 2 bonus feats.
17th level 2 bonus feats.
19th level 2 bonus feats.
20th level 2 bonus feats.

A
familiar is gained any level for free or discount. 2 Bonus feats every three level higher than 20th.

goto index

Chaot (chaot)
Hit dice: d10
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis) and focus (Wis) .

Class features:
1st level gains Chaos effect (Cha).
2nd level 2 bonus feats.
3rd level gains Spell subversion (Cha).
4th level 2 bonus feats.
5th level 2 bonus feats.
6th level Chaos confusion (Cha).
7th level 2 bonus feats.
9th level 2 bonus feats.
11th level 2 bonus feats.
13th level 2 bonus feats.
15th level 2 bonus feats.
16th level 2 bonus feats.
18th level 2 bonus feats.
20th level 2 bonus feats.

A
familiar is gained any level. 2 Bonus feats every three level higher than 20th.

goto index

Warrior kinetic (warkin)
Hit dice: d12
Saves: Fortitude and Reflex good
Weapon & Armor Proficiencies: 1 Exotic weapon and Martial weapons can be used with light armor and all shields.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Diplomacy (Cha), Acrobatics (Dex), Stealth (Dex), Athletics (Str) and Focus (Wis).

Class features: +1 AC bonus per level.
1st level gains a bonus combat-oriented feat, Kinetic speed-up (Cha) and Human defense field (Cha).
2nd level 2 bonus feats.
4th level gains 2 Bonus feats, Kinetic attack (Cha) and Kinetic funnel (Cha).
6th level 2 bonus feats.
7th level gains Kinetic runic (Wis) and Kinetic antemetal (Cha).
8th level 2 bonus feats.
10th level gains 2 Bonus feats, kinetic manipulation (Cha) and Kinetic flying (Int).
12th level 2 bonus feats.
14th level 2 bonus feats.
16th level 2 bonus feats.
18th level 2 bonus feats.
20th level 2 bonus feats.

Bonus Feats: The bonus feats must be drawn from the fighter bonus feats. The epic warrior kinetic gains 2 bonus feats every two level higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score minimums.

goto index

Batlmage or sorcerer/barbarion (batmag)
Batlmage abilities not in the magic systems are
here.
Hit dice: d12
Saves: Will good
Weapon & Armor Proficiencies: 1 Exotic and Martial weapons can be used with two-weapon fighting and medium armor but no shields.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Spellcraft (Int), Handle Animal (Cha), Intimidate (Cha), Athletics (Str), Perception (Wis), Ride (Dex), Survival (Wis) and focus (Wis).

Class features: +2 AC bonus. +1d10 hp any spell effect. +2 rounds to any noninstant spells. +2 AC bonus.
1st level gains spell recognition skill (Wis), will word (Wis) skill, Fast movement, Controlled Rage 1/day.
2nd level gains 2 Bonus feats and Uncanny dodge.
3rd level Trap sense +1.
4th level gains Controlled Rage 2/day and 2 Bonus feats.
5th level gains chaos effect (Cha), Improved uncanny dodge.
6th level gains 2 Bonus feats and Trap sense +2.
7th level gains gains unlimited wish ability (Wis), Damage reduction 1/-.
8th level gained Controlled Rage 3/day and 2 Bonus feats.
9th level Trap sense +3.
10th level gains 2 Bonus feats and Damage reduction 2/-.
11th level gains Greater rage.
12th level gains 2 Bonus feats, Controlled Rage 4/day and trap sense +4.
13th level gains Damage reduction 3/-.
14th level gains 2 Bonus feats and Indomitable will.
15th level gains Damage reduction 4/-, Controlled Rage 5/day.
16th level gains Damage reduction 4/-, Controlled Rage 5/day and 2 Bonus feats.
17th level gains Damage reduction 4/-, Controlled Rage 5/day.
18th level gains 2 Bonus feats and Trap sense +6.
19th level gains Damage reduction 5/-.
20th level gains Mighty rage, Controlled Rage 6/day and 2 Bonus feats.

Familiar gained any level for free or with discount. Controlled rage +1 use/4 level above 20th level. Every 3 level after 18 a Trap Sense +1 bonus. Every 3 level above 19 gains Damage Reduction +1. 2 Bonus feats every 3 and 4 level higher than 20th. A batlmage who becomes lawful is unable to gain level but retains the abilities.

goto index

Runic Master (runmas)
Hit dice: d10
Saves: Will good
Weapon & Armor Proficiencies: simple, plus staff only but no armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Profession (Wis), Arcana (Int), Dungeoneering (Wis) and focus (Wis) .

Class features:
1st level gains Runic (Wis) skill. +2 to runic skill.
2nd level gains 2 Bonus feats.
4th level gains 2 Bonus feats.
6th level gains 2 Bonus feats.
8th level gains 2 Bonus feats.
10th level gains 2 Bonus feats.
12th level gains 2 Bonus feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus feats.

A
familiar is gained any level for free or discount. Any level there is a bonus language. A 2d4 runestaff they start with as in this example at http://my.docs.tripod.com/Runestaff.gif.

Bonus Feats: Every 3 levels after 20th, there's 2 bonus feats. At each such opportunity, he/she can choose any feat that the mage meets prerequisites.

goto index

Anti-mage (anti-mag)
For Anti-mage class skills not in magic skills section, goto
here.
Hit dice: d10
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis) and focus (Wis).

Class features: Psicrystal is gained any level.
1st level gains Chaos effects (Cha) and two psionic combat modes.
2nd level gains 2 Bonus feats and Spell Subversions (Cha).
3rd level gail gains Psychic ability (Ex), Still mind and Psionic combat mode.
4th level gains Kao Conversions (Cha) and 2 Bonus feats.
5th level gains 2 Bonus feats.
6th level gains Psionic combat mode.
7th level gains 2 Bonus feats.
8th level gains 2 Bonus feats and Psionic combat mode.
10th level gains 2 Bonus feats and Psionic combat mode.
11th level gains Psionic combat mode.
12th level gains 2 Bonus feats.
13th level gains Psionic combat mode.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus feats.

After After 20th, there's 3 bonus feats every 4 levels higher.

goto index

Warlock druid (warlk drd)
For warlock druid abiliies not in Magic system go
here.
Hit dice: d12
Saves: Will good
Weapon & Armor Proficiencies: All Martial weapons including club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.All light, medium but no metal armor. Shields are all but tower that can be use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Arcana (Int), Survival (Wis), Athletics (Str) and Focus (Wis).

Class features:
1st level gains 2 Bonus feats, confusion (cha) skill and an animal companion for a familiar.
2nd level gains woodland stride.
3rd level gains 2 Bonus feats and trackless step.
4th level gains Resist nature's lure.
5th level gains 2 Bonus feats, subversion (cha) and wild shape 1 per day.
6th level gains wild shape 2 per day.
7th level gains 2 Bonus feats, chaos effects (cha) and wild shape 3 per day,
8th level gains wild shape large.
9th level gains venum immunity and 2 Bonus feats.
10th level gains Wild shape 4 per day.
11th level gains wild shape tiny, 2 Bonus feats and Possession (cha).
12th level gains wild shape plant.
13th level gains a thousand faces ability and 2 Bonus feats.
14th level gains wild shape 5 per day.
15th level gains timeless body, 2 Bonus feats and wild shape huge.
16th level gains wild shape 1 elemental. Wild shape 6 per day and elemental 2 per day.
17th level gains 2 Bonus feats.
20th level gains wild shape elemental 3 per day, 2 Bonus feats and huge elemental.

Animal companion every 3 level higher than 20th gains +2 hit dice, +1 strength and dexterity, and an additional trick. After 18th Wild Shape +1/day every 4 level. Elemental wild shape does not improve. 2 Bonus feats after 20th, every 3 levels.

goto index

Weaver (wev)
Hit dice: d10
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons no exotic with ambidexterity and light armor but not shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis) and Focus (Wis).

Class features:
1st level gains weaving +2 (Cha).
2nd level gains 2 Bonus feats.
4th level gains 2 Bonus feats.
6th level gains 2 Bonus feats.
8th level gains 2 Bonus feats.
10th level gains 2 Bonus feats.
12th level gains 2 Bonus feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus feats.

A
familiar is gained any level for free or discount. 2 Bonus feats every three levels higher than 20th.

goto index

Anti-paladin: (apal)
For anti-paladin magic system unlisted skills go
here.
Hit dice: d12
Saves: Fortitude, Will, and Reflex good
Weapon & Armor Proficiencies: 1 Exotic weapon and all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Religion (Int), Profession (Wis), Ride (Dex), Knowledge (nobility and royalty) (Int), Streetwise (Cha), Insight (Wis), Bluff (Cha), Arcana (Int) and Focus (Wis).

Class features: +3 to all saves. Any level the character has a Secret language.
1st level gains Chaos effects (Cha), Aura of control, Detect threat and Smite foe 1/day.
2nd level gains Saving grace, 2 Bonus feats and Lay on hands.
3rd level gains Aura of courage, Immunity and Spell subversion (Cha).
4th level gains 2 Bonus feats and Turn being.
5th level gains Smite foe 2/day, Special mount and Kao confusion (Cha).
6th level gains 2 Bonus feats and Remove disease 1/week.
7th level gains Divine ability (Cha).
8th level gains 2 Bonus feats.
9th level gains Remove disease 2/week.
10th level gains 2 Bonus feats and Smite foe 3/day.
12th level gains 2 Bonus feats.
14th level gains 2 Bonus feats.
15th level gains Remove disease 4/week, Smite foe 4/day.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats and Remove disease 5/week.
20th level gains 2 Bonus feats and Smite foe 5/day and Ascension.

Smite foe 1/day every 5 level higher than 20th. Remove disease +1/week every 3 level higher than 18th. 2 Bonus feats every 3 level higher than 20th. They follow the Code of conduct.

goto index

Rogue wiz or wizard/rogue (rogwiz)
For rogue abilities not in magic system go
here.
Hit dice: d10
Saves: Reflex and Will good
Weapon & Armor Proficiencies: simple and finesse, plus shortsword, dagger and staff, hand crossbow, rapier, shortbow, and short sword. but light armor and no shields.
Skill points at 1st: (8+Int Mod)x4
Skill points per level: 8+Int Mod

Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Dungeoneering (Wis), Profession (Wis), Arcana (Int), Appraise (Int), Streetwise (Cha), Bluff (Cha), Diplomacy (Cha), Thievery (Dex), Disguise (Cha), Acrobatics (Dex), Forgery (Int), Gather Information (Cha), Stealth (Dex), Intimidate (Cha), Athletics (Str), Perception (Wis), Perform (Cha), Insight (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex) and Focus, (Wis).

Class features:
Gains at level 1; will word (Wis) and Sneak attack +1d6, trapfinding.
2nd level gains 2 Bonus feats and Evasion.
3rd level gains Sneak attack +2d6 and trap sense +1.
4th level gains Uncanny dodge and 2 Bonus feats.
5th level gains Sneak attack +3d6.
6th level Trap sense +2 and 2 Bonus feats.
7th level gains Sneak attack +4d6.
8th level gains Improved uncanny dodge and 2 Bonus feats.
9th level gains Sneak attack +5d6, trap sense +3.
10th level gains 2 Bonus feats.
11th level gains Sneak attack +6d6.
12th level gains Trap sense +4 and 2 Bonus feats.
13th level gains Sneak attack +7d6, special ability.
15th level Sneak attack +8d6, trap sense +5 and 2 Bonus feats.
16th level gains 2 Bonus feats.
17th level gains Sneak attack +9d6.
18th level gains Trap sense +6 and 2 Bonus feats.
19th level gains Sneak attack +10d6.
20th level gains 2 Bonus feats.

Any level a familiar can be gotten for free or discount. Any level a bonus language is possible.
Bonus Feats: Every 3 and 4 levels higher than 20, 2 bonus feats are gained. At each such opportunity, he/she can choose any feat that he/she meets prerequisites for.

goto index

Psychic monk or psychic warrior/monk (psimnk)
Psychic monk ability not in magic system are
here.
Hit dice: d12
Saves: Fortitude and Reflex good
Weapon & Armor Proficiencies: 1 Exotic weapon and all simple and martial weapons like club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. All armor (light and medium) and shields.When wearing armor, using a shield, or carrying a medium or heavy load, a psychic monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Acrobatics (Dex), Stealth (Dex), Athletics (Str), Arcana (Int), Religion (Int), Perception (Wis), Perform (Cha), Profession (Wis), Insight (Wis), Tumble (Dex), Tumble (Dex), Use Psionic Device (Cha) and Focus (Wis).

Class features: +1 AC bonus per level. Psicrystal is gained any level.
1st level gains Kinetic speed-up (Cha), Bonus feat, flurry of blows, unarmed strike, and two psionic combat modes.
2nd level gains, 2 Bonus feats and evasion.
3rd level gains Still mind and Psionic combat mode.
4th level gains 2 Bonus feats, Kinetic attack (Cha), Ki strike (magic) and slow fall 20 ft.
5th level gains Purity of body.
6th level gains 2 Bonus feats, slow fall 30 ft and Weapon Specialization.
7th level gains Kinetic funnel (Cha), Wholeness of body and Psionic combat mode.
8th level gains Slow fall 40 ft and 2 Bonus feats.
9th level gains Improved evasion and Psionic combat mode.
10th level gains 2 Bonus feats, kinetic manipulation (Cha), Ki strike (lawful), slow fall 50 ft and Psionic combat mode.
11th level gains Diamond body, greater flurry and 2 Bonus feats.
12th level gains Abundant step, slow fall 60 ft and Psionic combat mode.
13th level gains Diamond soul, 2 Bonus feats and Psionic combat mode.
14th level gains Slow fall 70 ft and Bonus feat.
15th level gains Quivering palm, Bonus feat and Bonus feat.
16th level gains Ki strike (adamantine), slow fall 80 ft and 2 Bonus feats.
17th level gains Timeless body, tongue of the sun and moon.
18th level gains Slow fall 90 ft and 2 Bonus feats.
19th level gains Empty body and Bonus feat.
20th level gains Perfect self, slow fall any distance and Bonus feat.

Bonus to Armor Class when unarmored increases by +1 every five level higher than 20th. Unarmed strike damage does not increase after 16th level. Speed when wearing no armor increases by 10 feet every three level higher than 18th. After 20th level Ki strike ability does not increasel. After 20th, they gain 2 bonus feats every 3 levels higher

goto index

Sorcere Monk (sorcmonk)
Psychic monk ability not always in magic system are
here.
Hit dice: d12
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Bluff (Cha), Arcana (Int), Profession (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Acrobatics (Dex), Athletics (Str), Religion (Int), Perception (Wis), Stealth (Dex), Perform (Cha), Insight (Wis), Tumble (Dex), Stabilize Self (Str), and Focus (Wis).

Class features: +1 AC bonus per level.
1st level gains will word (Wis), Bonus feat, flurry of blows, they gain a special ability of Source make and unarmed strike.
2nd level gains, 2 Bonus feats and evasion.
3rd level gains spell recognition (Wis), Aura Assault(Ex) and Still mind.
4th level gains Ki strike (magic), Bonus feat and slow fall 20 ft.
5th level gains Purity of body and Bonus feat.
6th level gains Wish ability (Wis), Bonus feat, slow fall 30 ft and Weapon Specialization.
7th level gains Wholeness of body.
8th level gains Slow fall 40 ft and 2 Bonus feats.
9th level gains Improved evasion.
10th level gains Ki strike (lawful), 2 Bonus feats and slow fall 50 ft.
11th level gains Diamond body, greater flurry and Bonus feat.
12th level gains Abundant step, 2 Bonus feats and slow fall 60 ft.
13th level gains Diamond soul.
14th level gains Slow fall 70 ft and 2 Bonus feats.
15th level gains Quivering palm and 2 Bonus feats.
17th level gains Timeless body, tongue of the sun and moon.
18th level gains Slow fall 90 ft and 2 Bonus feats.
19th level gains Empty body and Bonus feat.
20th level gains Perfect self, or slow fall any distance and Bonus feat.
21st level gains Body shape.

A familiar is gained any level for free or discount.
Bonus to Armor Class when unarmored increases by +1 every five level higher than 20th.
Unarmed strike damage does not increase after 16th level.
Speed when wearing no armor increases by 10 feet every three level higher than 18th.
After 20th level Ki strike ability does not increasel.
2 Bonus feats every three levels higher than 20th.

goto index

Hell cleric: (helclr)
For cleric magic system unlisted skills go
here.
Hit dice: d12
Alignment: Any neutral alignment
Saves: Fortitude, Will, and Reflex good
Weapon & Armor Proficiencies: All simple weapons, ambidextrous, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A cleric who chooses the War domain receives the Weapon Focus feat as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category. This is the Deity Domain list.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Arcana (Int), History (Int), Religion (Int), Knowledge (the planes) (Int), Profession (Wis) and Focus (Wis).

Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Nature (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Stealth (Dex) to the list. Their deity is whomever they want to serve at the time.

Class features: +3 to all saves. On Character creation, they get a bonus language. Any time the Domain ability (Cha) can be used.
1st level gains Chaos effects (Cha) and Turn or rebuke undead.
2nd level gains Aura (Ex) and 2 Bonus feats.
3rd level gains Spell subversion (Cha) and silent death.
4th level gains Spontaneous Casting and 2 Bonus feats.
5th level gains Kao confusion (Cha) and Enslavement.
6th level gains 2 Bonus feats.
7th level gains Possession (cha).
8th level gains 2 Bonus feats.
10th level gains 2 Bonus feats.
12th level gains 2 Bonus feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus feats and shapechange.

  Hell clerics can become Ex-Hell clerics.
2 Bonus feats every 3 levels higher than 20th.

goto index

Kinetic sorcere (kinsorc) (prestige class)
Kinetic sorcere ability not listed in magic system are listed
here.
Hit dice: d12
Requirements: To qualify to become a kinetic sorcere, a character must fulfill all the following criteria.
Alignment: Any alignment
Skills: Disguise 4 ranks, Arcana 4 ranks, Concentration 5 ranks, Craft 4 ranks
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

Class skills: Disguise (Cha), Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis) and focus (Wis).

Class features:
1st level gains Kinetic spell(EX).
2nd level gains Kinetic runic (Wis) and 2 Bonus Feats.
4th level gains 2 Bonus feats and Kinetic speed-up (Cha).
6th level gains 2 Bonus feats, Kinetic attack (Cha) and Kinetic flying (Int).
8th level gains Human defense field (Cha) and 2 Bonus feats.
10th level gains 2 Bonus feats and Kinetic manipulation (Cha).
12th level gains 2 Bonus feats and Kinetic Antemetal (Cha).

A familiar is gained any level. 2 Bonus feats every 2 levels higher than 12th.

goto index

Kinetic assassin (kinass) (prestige class)
Kinetic assassin ability not listed in magic system are listed
here.
Hit dice: d12
Requirements: To qualify to become a kinetic assassin, a character must fulfill all the following criteria.
Alignment: Any evil.
Skills: Disguise 4 ranks, Stealth 8 ranks, Arcana 4 ranks.
Special: The character must kill someone for no other reason than to join the Kinetic assassins.
Saves: Reflex and Will good
Weapon & Armor Proficiencies: 1 Exotic weapon, Ambidexterity and crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), short sword and longsword. Kinetic assassins are proficient with light armor but not with shields.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Thievery (Dex), Disguise (Cha), Acrobatics (Dex), Forgery (Int), Gather Information (Cha), Stealth (Dex), Intimidate (Cha), Athletics (Str), Perception (Wis), Stealth (Dex), Insight (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex), Arcana (Int), History (Int), Religion (Int) and Focus (Wis).

Class features: Any level +3 reflex roll, +3 will, +1 save against poison every 2 level.
1st level gains Sneak attack +1d6, death attack, poison use, Kinetic runic, dark vision and Shapeshift (cha).
2rd level gains create substance, uncanny dodge and 2 Bonus feats.
3th level gains disable touch, Kinetic manipulation (cha), Sneak attack +2d6.
4th level gains 2 Bonus feats and death needle.
5th level vapor touch, Improved uncanny dodge, Sneak attack +3d6 and Kinetic funnel (Cha).
6th level gains 2 Bonus feats and Create item.
7th level shadow shift, Sneak attack +4d6.
8th level gains 2 Bonus feats, hide in plain sight and Shadow manip (cha).
9th level gains Sneak attack +5d6 and Kinetic choke.
10th level gains heart stop and 2 Bonus feats.

goto index

Actor Bard (actbrd)
The Actor bards skills not shown in magic system are
here.
Alignment: Any nonlawful.
Hit Die: d10
Saves: Fortitude and Will good
Weapon and Armor Proficiency: all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Light armor and shields (except tower shields).
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: The bard's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Acrobatics (Dex), Gather Information (Cha), Stealth (Dex), Athletics (Str), Perception (Wis), Perform (Cha), Profession (Wis), Insight (Wis), Thievery (Dex), Arcana (Int), Athletics (Str), Tumble (Dex), Use Magic Device (Cha) and Focus (wis).

Class features:

1st level gains Bardic ability, bardic music, bardic knowledge, fascinate and inspire courage +1.
2nd level gains 2 Bonus feats.
3rd level gains Inspire competence.
4th level gains 2 Bonus feats.
6th level gains Suggestion, 2 Bonus feats and mimic act.
8th level gains Inspire courage +2 and 2 Bonus feats.
9th level gains Inspire greatness.
10th level gains song skill and 2 Bonus feats.
12th level gains 2 Bonus feats.
14th level gains Inspire courage +3 and 2 Bonus Feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats and Mass suggestion.
20th level gains Planar shift, 2 Bonus Feats and inspire courage +4.

3 Bonus feats every 3 level higher than 20th. Inspire courage ability increases +1 every 6 level higher than 20th. Bards can be ex-bards.

goto index

Mana knight (mnaknt)
The Mana Knight skills not shown in magic system are
here.
Hit Die: d12
Saves: Fortitude and Will good
Weapon and Armor Proficiency: All simple and martial weapons, and with light armor and shields except tower shields.
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Athletics (Str), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Use Rope (Dex), Psicraft (Int), Knowledge (psionics) (Int) and focus (wis).

Class features:
1st level gains 1st favored enemy, Track, wild empathy and Telekinetics.
2nd level gains Combat style and 2 Bonus feats.
3rd level gains Endurance and Spell recognition (Wis).
4th level gains Animal companion, 2 Bonus feats and Divine ability (cha).
5th level gains 2nd favored enemy and Kinetic speed-up (Cha).
6th level gains Improved combat style, 2 Bonus feats and Kinetic flying (int).
7th level gains Woodland stride and Weapon power (Cha).
8th level gains Swift tracker and 2 Bonus feats.
9th level gains Evasion and Summon (int).
10th level gains 2 Bonus feats and 3rd favored enemy.
11th Combat style mastery and Kinetic antemetal (Cha).
12th level gains 2 Bonus feats.
13th level gains Camouflage and Kinetic Funnel (Cha).
14th level gains 2 Bonus feats.
15th level gains 4th favored enemy.
16th level gains 2 Bonus feats.
17th level gains Hide in plain sight.
18th level gains 2 Bonus feats.
20th level gains 5th favored enemy.
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2/+5 level and 2 bonus feats every 3 levels after 20th. The Mana Knight will abade the Honor code.

goto index

Dreamwalker (drmwlk)
Hit dice: d10
Saves: Will good
Weapon & Armor Proficiencies: All simple weapons with ambidexterity but not armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis) and Focus (Wis).

Class features: +3 to all saves. +1 to cha stat.

1st level gains Dream ability (Ex).
2nd level gains Will Word (Wis).
3rd level gains Bonus feat.
4th level gains Bonus feat.
6th level gains 2 Bonus feats.
8th level gains 2 Bonus feats.
10th level gains 2 Bonus feats.
12th level gains 2 Bonus feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus feats.

A
familiar is gained any level. 2 Bonus feats every three levels higher than 20th.

goto index

Jedi knight (jedi)
The Jedi knight skills not shown in magic system are
here.
Hit Die: d12
Saves: Fortitude and Will good
Weapon and Armor Proficiency: All simple and martial weapons, and with light armor and shields except tower shields.
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Athletics (Str), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Stealth (Dex), Profession (Wis), Ride (Dex), Survival (Wis), Use Rope (Dex), Psicraft (Int), Knowledge (psionics) (Int) and Focus (wis).

Class features:
1st level gains Track, wild empathy and Jedi ability (Cha mod).
2nd level gains Combat style and 2 Bonus feats.
3rd level gains Endurance and Spell recognition (Wis).
4th level gains Animal companion and 2 Bonus feats.
5th level gains Create item (int).
6th level gains Improved combat style and 2 Bonus feats.
7th level gains Woodland stride and Weapon power (Cha).
8th level gains Swift tracker and 2 Bonus feats.
9th level gains Evasion and Shapechange (cha).
10th level gains 2 Bonus feats.
11th Combat style mastery.
12th level gains 2 Bonus feats.
13th level gains Camouflage.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
+20th level gains 2 bonus feats every 3 levels.

goto index

Shaman (Shamn)
For shaman abiliies not in Magic system go
here.
Hit dice: d12
Saves: Will good
Weapon & Armor Proficiencies: All weapons including club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. All light, medium but no metal armor. Shields are all but tower that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Arcana, Nature (Int), Knowledge (the planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Athletics (Str) and Focus (Wis).

Class features:
1st level gains Mysticism(Wis) and an animal companion for a familiar at any time adding regeneration as a special ability.
2nd level gains Spirit guide(EX) and 2 Bonus feats.
3rd level gains trackless step and Spirit walk.
4th level gains Resist nature's lure and 2 Bonus feats.
5th level gains wild shape 1 per day.
6th level gains wild shape 2 per day and 2 Bonus feats.
7th level gains Wild shape 3 per day and etherial form.
8th level gains wild shape large and 2 Bonus feats.
9th level gains venum immunity and Guiding will(EX).
10th level gains Wild shape 4 per day and 2 Bonus feats.
11th level gains wild shape tiny.
12th level gains wild shape plant and 2 Bonus feats.
14th level gains wild shape 5 per day, 2 Bonus feats and Manifestation.
15th level gains timeless body and wild shape huge.
16th level gains wild shape 1 elemental and 2 Bonus feats.
17th level gains Divine intervention.
18th level gains 2 Bonus feats.
19th level gains Spirit possession, Wild shape 6 per day and elemental 2 per day.
20th level gains 2 Bonus feats, wild shape elemental 3 per day and huge elemental.

Animal companion every 3 level higher than 20th gains +2 hit dice, +1 strength and dexterity, and an additional trick. After 18th Wild Shape +1/day every 4 level. Elemental wild shape does not improve. 3 Bonus feats after 20th every 4 level. Any level they follow the Spirit Crede for which can hamper their spiritual ability.

goto index

Voodoo witchdoctor (Vudu Wch) (Prestige cleric)
For Voodoo magic system unlisted skills go
here.
Hit dice: d12
Alignment: Any neutral alignment
Saves: Fortitude, Will, and Reflex good
Weapon & Armor Proficiencies: All simple weapons, ambidextrous, with all types of armor (light, medium, and heavy). He receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Skill points at 1st: (5+Int Mod)x5
Skill points per level: 5+Int Mod

Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Arcana (Int), History (Int), Religion (Int), Perception (Wis), Knowledge (the planes) (Int), Profession (Wis) and Focus (Wis).

Class features: +3 to all saves. Character creation begets a bonus language and with any level they can get a familiar.
1st level gains Mysticism(Wis) and Spiritual Turn or rebuke.
2nd level gains Spirit guide(EX) and 2 Bonus Feats.
3rd level gains silent death and shapechange.
4th level gains Spontaneous Casting and 2 Bonus feats.
5th level gains Enslavement and limited wish.
6th level gains High ritual(EX) and 2 Bonus feats.
7th level gains Spirit possession (cha).
8th level gains 2 Bonus feats and Guiding spirit.
9th level gains Gestalt healing(EX).
10th level gains 2 Bonus feats and unlimited wish ability.

2 Bonus feats every 2 levels higher than 10th when going epic.

goto index

Wave Master (WavMst)
The Wave Master skills not shown in magic system are
here
Hit dice: d10
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity, including light armor and shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Perception (Wis), Concentration (Con), Craft (Int), Profession (Wis), Arcana (Int) and Focus (Wis).

Class features: +3 to all saves.
1st level gains Chaos effect (Cha).
2nd level gains 2 Bonus feats.
3rd level gains spell recognition (Wis), Spell subversion (Cha) and Special ability Cause wave probability.
4th level gains 2 Bonus feats.
5th level gains the Elemental ability (Wis).
6th level gains Chaos confusion (Cha) and 2 Bonus feats.
On level 7, the special ability of Aura of 'I trigger it'.
On level 8, 2 Bonus feats and the special ability is gained: Chaos Wave Result.
On level 10, 2 Bonus feats and the special ability is gained of: Elemental mastery. 

A familiar is gained any level for free or discount. 2 Bonus feats after level 10, every two levels higher.

goto index

Dragon knight (draco kni)
The Dragon knight skills not shown in magic system are
here.
Hit Die: d12
Saves: Fortitude and Will good
Weapon and Armor Proficiency: All simple and martial weapons, and with heavy armor and shields, plus tower shields.
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Athletics (Str), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Stealth (Dex), Profession (Wis), Ride (Dex), Survival (Wis), Athletics (Str), Use Rope (Dex), Psicraft (Int), Knowledge (psionics) (Int) and Focus (wis).

Class features:
1st level gains 1st favored enemy, Track, wild empathy special ability: Awareness ability and Telekinetics.
2nd level gains Combat style and 2 Bonus feats.
3rd level gains Endurance, special ability: Raging and Spell recognition (Wis).
4th level gains Animal companion and 2 Bonus feats.
5th level gains 2nd favored enemy and Kinetic speed-up (Cha).
6th level gains Improved combat style, 2 Bonus feats, special ability: 'manipulation of will' and Kinetic flying (int).
7th level gains Woodland stride and Weapon power (Cha).
8th level gains Swift tracker and 2 Bonus feats.
9th level gains Evasion and Summon (int).
10th level gains 3rd favored enemy, 2 Bonus feats and the 'ability of dragons'.
11th level gains Combat style mastery and Kinetic antemetal (Cha).
12th level gains 2 Bonus feats.
13th level gains Camouflage and Kinetic Funnel (Cha).
14th level gains 2 Bonus feats.
15th level gains 4th favored enemy, an ability feat and one extra ability feat every 2 levels after.
16th level gains 2 Bonus feats.
17th level gains Hide in plain sight.
18th level gains 2 Bonus feats.
20th level gains 5th favored enemy, 2 Bonus feats and the ability of 'polymorph self to dragon form'.
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2/+5 level and 2 bonus feats per every additional 3 levels.

goto index

Dread knight (dred kni)
The Dread knight skills not shown in magic system are
here.
Hit Die: d12
Saves: Fortitude and Will good
Weapon and Armor Proficiency: All simple and martial weapons, and with heavy armor and shields, plus tower shields.
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Athletics (Str), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Stealth (Dex), Profession (Wis), Ride (Dex), Survival (Wis), Athletics (Str), Use Rope (Dex), Knowledge (Psionics), Psicraft (Int) and Focus (wis).

Class features: 
1st level gains 1st favored enemy, Track, wild empathy and Telekinetics.
2nd level gains 2 Bonus feats, Combat style and special ability: Dread aura.
3rd level gains Endurance, and Spell recognition (Wis).
4th level gains Animal companion and 2 Bonus feats.
5th level gains 2nd favored enemy and Kinetic speed-up (Cha).
6th level gains Improved combat style, 2 Bonus feats, special ability: 'in aptitude' and Kinetic flying (int).
7th level gains Woodland stride and Weapon power (Cha).
8th level gains Swift tracker and 2 Bonus feats.
9th level gains Evasion and Summon (int).
10th level gains 3rd favored enemy. Also, they gain 2 Bonus feats.
11th Combat style mastery and Kinetic antemetal (Cha).
12th level they gain 1d6 languages and 2 Bonus feats.
13th level gains Camouflage and Kinetic Funnel (Cha).
14th level gains 2 Bonus feats.
15th level 4th favored enemy and a special ability: Magna force.
16th level gains 2 Bonus feats.
17th level gains Hide in plain sight.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus feats and 5th favored enemy.
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2 every 5 levels and 2 bonus feats every additional 3 levels.

The dread knight will abide, by the Dread Knights oath.

goto index

Shadow knight (draco kni)
The Dragon knight skills not shown in magic system are
here.
Hit Die: d12
Saves: Fortitude and Will good
Weapon and Armor Proficiency: All simple and martial weapons, and with heavy armor and shields, plus tower shields.
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Athletics (Str), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Stealth (Dex), Profession (Wis), Ride (Dex), Survival (Wis), Use Rope (Dex), Streetwise (Cha)  and Focus (wis).

Class features:
1st level gains 1st favored enemy, Track, wild empathy and Shadow manipulation.
2nd level gains Combat style and 2 Bonus feats.
3rd level gains Endurance, special ability: 'Shadow Aura' and Spell recognition (Wis).
4th level gains 2 Bonus feats and an Animal companion.
5th level gains 2nd favored enemy and Kinetic speed-up (Cha).
6th level gains 2 Bonus feats, Improved combat style and Kinetic flying (int).
7th level gains Woodland stride and Weapon power (Cha).
8th level gains 2 Bonus feats and Swift tracker.
9th level gains Evasion and Summon (int).
10th level gains 2 Bonus feats and 3rd favored enemy.
11th level gains Combat style mastery and Kinetic antemetal (Cha).
12th level gains 2 Bonus feats.
13th level gains Camouflage and Kinetic Funnel (Cha).
14th level gains 2 Bonus feats.
15th level gains 4th favored enemy, an ability feat and one extra ability feat every 2 levels after.
16th level gains 2 Bonus feats.
17th level gains Hide in plain sight.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus feats and 5th favored enemy.
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2/+5 level and 2 bonus feats every 3 levels higher.

goto index

Chaos knight(kaoknit)
The Chaos knight skills not shown in magic system are
here.
Hit Die: d12
Saves: Fortitude and Will good
Weapon and Armor Proficiency: All simple and martial weapons, and with heavy armor and shields, plus tower shields.
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Athletics (Str), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Stealth (Dex), Profession (Wis), Ride (Dex), Survival (Wis), Use Rope (Dex)  and Focus (wis).

Class features:
1st level gains 2 Bonus feats,1st favored enemy, Track, wild empathy and Chaos effect (Cha).
2nd level gains Combat style and Chaos fear (Ex).
3rd level gains Endurance, 2 Bonus feats, Spell subversion (Cha) and Spell recognition (Wis).
4th level gains Animal companion.
5th level gains 2 Bonus feats, 2nd favored enemy and Kao confusion (Cha).
6th level gains Improved combat style and Kinetic flying (int).
7th level gains 2 Bonus feats, Weapon power (Cha).
8th level gains Swift tracker.
9th level gains 2 Bonus feats, Evasion and Summon (int).
10th level gains 3rd favored enemy.
11th level gains 2 Bonus feats, Combat style mastery and Kinetic antemetal (Cha).
13th level gains Camouflage, 2 Bonus feats and Kinetic Funnel (Cha).
15th level gains 2 Bonus feats and 4th favored enemy.
17th level gains Hide in plain sight and 2 Bonus feats.
20th level gains 2 Bonus feats and 5th favored enemy.
+20th level gains +1 favored enemy/+5 levels, bonuses against 1 favored enemies category +2/+5 levels and 3 bonus feats every 3 levels.

Chaos knights follow the Chaos Crede.

goto index

Elementalist (Elemnt)
For the Elementalist unlisted skills in the Magic system, go
here.
Hit dice: d10
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic. Has ambidexterity, and if over 15 Str then heavy armor or large shield.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Diplomacy (Cha), Heal (Wis), Nature (Int), Perception (Wis) and Focus (Wis).

  Class features:
1st level gains Elemental ability (Wis).
2nd level gains 2 Bonus feats.
3rd level gains spell recognition (Wis) and Chaos effects (Cha).
4th level gains 2 Bonus feats.
5th level gains Fastcast (Ex) and Spell Subversions (Cha).
6th level gains 2 Bonus feats.
7th level gains Kao confusion (Cha) and Kinetic Speed-up (Cha).
8th level gains 2 Bonus feats.
9th level gains Fast regeneration (Ex), Human defense field (Cha) and Weapon Power (Cha).
10th level gains 2 Bonus feats.
12th level gains 2 Bonus feats, Kinetic flying (Int) and Kinetic Antemetal (Cha).
14th level gains Purify element (Ex) and 2 Bonus feats.
16th level gains Absorb energy (Ex) and 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains Greater elemental formshift (Ex) and 2 Bonus feats.

  A familiar is gained any level for free or discount. 3 Bonus feats every three levels higher than 20th.

Ninja (Ninja)
For the Ninja's magical skills look in the
Magic system.
Hit dice: d10
Saves: Will good
Weapon & Armor Proficiencies: Heavy Armor Proficiency. All martial weapons including exotic. Has ambidexterity and if over 15 Str, then if heavy armor or large shield.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Diplomacy (Cha), Heal (Wis), Nature (Int), Acrobatics (Dex), Perception (Wis) and Focus (Wis).

  Class features:
1st level gains Elemental ability (Wis) and Ninja ability (Int).
2nd level gains 2 Bonus feats.
3rd level gains spell recognition (Wis) and Chaos effects (Cha).
4th level gains 2 Bonus feats.
5th level gains Fastcast (Ex) and Spell Subversions (Cha).
6th level gains 2 Bonus feats.
7th level gains Kao confusion (Cha) and Kinetic Speed-up (Cha).
8th level gains 2 Bonus feats.
9th level gains Fast regeneration (Ex), Human defense field (Cha) and Weapon Power (Cha).
10th level gains 2 Bonus feats.
12th level gains 2 Bonus feats, Kinetic flying (Int) and Kinetic Antemetal (Cha).
14th level gains Purify element (Ex) and 2 Bonus feats.
16th level gains Absorb energy (Ex) and 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains Greater elemental formshift (Ex) and 2 Bonus feats.

  A familiar is gained any level for free or discount. 3 Bonus feats every three levels higher than 20th.

goto index

Magic system skills

  The magic system is based off spell-like abilities that doesn't always occur, especially if the other makes a will save so they are listed as special skills with intuitive intuition by what you experience and treated like special abilities without effect length. For effect lengths see charts. Think to see when they are gained, look at the Character description. When the character gains a level they spend skill points to raise a special skill by these points, alotted by skill point calculation in the charts section. This is where they are the skill points listed as a chart attribute.

  Their are other skills possible via skills and feats section that are allowed. Each skill point applied is a skill rank in said Ars dnd skill as 1 skill point = 1 skill rank. So 4 points in the weaving skill is a 4 rank weaving skill. The maximum Skillpoints allocatable for the Special innate abilities are Character level + Charisma mod per each level. Some skills require a skills check.

  If the mp/stp is used up and goes nonelethal damage (<0), then opposite elements used will weaken the person thus per point nonlethal damage, there is 1d4 additional ideal damages that aren't always as if your hit. Soul batteries are collected energy that can be used for creating an energy source made from the area energy, outside yourself for any purpose and by anyone with magical ability. That is a use by the word use that creates for what is there, by what energy conscious is there by thought.

  However if you want to add a cool idea, that is realistic or not always possible as chaos is possible with the chaos die roll. Now that is useful or decided upon the area use, or not as 1 for actual done, 2 for something as 3 for water or elemental changes that aren't specified in the area or 4 for not happened.

  The action verbs are northern based words actually used freely with nouns to direct by what you think but is a must so used in the sentence as thought in make, seem control, do or alter, see or destroy, so protect and create or perceive to no influence. Spell words are focus words tat create as you focus energy to create by will thought with the creator. If spellsongs are brought about by the action play word as in "I play the hym ritual song".

  Otherwise alternate idea is the art action words that are if subvert, use or feel control, see to alter, feel to destroy and think to protect so seeing thought in use not always done is what caused this. So if you will to thought in thought you can use or create with the energy to change things on or with an instance. The noun descriptions are what you decide to use in fixing an idea, think or avoid fixing an idea to not be in the area to be with use creating what you wish use with wisdom to create or see use.

General Abilities

  Focus ability

  This skill, tis is "Focus ability" on the character sheet and stat block is idea. Focus is the ability that allows for you to focus on increased energy for more potential spells. You may increase your mp by 1d10/level in which you use a standard action. 2 attacks taken up would have a cha bonus to succeeding and +(however many here) to the mana you get. Your full round taken up by focus could have 1d20 mana regen and cha mod to succeeding. For stamina and mana you can go above 100 stp/mp to gain 1d10 stp/mp plus cha bonus. Focus for 5 min for outside combat; 1st level regains 2d10 mp/stp, 2nd level 4d10 mp/stp, 3rd level 6d10 mp/stp. 4th level 8d10 mp/stp, 5th level 10d10 mp/stp, 6th level 12d10 mp/stp, 7th level 14d10 mp/stp, 8th level 16d10 mp/stp, 9th level 18d10 mp/stp, 10th level 20d10 mp/stp etc...

Focusing allows for greater damage focus by casting it then waiting a round to effect release. As in do damages as normal and then use the focus ability to effect greater damage. Doing so allows for increased damage effect by spell or weapon. Using this damage focus takes an extra attack. So to use, take 1 attack action for the weapon or 1 whole round for the spell. Then, another for the focus with accumulated two attacks taken up. Each skill point in focus ability adds 1d6 hp to the focused spell or weapon damage like 2d6 hp healing via 2 focuser rank. It also increases your mana restored by +1 like 1d10+2 for 2 focusing skill ranks. Per skill point it adds +1 to the stamina recovered like 1d10+2 stp for 2 focusing skill ranks. This uses a concentration skill check to be made for success via d20 and takes no no mana or stp points where tis is a specialty lightning by thought with ions made with elements.

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Soul Batteries

  Get the crystal or object and say "a-d" (Aid-Dee) or "makrawees" (mak-ray-weh-ee-s) at the crystal to create an energy trap source with a lit candle near. This soul battery can hold 100 mp/stp with your charge or others. It can sustain the energy for spells and pass the rest to the body for addition to your original count.

  Will word ability:

  It is to imagine the event whatever way the mage wants then will the event to occur by speaking a power word or phrase that represents the effect. The noun form keywords are: "yl" for wild magic, "pyr" for fire, "lece" for water, "air" for air and zone, "humu" for earth, "as intus" for life and heal, "neta" for nether, evil, void or negative, "bodio" for body", "ypa" for clean-up, "uma" for summons, "myu" for magic, "t" for time (speed, slow or stop), "avem" for dream and "fatalis" for instant death.

You use these words through will word the effect you desire as in "make control pyr" for creation of a fire that controls people. The words "yl protect" for a wild magic protection.. Gain a will word effect by casting it with a free action. Each 2 skill points to an ability has the effect of +1 round to all non-instant will word duration, +10/- damage reduction. Speed, slow and stop time effects here and +1d6 + wis bonus for all will word effects. With time effects, do not apply the all skills bonus.

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  Runic ability:

Runic Divination. Divination runes are marks of choice on a tine(rune carved piece of wood, ivory, bone, etc..) and the focus of the mind to bring future vision through it. Just do it to bring the vision, with the use of a rune of choice. To use this say, "I divine with astral rune" then wait for a dm supplied future glimpse.

  Runic Magic: Runes are the symbols of the representative force Use: focus through the rune and will through that force the effect you'd want. You just do the rune to make it happen. You can draw the runic picture and use that as a temporary focus or use a runestaff to make more permenant spells. If the wielder is good enough being 10+ level said wielder can imagine the effect and say the rune name to channel through. To use a runic effect for level 1-9 draw the rune on paper thus state result like "I use this fire rune making fire healing for [person or thing]"..For level 10+ just state "I call the water rune for cooling the temperature down" or "I call the nether rune to make 20 gold" for the instant +20 gold. Each 2 skill points to an ability has the effect of +1 to non-instant runic spell duration, +10/- protection and +1d6 + wis mod for runic effects. This uses wisdom as core stat.

The runes to draw are as below:

For wild magic: the runic symbol is a fas inry picture.
For fire magic: the runic symbol is a dancing flame.
For water magic: the runic symbol is a picture of a few wavy lines.
For air magic: the runic symbol is a picture of a whirlwind.
For earth magic: the runic symbol is a picture of ground.
For life magic: the runic symbol is a picture of a dancing person.
For nether magic: the runic symbol is a picture of a skull.
For the astral plane magics: the idea runic symbol is a picture of a cloudy tree or what your energy is concept in art.

An example of these runes are at http://spellhawk.nfshost.com/pictures/Runestaff.gif

Wild magic is chaos magic and the magic that people would call to get what they want when no other force works. It is the most difficult and takes the most effort. It is raw force that will overcome any other force being the power that underlies all powers. It is the power of decay and disruption plus this power controls all other forces plus its opposite is astral for it counters the astral energies. One can call demons with wild magic as demons are chaotic in nature thus controlled or contained with the chaos in an area.

Fire magic is from the plane of the fire elementals. It is also heat. It has the power to cause or quell fire and its opposite is water.

Water magic is the ability to manipulate water. It to can quell fires. It can also do great water damage plus its opposite is fire.

Air magic is the power of the wind, weather, psychic and lightning. It can cause great damage through any of this respective power. This also serves as support as barriers, shields platforms plus its opposite is earth.

Earth magic is the power of the earth. It is divided into lava manipulation, plant life manipulation, and earth manipulation. Minerals, metals and rocks are of earth as well as plantlife of most sorts as well plus its opposite is air.

Life magic is good because of it being soul power and does not control but supports in its manner without end.. Through it people can manipulate spirit force by this soul energy. The soul is a very powerful life force that is represented by life magic. Things are alive (including inanimate objects) because of the soul except unworshipped things for its people that give a little of their soul force as they focus. Everything becomes alive by life given from peoples thoughts. The proof is to believe a stone has conscious and then do this for ages till it does. One day the stone has a conscious will through belief effort thats revealed to its worshipper. To resurrect by life you bring back the soul to the body in reuniting by spirit force. This spirit force is the element to keep life going plus its opposite is death..

Nether magics are evil for its the magic of death, dark and void. Anything dealing with death is done with this force. Animation of a body or skeleton is controlling life to make an alive state in a dead thing drained of life. Compulsion is part of death as it can force a personal fear to make conformity by threat. Undead are animated by desire and purpose or by someone else including liches and vampires. Its death manipulated life that allows the dead to come back as in raising. Void is death as it consists of nothing but death and lost things bringing entropy to what it touches. You can make objects from death recreating the object in perfection including memory and emotion plus its opposite is life.

Astral plane magics is dream magic plus people can use dreams to best effect through this power. Visions can also be enacted to the person who is the target. Be wary of attracting power beings for the very use of astral power begets attention. This power can replace the other powers as a energy source except death for the effects you need plus with this power people become stronger in the mind. Overlong use becomes a +1 int mod to character as in any use of this power. Its opposite is wild magic as it counters the wild magic energy.

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  Wish ability:

  The wish ability is the Saying of a wish and the effects a few minutes to a few days later. It is slower than a spell only because of the echo effect that causes the power to manipulate the events to occur. Any event can be accomplished by a wish. .The wish ability is governed by will(wis) and accomplished when you do it. Usage: state "I wish for [desired goal]" then it happens. An example: "I wish for 100 gold" and the it appears near you or on you as dm decides. This effect is instant thus per 2 skill points for limited wish or per 1 point unlimited wish. The limited wish allows for small to normal effects as in wishing for gold, dealing 1d6 damage/healing for each 2 skill ranks, +5/- protection, for speed, slow and stop time wish effects look here. The unlimited wish allows for any effect like make an enemy disappearance as if non existant, to dealing 1d6 damage, +10/- protection or, speed time gives the same as above. This uses wisdom for the core stat. No stat wishing due to buying stat points with xp and no instant death due to the spell death. With time effects, do not apply the all skills bonus. 

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  Chaos ability:

There are 3 skills within this ability thus they are chaos effects (cha), spell subversions (cha) and kao confusion (cha). Each skill is gained separately at some level. No roll is used for success of these skills as you just do it.

  Chao effects:

Chaos is wild magic so the worker will only have to imagine the event and it will happen by calling upon chaos to make it so. The chaos energy, can even make it happen, by imitating the source! Call chaos by a free action with these noun form keywords; "kao" for chaos, "p" for personal use.

You use these words through chaos to effect your desire as in "kao create" or "create kao", for a chaotic event, as in stating the effect and having it happen with the chaos making it occur, by a 'kao create'
"kao control" for a chaotic control spell
"control p" for personal control
"kao destroy" for a chaotic destruction spell.

Each skill point being 1d6+cha mod damage/healing, until level 20 where its a 2d6+cha mod in effect, +10/- damage protection and any effect lasts 1 round, speed time along with slow and stop time described here.

 Spell subversion:

Subvert an active spell as it happens. The spell must first be seen in some manner to subvert . A successful chaos roll makes the subversion happen. Then after that the chaot simply redirects plus reforms the raw spell as needed. To stop a subversion one makes a save versus will. Call this effect using a free action by these noun form keywords; "juu" for spell, "kao" for chaos plus the art action words are subvert, control, alter, destroy and protect as in "juu kao subvert" to subvert a spell, "juu control alter" to make it a control spell, "juu protect alter" for making the spell into a protection spell and "juu destroy kao alter" for a destructive chaos spell. Each skill point is +1 to the chaos roll.

  Kao confusion:

 Causes destructive confusion near the target enough to distract the opponent or target. This will be a disturbance somewhere where the caster wants it so to be effective plus it can take any form the practicioner wants. Call this by natural ability or wild rune with a free action. A chaos roll is needed for success plus there is a save vs will to null the effect of being dazed for 1 round. Each skill point added in makes it +1 round to the dazed state upto 6 rounds with a 1d6 rolled to decide how many.

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Kinetic ability:

This effect is the concept of motion which is focused by the warrior's single-minded focus through the effect you would want. Focus it through your body motion or weapon choice motion believing that your motion will allow for the effect. There are many things you can do with this. Things to do are: Kinetic speed-up (Cha), human defense field (Cha), kinetic attack (Cha), kinetic flying (Int), kinetic manipulation (Cha), kinetic funnel (Cha), kinetic runic (Wis) kinetic antemetal (Cha), Kinetic choke and Weapon power (Cha). These effects are just done and it happens. Some skills are done with a perform skill check. Each skill point is applied to all of the skills equally as in 3 kinetic speed-up=3 human defense field=3 kinetic attack= 3 kinetic flying=3 kinetic manipulation=3 kinetic or will skill funnel=3 kinetic runic=3 Weapon power 0. Except the kinetic choke is not a true skill but a special ability, thus each skill has its own effect as you gain all the kinetic skills at different level with kimetic ability that channels skill energy unless class specified.

  Kinetic speed-up:

When traveling, by 3x light with 2x movement you can speed things up by using your kinetic motion and imagine time speeding up as in a clock. Imagine this clock as it is in normal motion. Now speed up the hands of the clock in your mind while moving and it will speed up time for your group or yourself as it moves. Now allow the clock in your mind to slow down to normal while not moving and this will keep time stable. This method can make ideal traveling time as in minutes from hours to cross a place that would normally take hours to cross. When in effect there is a +20' to all base speed in character party till the effect focus fades away. When dazed the effect is cancelled leaving the worker slightly tired. Call this effect by a "make spe" for make speed-up and lasts till worker decides to end it by "destroy spe" for end speed. Each skill point is +5' increase to the +20' speed and gives +1 attack action to the party upto +4 with a concentration check and a 1d4 to see how many attacks are added to all party members. With time effects, do not apply the all skills bonus.

  Human defense field:

This method is called the human defense field. While moving in some manner, try to visualize a air field that keeps attacks from touching you. It bounces the attack because of as inther and motion of body being linked by mental focus. The better that one gets at this, the less likely they will get hit even by spells themselves. This gives the worker +6 to AC and +3 to the will saving throw. Call this effect by "make 14 seh" for make defense field plus this effect lasts till combat end or a "destroy 14 seh" for end defense field. Each skill point adds +1 AC to the +6 AC of the caster.

  Kinetic attack:

The kinetic attack is similar but not similar to normal attack as you power the weapon to assault with. This effect goes like this: Focus the motion of the body and weapon in hand to make itself energized. Just feel you body and weapon motion being channeled into an energy effect of your choice on your weapon. Now swing your sword or whatever you do with your weapon at the target of choice. Causes +1d6 damage added to choice weapon when in effect. Call this ability into effect by "make eqyu" for kinetic attack. The worker can end it by a "destroy eqyu" for end kinetic attack or be disrupted. Each skill point is an +2 to the the 1d6 as 1d6+2 for 1 skill point and 1d6+10 for 5 skill points.

  Kinetic flying:

Flight is achieved through the effect of sudden movement while you feel happy by a happy thought. Gathering your kinetic energy while feeling happy you fly in the air. The happy feeling will lift you up on kinetic motion of the sudden movement. This works most times granting worker the ability to fly at will while in effect plus stops working on touch of ground. In order to work you must lift off the ground through a free action. To call this into effect say "make jio" for make fly while with happy thought and kinetic channel. Each 2 skill points adds a +1 mod to the perform skill check.

  Kinetic manipulation:

The kinetic manipulation is simple because of the fact of imagination. Imagination rules the mind and it also rules kinetic motion, by manipulation. Imagine the effect needed and focus your movement into fueling that effect into happening. Allow the motion to cause the effect and control another, by relaxing your mind and focusing your will to control, as you do the idea. This uses your gut feeling to convert it through focus of your motion, and making the effect you imagined. Moving your finger in some manner will do it. Control anyone at will without realization of it. Call this ability into play, with "control p", for manipulate people and "destroy control", for end manipulation.

This effect ends on a successful savings throw vs will by victim done each round of effect till broken or on the controllers command plus can be done anytime.Each skill point counts as kinetic strength as in 50 lbs per point. 1 skill allows you to control up to 50 lbs person. 2 skill points allows you to control up to 100 lbs person. 3 skill points allows you to control up to 150 lbs person. and etc. So a 5 kinetic strength = up to 250 lbs person control.

  Energy funnel:

Funnel the energy of others including objects into yourself as they do an action. Fueling yourself for another action plus your own kinetic energies to keep up an assault or do another spell. Drain an emotion to cause the person calmness, drain an enchantment by draining enchantment or sap the attackers will to stop an attack early. Call this into effect through noun form keywords: "efunn" for energy drain, "wim" for emotion, "objii" for object enchantment, "wyl" for will, "e" for energy, "p" for person or spell use in mind for energy.

On a 1d10+2/skill rank is hp as in 1d10+6 for 3 skill ranks drained per round from people to be considered as stp to you. For objects enchantment disappears leaving a normal object. Will drains on success creates dazed effect on person.lasting 1 round /skill rank to bring the person out of the fight . Emotion drain person calms or brings people out of berserk state on success. Protection effects are +10/- damage reduction per skill rank. Control effects are to control objects or energy via voice commands plus objects must be seen as in a magical statue or control a spell thus to end it quickly or force it on the caster. Examples: "make efunn wyl" for energy drain person will, "destroy efunn wyl" for end energy will drain, "destroy efunn" for end energy channel, "make efunn objii" for energy drain enchantment, "control e destroy". for spell end and "control e p" for control spell to person.

  Kinetic Runic:

The kinetic rune is the focus on the rune using the hand or finger trace in air or on paper to cause the rune to enact temporarily with purpose by intent. Carving it into something may permanently place it in action. The worker can do any rune with this, called in the same manner as runic magic for it uses the same runes. Each 2 skill points is a +1 round to non-instant runic spell effect, +10/- damage reduction plus a +1d6 hp to runic effect.

  Kinetic Antemetal:

This is the ability to get effects from metal and stone, as a form of magic in the area, by speaking to the metal itself. The ability is activated by thinking of the metal, in the area and to imagine the event whatever way you want. Then, to will the event to occur by speaking or willing a power word or phrase that represents the effect. The metal will cause the effect, by you, an adding your energy through activity, as though speaking to the metal and making vibration, to the metal itself. Thus, the metal will vibrate and make it an effect. Through the speaking, by vibration, to the area energy and possibly causing the result.

The noun formed keywords are: "yl" for wild magic, "pyr" for fire, "lece" for water, "air" for air and zone, "humu" for earth, "as intus" for life and heal, "neta" for nether, evil, void or negative, "bodio" for body", "ypa" for clean-up, "uma" for summons, "myu" for magic, "t" for time (speed, slow or stop), "avem" for dream and "fatalis" for instant death.

Where in thought, influence is to create an event by the causing it. As you think of a moment or create some idea to use, your idea is thought or idea use in concept by what you see. What you see is there if you think this is.

You use these words through willing them, for the effect you desire, as in "influence control pyr" for creation of a fire that controls people. The words "yl protect" for a wild magic protection.. Gain a will word effect by casting it with a free action. Each 2 skill points to an ability has the effect of +1 round to all non-instant effect duration, +10/- damage reduction. Speed, slow and stop time effects here and +1d6 + wis bonus for all kinetic antemetal effects. The attack effects of this is a 2d10 damage per every 2 skill points, negatable through resistance to the effect, or a reflex save.

  Kinetic choke:

Choke a person to death using metamagic to cause the throat to close up killing them. A concentration check is necessary but a save vs will halts the effect unless the kineticist decides to stop the effect.

  Weapon power:

Elemental magic power focused by kinetics to the sword. This effect goes like this: Focus the motion of the body and weapon in hand to make itself energized with the element of choice. There can only be one element or a combined element. Just feel your body and weapon motion being channeled into an elemental effect of your choice on your weapon. Causes +1d8+cha bonus elemental damage added to choice weapon when in effect. Call this ability into effect by "make eleqyu" only for weapon power attack. The worker can end it by a "destroy eleqyu" for end weapon power attack or be disrupted in some manner. Each 2 skill points is an +3 to the the 1d8+cha bonus as 1d8+4+3 for 1 skill point with 4 cha bonus and 1d8+4+3 for 2 skill points with 4 cha bonus, +2 rounds to duration like 4 rounds greek fire with 2 skill rank. The elements are listed below.

  The elements listed in the runic ability if you are wild, fire, water, air (lightning), earth, life (heal, bless and life) layed against wound for healing, nether (instant death, void, negative, evil) and astral plane for effects. The combined effects are fire and earth for lava or brimstone, fire and water for greek fire with 2 rounds burn damage (unkillable fire), water and air for cold or ice, wild and any other but astral for double damage of 2d8+cha bonus damage, life and any other but nether for element healing like lay weapon against wound to heal, nether and all elements but life for dealing elemental damage to any creature like werewolves, dragons and vampires, astral and all elements but wild for attack at any distance as if you were near the target, nether and life for pain (unconscious) thats 2 round, wild and astral for domination (control) from anywhere as if near for one strike for 2 rounds, air and nether for blindness of 2 rounds, air and fire for body nova that causes the struck victim to explode and doubles damage effecting all enemy for 2d8+cha bonus.

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Other abilities

  Weaving:

  Weaving allows you to combine the elements listed in the runic ability as a energy weave but don't have to draw the rune. You state "I weave this element for the effect I want" in use and then do it as an action. Each weave does different things. There is wild, fire, water, air (barrier, all enemy zone or lightning), earth, life (heal, bless and life), nether (death, void, negative, evil) and and astral plane to weave together or separate for effects. The woven together effects are fire and earth for lava or brimstone, fire and water for greek fire +2 rounds burn damage (unkillable fire) or heat, water and air for cold or ice, wild and any other.

  Not really is astral for a character specified wide area effect that use effects many or one, life and any other but nether for element healing, nether and all elements but life for that effects as damage to even magic immune creatures, astral and all elements but wild for dream element effects that effect as if you were next to the enemy, nether and life for pain (dazing), wild and astral for domination (control), air and nether for darkness effect (blindness) or a black hole that deals 1d6+cha mod per round, air and fire for nova that is instant but doubles damage (2d6) effecting all enemy, nether with life and astral create a time weave that allows one to change time faster, slower or stop time.

The effects for each 2 weaving skill points are 2 rounds, +10/- protection, +1 attack for group or person with cha mod as bab, slow time to -1 attack for target/s, halts the activities for the target/s for +1 round and 1d6+cha mod unless instant effect. 1d6+4 cold damage for a 2 rank weaving skill and 4 cha mod. 3 round pain effect for a 3 rank weaving skill. 3d6+4 black hole lasting 3 rounds with 5 skill rank. There is a save vs spell that halves damage/length. With time effects, do not apply the all skills bonus.

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  Devine devinity ability:

  The Divine ability derives off Mystra the magic goddess, don't have to do it she grants unlimited spells limited only by the stamina system. These commands will suffice: "yl" for wild magic, "pyr" for fire, "lece" for water, "air" for air, "humu" for earth, "as intus" for life and heal, "neta" for death, void, evil and negative, "bodio" for body", "ypa" for clean-up, "uma" for summon, "myu" for magic, "ras" for raise, "t" for time (speed, slow or stop), "uo" for instant and "avem" for dream. You can use these words by what you see for use with a divine art effect you desire as in "make control pyr" for creation of a fire that controls people. The words "make ras bodio" for raise dead is what isn't very useful as you have to be near auratic energy to stay alive with focus or thought. "make neta ras bodio" for raise skeleton by the fire energy.

Each 2 skill points to an ability has the effect of +1 rounds to all non-instant divine spell duration, +10/- protection and 1d8 + Cha bonus for all divine spell effects. Like 4d8+4 hp damage for a 9 divine skill rank and +4 cha mod. This uses charisma for the core stat. With time effects, do not apply the all skills bonus. As use the words to create with if you think or feel the intuitive or thought to create.

  Domain ability:

  The hell cleric domains are these command nouns: "ruh" for animal, "tobb" for plant, "myis" for knowledge, "trans" for travel, "tryk" for trickery, "war" for war, "onza" for Chaos, "gax" for Evil, "g" for Good or "roy" for law, myu" for magic, "air for air, "neta" for death, "nyc" for destruction, "pyr" for fire, "as intus" for healing, "luc" for luck, "rowan" for protection, "dylu" for strengthen, "stern" for sun or "lece" for water. A hell cleric may choose two any given moment.
  These spells use the stamina system to work and these commands will suffice for all free use or spontaneous spells: "bodio" for body and wound, "ypa" for clean-up, "uma" for summons, "ras" for raise, "gos" for ghost (spectre, wraith or apparition), "ilp" for disease, "pos" for poison, "hea" for heal, "yl" for wild element (all elements), "uo" for instant and "godd" for holy.

You use these words in combination with a hell cleric domain for the effect you desire unless spontaneus or normal as in "make control gax" for control evil people. The words "make hea bodio" for heal body. "control neta bodio" for control skeleton. Just do it for a spell effect. Each 2 skill points to an ability has the effect of +1 rounds to all non-instant domain spell duration, +10/- protection and 1d8 + Cha bonus for all domain spell effects. Like 4d8+4 hp damage for a 8 domain ability skill rank and +4 cha mod. This skill uses cha as its no by thought or core stat.

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  Shadow manipulation:

  Manipulate shadow with a command. Just doing it begets a success with cha core stat. Call this by using these noun form keywords: "as intus" for life, "kyo" for drain, "air" for air, barrier and zone, "pyr" for fire, "bodio" for body", "ypa" for clean-up and "neta" for death magic (negative, void, death and evil), "sad" for dark or shadow, "uo" for instant plus idea you can think of or up. For example "make sad air" causes a shadowy zone, "make sad pyr destruct" for a dark bolt that drains, "make neta air" makes death zone, "make sad pyr as intus" for restoring dark flame, "make sad protect" for shadow protection and "make kyo air destroy" makes hp draining death zone. Each 2 skill points is a +2 round to non-instant shadow spell effect, +15/- damage reduction plus a +2d6 to shadow effect. Uber effects are destroying a town while normal effects are destroying monsters using zone range effect.

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Elemental ability:

 What it is, is to use the elements, by imagining the event and summoning the elemental energies, manipulating them, to cause an element effect, whatever way you want, and then will the event, to occur, by speaking in a power word, or phrase that represents the elemental effect. The chaos adds its strength into it, as well. The elements here are represented, by elemental energies.

 The noun form keywords are: "yl" for wild energy, "pyr" for fire energy, "lece" for water energy, "air" for air and zone energy, "humu" for earth energy, "as intus" for life and healing energies, "neta" for nether, evil, void or negative energies, "bodio" for body energy, "uma" for summoning energy, "myu" for magic energy, "t" for time (speed, slow or stop) manipulation by energy, and "avem" for dream energy.

 You use these words through your will and with the effect you desire, as in "cause control pyr" for creation of a fire that controls people. The words "yl protect" for a wild magic protection. Gain an effect, by casting it with a free action. Each 2 skill points to an ability has the effect of +1 round to all non-instant effect duration, +10/- damage reduction. Speed, slow and stop time effects here and +2d6 + wis bonus for all will word effects, unless level 20 where it goes to 3d6 + wis bonus. With time in effects your will is energy, so do not apply the all skills in use bonus.

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  Bardic ability:

  As long as there is mp, a bard can use his song or poetics to produce magical effects on those around him (usually including himself/herself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action.

Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit of mp.

Just do the spell for the spell or a song for effect unless it requires a concentration check. Each 2 skill points has the effect of +10/- damage reduced for shield effect. Time effects are listed here. A +1d6 + int mod for song effects like 4d6+4 damage. You use these words for the effect you desire as in "play iptuc" for play wolf song. The words "make yl destroy" for a wild magic destruction. "make yl protect" for element protection of 30/-damage reduction and 3 performance ranks that are then taken into use and worn down, these are not every round except for what the total remaining reduction points are. This uses save vs spell for effects.

  The noun form keywords are:"yl" for wild, energy. "pyr" for fire, "lece" for water, "ypa" for clean-up. "as intus" for life, restore, cure, good or heal, "neta" for nether, void, evil, death and negative, "avem" for astrl or dream, "humu" for earth, body, plant, rock, lava and wound. "umo" for summon: creature of; bard level:creature 1:dire badger, 2:dire boar, 3:dire wolf, 4:dire spider, 5:dire tiger, 6:dire bear. 7:any creature. "juu" for spell, "t" for time (speed, slow or stop), "badu" for sonic that dazes the victim for 1 round with 1d6+int mod damage, "air" for air, barrier or zone. "ureu" for identify. "phit" for fear on enemy "col" for cold or ice.

The songs be:
  1. "iptuc" for wolf song that instills fear that makes the target run unless spell vs save.
  2. "hym" for ritual song that steadies the mind for +2 cha +2 int lasting 3 rounds. It can last longer with successful concentration checks after the 3 rounds.
  3. "hyma" for mood song that causes enemy dazing and courage for bard actor. Each round must have a successful concentration check.
  4. "hyme" for chorus song that causes moral +3 lasting 4 rounds with a successful concentration check each round after the first.
  5. "orous" for shield song that energy buffers halving spell attack. by +10/- damage reduction and +2 will.
  6. "jiy" for song of joy that brings +2 to allies attack, will and saving throws for 4 rounds.
  7. "jicrukido" for banshee wail or death song that causes death for the victims except for a save vs spell.
  8. "nixi" for beguiling song that makes the enemy charmed for 4 rounds unless a failed concentration check after the first round.
  9. "oryu" for magic warning that wards the area, for any problems.
  10. "oriu" for bardic magick that causes any effect.
  11. "hymu" for singing that caused fascination on the target but not ally.
  12. "orau" for haunting melody that has +3 all saves 2 rounds.
  13. "warcry" for spirit animal war cry that stuns enemies for 3.
  14. "lybsov" for Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom for self.
  15. "xei" for Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard level the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
  16. "contasov"" for Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
  17. "cupanci" for Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.
  18. "ityi" for Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three level a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
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  Shift ability:

The summoning ability contains three skills that are instant yet skill rank limited, and the fourth ability is not rank limited and yet only demons can do it. The skills are with core stat: Create item (int), Summon (int), Shapechange (cha) and possession (cha). Each skill point is applied for all skills so, thats 4 create item=4 summon skill=4 shapeshift skill=4 Possession skill.

  Create item: It creates the item of choice alotted by skill rank. The item appears where the crafter wants selected from the list. This is limited by 10 max skill rank. 1st skill rank any one good, equipment piece or simple weapon. 2nd skill rank any one sword, scimitar, rapier, axe, light weapon and flail except great, heavy or double weapon. 3rd skill rank any one great sword, great axe, heavy flail, halbred and warhammer. 4th skill rank any one exotic weapon. 5th skill rank any one magic item at a +1. 6th skill rank any one magical item at a +2. 7th skill rank any one +3 magical item. 8th skill rank any one +4 magical item. 9th skill rank any one +5 magical item. 10th skill rank any one +5 intelligent item.

  Summon: The summon ability is limited by skill rank. The skill ranks are limited to 10 ranks. 1st rank gains any small animal or small seaform summoning ability. 2nd rank gains enables any large creature summoning ability. 3rd rank gains all other humanoid races summoning ability. 4th rank gains plant life and rock form summoning ability. 5th rank gains any inanimate object summoning ability. 6th rank gains small, medium or large elemental (any element in runic ability elements) summoning ability. 7th rank gains any huge shape (dragon, griffin, hydra, giant, giant aquatic etc...) summoning ability. 8th rank gains any tiny form summoning ability. 9th rank gains enables any Huge elemental shape (all elements) summoning ability. 10th rank gains any Elder creature form (elder eye tyrant, elder elemental, elder aquatic form etc..) summoning ability.

  Shapechange: The shapechange ability is like the polymorph spell except use a skill rank to determine the form shift. The skill ranks are limited to 10 ranks. 1st rank enables any small animal, small seaform and body part shift (cat, starfish, a hand into a sword blade etc..). 2nd rank enables any large creature shape (troll and etc). 3rd rank enables all other humanoid races shift. 4th rank enables plant life and rock form except not a creature. 5th rank enables any inanimate object shift. 6th rank enables small, medium or large elemental (any element in runic ability elements). 7th rank enables any huge shape (dragon, griffin, hydra, giant, giant aquatic etc...). 8th rank enables any tiny form shift. 9th rank enables any Huge elemental shape (all elements). 10th rank enables any Elder creature form (elder eye tyrant, elder elemental, elder aquatic form etc..).

  Possession: To possess somone the person takes over the body by shifting a part of themselves, as in their spirit, into the victim and its like you have a puppet where you are your the puppetmaster. It controls the person fully and not the controller that gains the skill of the puppet or if they lose the will battle to control themselves they gain the puppeteer ability. This uses cha as the core stat and the possession duration is measured in rounds. For each 2 skill ranks its 1 round + cha bonus. Means a 5 skill rank will last 3+4 cha bonus or 7 rounds possession.

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  Dream ability:

The dream ability contains skills that are instant or round based. Skills in the ability are; Dream manipulation (Wis), Astral create (cha), Astral shift and Astral summons. The dreamwalker only uses astral so all other elements are illusions.

  Dream manipulation: Manipulate dreams with a command. Just doing it begets a success with wis core stat. Call this by using these noun form keywords. "ylfxe" for false power that allows control for 1 round. "as intusfxe" for glamour illusion like make illusion more real and causes the illusion to be unnegatable, "domn" for dominate, "airfxe" for air illusion like mirages, illusion barrier and illusion zone (effects all), "pyrfxe" for illusion fire, "bodio" for body", "ypa" for clean-up and "netafxe" for death illusion magic (negative, void, death and evil) that causes victim to be helpless, "humufxe" for illusion earth that allows false memory manipulation. "fha" for fright illusion that dazes, "dre" for nightmares that frighten.

For example "make airfxe" causes a illusion zone, "make pyrfxe destruct" for a fire illusion that burns till disbelieved (will save), "make netafxe airfxe" makes zone that causes all enemies to be helpless, "make netafxe pyrfxe as intusfxe" for flame that disables while doing damage, "make netafxe protect" for death illusion protection. Each2 Dream ability skill points is a +2 round to non-instant spell effect, +15/- damage reduction for the element plus a +1d8 to effect. This is cancellable by a will save.

  Astral create: It creates the item of choice alotted by skill rank from dream material. The item appears where the crafter wants selected from the list. This is limited by 10 max skill rank. 1st skill rank any one good, equipment piece or simple weapon. 2nd skill rank any one sword, scimitar, rapier, axe, light weapon and flail except great, heavy or double weapon. 3rd skill rank any one great sword, great axe, heavy flail, halbred and warhammer. 4th skill rank any one exotic weapon. 5th skill rank any one magic item at a +1. 6th skill rank any one magical item at a +2. 7th skill rank any one +3 magical item. 8th skill rank any one +4 magical item. 9th skill rank any one +5 magical item. 10th skill rank any one +5 intelligent item.

  Astral shift allows for the shift of the person into another area or place at will. This allows for the person to walk into dreams or to other placeson use. To use: state out loud "I shift into [target here]."

  Astral Summon: So Astral summon by some water drinking ability is just imagine then the creator creates or pulls people or objects from dreams, so you see by the ruler you could gain weight by some creature. See then by feel or seen as a person the goddess Anis is a doe or not yet is human, if wished by feel and is limited by skill rank. The skill ranks are limited to 10 ranks. 1st rank gains any small animal or small seaform summoning ability. 2nd rank gains enables any large creature summoning ability. 3rd rank gains all other humanoid races summoning ability. 4th rank gains plant life and rock form summoning ability. 5th rank gains any inanimate object summoning ability. 6th rank gains small, medium or large elemental (any element in the area use as energy you create by understood runic ability elements) summoning ability. 7th rank gains any huge shape (dragon, griffin, hydra, giant, giant aquatic etc...) summoning ability. See or use is cool, think to create to feel or not do as you don't need to.

  8th rank gains any tiny form summoning ability. 9th rank gains enables any Huge elemental shape (all elements) summoning ability. 10th rank gains any Elder creature form (elder eye tyrant, elder elemental, elder aquatic form etc..) summoning ability. So by any use think the rune menaing, then create with lava as you think lava a source use the correct motions by feel.

  Cat human is interesting yet don't think of anymore. Think to create idea or seeing you are as you area create, think not or you understand so the naruto runes are known better then your use is focus. Thus the celestrial ability is usable to create naruto or astral runes. So think astral energy or focusing to create idea by fear to drive away things to cause, what you focus as idea as you trace some idea not to happen unless you are focusing to survive are area aware or don't doubt. See or not doubt is use or create for feel, you succeed the dice roll by a roll of 5 or lower by use you think. Feel to the area to understand what is near by the area existing, from imagination to think or use as we left this to imagination. Think of some useful idea to give if you want some idea or use.

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  Celestial ability:

  Celestial ability is the ability in using the stars as a source and using that source through a focusing key. This can be a key that is used in a lock, or a figurative key that is a word. This is done by drawing a sigil or naming a sigil to invoke the stars power in the air. Then, you may optionally state the constellation name. The main thing, stating 'I summon [name the summons here]', is needed. This is forming gates where the thing you want to summon is and summoning at will. Then, your getting the summons to where you are, or near where your target is. This is to make thought of where you want it to appear. This innate ability uses Charisma.

  At level 1, you can summon any elemental effect. At this level of summoning, you can get 1d6 per skill point allocated + Charisma mod, for the total effect. For shielding its
+10/- per each 2 skill points.
  At level 5, you can summon any creature to aid you and attack the target/s. At this level of summoning, you can get 1d10 per skill point allocated + Charisma mod, for the total effect.
  At level 10, you can summon any elemental to aid or attack target/s. At this level of summoning, you can get 1d12 per skill point allocated + Charisma mod, for the total effect.
  At level 15, you can summon any greater elemental, to direct with your will. At this level of summoning, you can get 2d8 per skill point allocated + Charisma mod, for the total effect.
  At level 20, so you see or create you can summon any Deity effect by stating the Deity name and the effect to get a result. Here is the Deity Domain list. See or not if your aware of what the Deity name is then think to evoke what the Deity rules or creates by idea. At this level of summoning, think the deity to use as you describe then you can get 1d20 per skill point allocated + Charisma mod, for the total effect.

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  Jedi ability:

  The jedi ability contains skills that are instant or round based. The skills are with cha core stat; and are suggestion, light saber, telekinesis, folding space, force strangle, force wall, heart burst, prescience, mind reading, evoke emotion, astral shift, time shift, fluid shift, shapeshift, force bolt, invisibility, mental mentapathy, time manip, image projection, simulcrum, blind strike, blindsiight, useful banishes, force project, item hide, force wand, force shield and raising.

  Mental use is mentapathy use is for mental focus thought or no fist is self-creative thought some creator creates, think the uses then you create the area idea or the subconscious creates the uses you consider or not as the thought going allows. So you see the area, think to create or focus to making points is creating by the creator. So you roll a die think the result state the area effect then hope it works. The area effect is ruled by the dice so create as you wish is thought, you don't have to use the die roll. So the die is 5 or less is success as 1 is chaos or order seen. Say or not however no is not chaos you think as 1ist is done.

  Think as you see feel as you are or know. As you see you know or you feel you create yet feel is motion, so emotion is a point that you think to useful information. So you see the point I include things I think interest me as I use gurps, so with many different character styles as I like jedi. This is my uses list if you want thought so they exist if you think they exist to know, so what i saw there thataway i got this informing by feel or imagination was forthcoming. So don't lock to see as you are, if I was something or saw something i saw thinking or use were if not many results. Seeing how I saw this I think I was a bit too ddisruptive so I got nothing for something done to me. So I thought quit to get better then i changed things, as I saw the positive allowance thus things are better.

  All this is covered by the jedi ability, these are memories with god ability if you are not unlike a god as soul creates any idea if you think. Soul points by useful banishes are think a purpose, use is activity by them you see as energy then or your own uses are your own devices. Set or unset as your uses are banishing those unliked or realized as to the use. Seen is uses or thought is the focuses to use as your own idea or not so you think to use idea. Set to a dice roll this is 6 or above for success. As you see the area use your area is something useful Sometimes your use are my means, so your uses are some focus point to create with. Seeing by feel you can manage nearly any attributed point or focus, your usage is useful to create with the feel to use as you think this is possible. Seen use is nothing so see the use before, the purpose released is there or your reason is known. The soul creates by the area you see or focus is along a wreck, you sight or use is thought energy focus to the planet core to some point.

  Suggestion: Changing the mind in the fashion of making a person obey your will, manipulation by imagination, and making someone believe what you want them to believe is quite simple. Stare or look at the person and focus the force on said person while saying out loud the statement you want to have said person believe or obey. Imagine instead the conversation and the results you want to enact with said person to get that resulting imagined conversation. The rule here is that the force will flow along the direction of thought and imagination to make the event occur. Don't expect the exact imagined conversation. Instead, just go along with the feeling of the confrontation. Always effect surprise at result of the conversation or said targets will feel they were manipulated. Each skill point is +1 to the concentration check.

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  Light saber: To make use of a light saber effect focus the force in your hand an mentally project the force as a laser light. Feel it extending as a force to the length of which is your desire. With enough focus it should happen as of a laser projection. Each 2 skill points are a +1d8 to norm damage such as 2d8+5 cha mod for 3 skill points. This effect lasts as long as the worker wants it to.

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  Telekinesis: The act of telekinesis is to lift something with the mind and to bring said object to you or away from you by force of will. Doing it will take patience..Focus with the force. Make a gesture of some sort with the hand and allow that gesture to be linked in your mind to using that force. This is called mind force. Raise the hand to raise the item, gesture to you to bring it close. Gesture away to force the item away. Hold out your hand open to accept the item from the air. When you imagine the item intended to be moved, imagine it doing what you want. Allow for the link to the idea of force. If it worked, things you imagined should happen. This takes considerable practice. Another way is to imagine the item lifting off the ground and feel the force making it happen. Move the hand to move the object that you want in any way you need.

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  Folding space: Folding space is the act of the body to move through space and time by the way of a force channel. The way is simpleand focus the force to fold space like a piece of paper that has been folded in half. To affect yourself where you are and to where you want to be. The effect of this happening is like punching a hole in the sheet to two parellel points far away from each other. Focus the force to make that similiar effect, by imagining the idea of you or the object in the place you want yourself or the object to be. Now initiate it by imagining a drawn a line from you to the place in your mind that you or the object wanted to be. There should be a feeling of force being used, and you or the object will be shifted. This could be used to teleport anywhere by thought to an, area that reforms by item or person in energy with ability from the person in the area.

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  Force strangle: Strangling someone by force of will has an effect of killing them by closing their throat using the force. This is only intended for revenge purposes, there are better ways than killing people by this method to fix or resolve your problems. Talking is an option by saying your feelings. How to kill by strangling, is to make focus with force on closing the throught by sheer force of will. Use your feelings of needing to get revenge or the feelings of getting rid of dark emotion. This will increase the effort of your force to accomplish the goal quicker. Knocks out victim for +1 round per 2 skill ranks and broken by will save. Beyond 4 rounds and the victim dies if the victim fails will save at 20 dc.

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  Force wall: Creating a force will to keep people or things from you is act of creating a force wall. When a person effects a force wall, said person actually makes a barrier of will. This neutralizes the force being present and enacting upon you that you don't like or want. To do it, feel the force and focus it by allowing it to neutralize any hostile force in the area; through feeling the need of protection from danger, or focus it by mentally telling it to neutralize the force that enacts upon you. Another focusing idea is to have the force block the thing you don't want to touch you. If you create a force wall with the direction, of being in a radius of a certain area of effect, you could make it into a dome of protection. To do this effect, think on the protections you would want. Now, feel the force and focus the force to make protection of the thing or things you would want, in an ever expanding force bubble that expands to the necessary radius of your desire. When you think about it, you could make a house shield of protection from lightning, natural disasters, thieves and people investigating your crimes.

  Another thing with the force wall is to make a focus of force that is in a shape of a moving wall. This moving wall will move forward from you to pass through the targets of your desire. What it will accomplish is the things you thought about before it was formed or as you form it. These things are: to make a freezing wall by thinking freezze while forming it and sending it. As the wall passes the targets, bend with your mind the force will around said targets to make them be kept in their minds or in physical form to stop them from moving. This does a freezing effect on the targets that you want effected. To cause a killing wall, just make a focus of force with the feeling of needing death while imagining the wall moving forward and passing through intended victims.

  This kills them where they can stand or as they stand by making them disappear as if they had never existed. If it doesn't work, it will disorient said people instead and make them wish they were dead. If you think the force wall has an elemental force associated with it, the elemental force will effect a target with the elemental force being emulated. The thoughts of making a person come back to life and forming the force to the will in the form of this thought will make anyone you would want come back to life. All it has to do is pass over dead person and it will raise them. This will effect many things or just one. Each 2 skill point to has the effect of +1 rounds to all non-instant manipulations, +10/- protection and 1d8 + Cha bonus for all manipulations effects. Like 2d8+4 hp damage for a 4 skill rank and +4 cha mod.

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  Heart burst: Indian shamans had a method in which they strangled a person heart by their will to make the death look like a heart attack. This was done by the use of force. When they did it, this was for revenge. To do it, make use of the force. Focus the force on the idea of causing a heart attack within the cone you would want to get revenge on. Imagine a hand that is a force will that sqeezes the heart of the intended victim until you feel it burst. Afterword in life, intended victim will be dead and you will have to accept the consequences in some manner that does not reflect to you.

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  Prescience: Prescientific method is the effort of projecting your mind a few minutes into the future using the force to allow for your body to react to what you see. When you attempt to accomplish this act of projection, remember that one is invulnerable to attacks and can make no actual mistakes that are uncorrectable. To start, make yourself calm by imagining yourself in your own mindscape that relaxes you. Whence there, calm your mind and focus the force to project yourself one to five minutes in advance of your own time. Now feel the tension of your body that is there and feel your mind slip to the projected point using the moment of tension release to send you there floating on a current of feeling. The force is your link to yourself. Now watch what comes and the body reacts to what you watch as if you guide yourself through the force. It is simple as that. It reduces damage +15/- per 2 skill points.

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  Mind reading: To use the force to detect lies or read minds, try to focus on making an attempt to listen to the voice that gives information. Focus the force by focusing on the voice and feeling tension in your body. Now feel your mind follow along the voice to its owner. You will feel a shift. Mentally ask "show me the truth" in his mind or mentally ask "tell me the truth". When you get an answer, it will either come as a verbal response or a mental vision as he speaks. Where you get specifics, is what said person is hiding. Another way is to simply observe what said person is thinking. Allow yourself to percieve what he has thought.When done, allow your mind to return to your body. Now use the information with discreetness. Reading minds is just the same except you only see what said person is thinking while talking to said person or listening to them. Combine this with good questions that are focused by what you see.

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  Evoke emotion: Evoking emotion in a person will make the object of conversation appear. The object of conversation is the result you desired from it. Emotion can cause a person to become clouded in a conversation. Though you may have a losing conversation, evoking emotion will cause you to win. How do you this? It is bit of imagination and feeling. Focus the force on the feelings you want the other person to feel. In the midst of conversation, imagine the person showing that feeling. Now imagine the conversation as you would want it. This will cause the conversation to be gaining the end that one desired. This dazes the person for +1/two skill points duration.

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  Astral shift: Astral plane shifting through time and space is simple. Focus the force with the idea of being in a forest that has a path going through it. The forest is cloudy and only the path is seen. The rule is to enter the forest with a destination in mind. If the destination is clear in your mind then the forest path is clear of blockage. Following the path through the forest to its end will make you appear at the place you would want as you step off the path. When you are off the path entirely, The path disappears and you are at the place you are in. Step off the path in between and you will appear at a place you probably don't want to be. This affects the subconscious to shift you to any place you desire through the place of dreams.

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  Time travel: Time Shifting is the moment of the force to make an idea of time manipulation happen. To do it focus the force on an image back in time. Say three times "I wish to be there back in time at the spot of my desire." This should make you appear in the time point of your desire. Another idea is to focus the force and send your energy back in time in the form of yourself to the point you remember. Now you say "in five minutes I will be there where I desire!" What will happen is the fact of you collecting enough energy in the form of you that you disappear from where you are and reappear at that point and if enough energy is sent. To go back to your time, do the same thing but focus on an image of the time that you want to be at. What may help is think of your items you used and imagine you standing right next to one. Now touch the item in your mind. Usage: say "I time travel to [time/place here]."

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  Fluid change: Changing water to wine or any other substance is an easy task. Focus the force by holding your hand around the water container and imagine an energy stream going through the water container by going from four fingers to thumb. Have another thought while doing this of changing water to wine. Keep charging the water until turns into wine. To change water to another drink just change the method above and make the thought of change water to the drink of your choice. Usage: say "change water to the [drink of desire].

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  Force bolt: Force bolts are an idea of your force being projected as a weapon. Focus and know the force by imagining the force as a small ball in front of you. Imagine it shrinking to the size of a needlepoint. Now yeild the force and hit the target by linking the idea of the ball of force to the target of your choice with a line in your head. Basically, draw a line in your head from the force ball to the target picture. Now let go of the force ball. Each 2 skill ranks is +2d6+cha mod any element desired.

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  Time manipulation: Controlling time is the process of using the force to manipulate time. Focus the force by imagining a clock in your mind with the words beneath it that represent the area that you would want the clock to effect. This clock is moving at the normal speed that time is moving at. Now speed up the clock or slow the clock down by imagining the clock hands moving at the speed you would want. This forces the time around you to move at the rate you selected. Another way to manipulate it is to imagine the clock and say out loud "time now moves [this percentage] slower for [this area]". Notice the clock had changed. Now dismiss the clock from your mind by allowing the image to disappear. Slow time is -1 atk/skill point from target. Speed, slow and stop time gives as described.

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  Image projection: Projecting your image is like making an allowance for the force to act on your behalf. Focus the force by visualizing yourself in the area where you would want to have your image appear. Now speak in your mind to make this work. Allow the responses to be heard by making a sound channel. Allow the force to work with you as you speak by being that channel. When you are finished speaking, dismiss the image in your head of your speaking form. Now think on something else breaking your concentration. The image is unkillable and lasts +2 rounds/two jedi skill ranks.

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  Simulacrum: Making a simulacrum is a bit like projecting your image. Focus the force by visualizing yourself in the area where you would want to have your image appear. Now allow the form to take shape as yourself by giving it more energy from yourself. When you feel the temperature, link the simulcrum to the sun. Do this by imagining a sun drawing and making a drawing of your simulcrum. Draw a line to the image of your simulacrum from the sun drawing. Say "I wish my simulcrum had a mind of its own and to be invulnerable to attacks." Now feel the simulacrum take form in full. That is simple. Undoing a simulacrum is just as simple. Will with the force to undo the simulacrum. The simulacrum has the same abilities and 1/4 the hp as the original till death.

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  Blindstrike: Hitting the target by force alone while blinded is simple and straightforward. Put a blindfold on and imagine a dark place in your mind. Now be in the dark place and feel the threat. Allow the force to guide you and when the threat comes near, attack it by using the force as a guide. This takes considerable practice and must be instinctual. It makes +2 atk/two jedi skill ranks.

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  Blindsight: Seeing while blind is a practice that cures the blind. The idea is to allow the force to act as sight. Focus the force through the third eye and imagine the things you saw. When you can see clearly in your mind that sight allow your mind to shift the image to the true image of what is around you. The force will allow you to see in truth. To reaffirm belief in the sight, say mentally or out loud "I will see through my eyes the truth of the matter." Say this three times. The caster gains the blindsight ability with all blinding spells negated. It lasts +3 rounds/two jedi skill ranks.

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  Force projection: Force projection is the force being used as a physical tool. When it is used as this it is a raw extension of your will. This raw extension is made by imagination of a hand that is in energy form. Use this hand as you would your normal hand. To strike someone feel it form into a fist and strike the person in the gut or the face as in the nose. This force projection is unique as it can make itself look like any weapon. It is like this: it is to imagine the weapon in your hand as you think it should look. Keep believing and focing the force into that items form until it exists. After that it will exist to be used as that weapon. Make it appear and disappear as you will. +1d8/two jedi skill points + cha mod.

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  Hide item: Making things disappear is allowing the force to hide the item intended. Doing this is to focus the force on the idea of the item intended. Use the force to tell the object to be hidden. Just focus on the object and tell it to be hidden. Hides objects for +1 round/two jedi skill points.

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  Force wand: Using your hand as a wand is to gather your force in your hand to which ye speak what ye want it to do. Focus and need the effect in mind to happen while stating the words. The event will come about in the least noticable manner or as ye would want. Each 2 skill points to an ability has the effect of +1 rounds to all non-instant manipulations, +10/- protection and 1d8 + Cha bonus for all manipulation effects. Like 3d8+4 hp damage for a 7 domain ability skill rank and +4 cha mod. This only effects one person.

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  Force Shield: To create a force shield that rebounds or protects as needed, link your hands together. then feel the force surrounding ye to make a perfect barrier. Thus ye won't get touched by the elements that ye don't want to be touched by. Atk Atk are bounced/deflected and no damage touches person. It lasts 1 round/jedi skill rank.

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  Raising: To resurrect feel the force within you and make imagination of the cadaver being alive doing an activity. Call the spirit back to the body by feeling the body come back to life and want the body come alive. Then think "come alive!" saying out loud at the cadaver in a low voice with authority "Death to life!" and either the force will respond to bring back the body or the body will be enlivened. Do this over an over again as needed because this may take more than once. This takes a concentration skill check. Each 2 skill points is +1 chance bonus to concentration.

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Mystic ability:

The Mystic ability contains skills that are instant or round based. Skills in the ability are; Mysticism(Wis), Spirit walk, Etherial form and Spirit possession.

  Mysticism: Being a mystic be the epitome of using spells, rituals and words to cause an effect by life energy for the effect to happen. The ritual be most important as it allows you to focus the energies in however small the ritual or effect. Studying the pattern to recognize the effect be also a part of this as it enables the Shaman to effect a counter with no trouble or ward away disaster. A general rule be to know the effect be to recreate the idea or product and to recognize danger signs give you ability to make proper saves aka a +2 to will saves and reflex rolls. Now to the ritual or word phrases using art as the verbs and form as the nouns with raw magic as the material and these words are:

Form noun words: "juu" be magic, "corpo" be body as in living body or dead body, "ego" be mind as in mental or perception, "solido" be material as in any materials, "grubb" be plant, "el" be metamagic as raw power, "kuh" be illusion, "ert" be earth, "lava" be lava, "pyr" be fire, "lece" be water, "purn" be ice, "sild" be shield and "air" be air and barrier

Art action words: make, alter, destroy, control and perceive. Using these words are to get these results: Each 2 skill points gives a success to be achieved with a +1d6+wis bonus effect as in healing/damages, +1 rounds to non-instant effects, shields are +5/- per any weapon, and the effects possible are for "juu solido make" for magic missile, "ego perceive" for adapt perception, "el control" as in raw force bend aside and "ego make" for create image. With others possible for different combinations.

  Spirit walk: To walk the planes in spirit form and hope to get back without death as it takes the spirit to power the body and the body weakens quickly after 12 hours and yet its a gift of the spirits to be able to granted by prayer or service to the spirits. On gaining this ability focus a gray wall to hide yourself and then send your spirit as "ether", sending it out to travel for you into the spirit world or where you think about, you can go anywhere and anytime to "visit" in another body unseen including the "animation" of a dead to very dead body and it will appear as you want. Your presence be naturally against being seen with exception to detection spells or spirit traps to catch the possessor. Your will forget natural functions after 24 hours of walking and yet you can cheat this by using soul batteries that act like blue magic containment to convert raw magic of any sort including spells sent for or against yourself and this can be represented by crystals or soul and energy traps.

If your spirit guide be near then you can travel together without harm. To get the spirit back to you "yank" it to you mentally after thinking on it and it will come. The amount of stamina governs your spirit walk and if you lose stamina to the negative and then you will weaken and gain nonlethal damage. After 12 hours your body will recieve 1 point nonlethal damage every 30 minutes regardless of stamina without a soul battery with spirit walking. You cannot go past 12 hours in the past or 12 hours to the future without making a concentration check.

  Etherial form: This be like the etherial form special ability, except a Shaman is gaining etherial form by prayer, a deed to spirit or by spirit walking that makes it more possible every time its done throughout the weakening of the dimensionsal walls near you. This uses Will to shift you to a ghost form of any shape that becomes as though real life and may become invulnerable at will to any attack except corruption itself by demon or spell. Which, can turn you unless you make a will check. This negates the spirit walking limitation and allows unlimited travel.

  You travel as yourself with your body in energy form wherever you go. This form cannot actually be seen, but it can be felt. With Will and intent, you can make it seen physically. This is until you lose your focus on wanting it seen.

  If turned you could be controlled or sent away as in turned back into your form. Its done freely without any stamina used up and with a free action that takes up a entire round. This isn't a natural form because you need a push by making a self-sacrifice and say or think "ghost form" or "etherial form" and thereafter can take the natural form of what you were with possibility of other shapes. This is only with a concentration check.

  If the etherial form be achieved then your body may dissapear into energy with you recombined with it as its now energy but only if you did Spirit walking 10 times. Otherwise you can't be detected if you keep a gray wall around you and focus by folding energy around your shape to feel it form and there you are in the form of choice. By focus on your body and mentally stepping into it will bring yourself back at the moment of death. You then will reappear at the place you are at to live again in the body of your option.

  Spirit possession: To possess somone over a divisional point of spilt wine is a mistake, by spirit this is like beating another that be unlike themselves with possession. This is where you can ask "are you possessed?", so I think by the person taking over the body with the person. This is usually by shifting a part of their spirit into the person, they are a victim and its like you have a puppet where your the puppetmaster without the skills or kills of the puppet thats hostile. It is the demon of themselves that controls the person then nearly drives them insane, until forgiven or love or something that drives the demon away.

  They are fully there and the controller gains the skill of the puppets body with the stats of the body "sharing" its attributes to the puppetmaster. With the shared attributes, the puppetmaster gains what this is to the body be in shape and skills. Whatever shape and in this way they are shapeshifters. This uses cha as the core stat and the possession duration be measured in rounds of 10 seconds. For each 2 skill ranks its 1 round + cha bonus. Means a 5 skill rank will last 3+4 cha bonus or 7 rounds possession till resisted by will check, that's roll a die under the DC of 20 added to the players skill rank or intelligence mod. This is the point you make with the ideal attribute nothing more than that.

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Ninja ability:

  This skill is the general use of the ninja, where they get to use all sorta unique toys. This skill is basically using intelligence with acrobatics ability. The skill rank with d10 is the length, that use is this the ninja skill that lasts. They are the ability to clone effects or spells, the ninja ability that exists as you think. They both use Intelligence as their base. They are aware as you can think to play one aware. That is all there is to them.

  The cloning ability is where you are cloning a sword or thinking to copy some ability that is used. That is usually by the area observed, that is with created ideal that exists if you think this exists. Any damage is usually ninja skill rank with d10 + dexterity mod. Any healing is the amount needed to be healed that is instance by alpha mode, through thinking to heal instead of use against the person usually remembers what is done. You can heal the ninja way with skill rank that with your hit dice is with the players constitution mod. So think to heal someone then state, that you are healing then if the person had 6 constution mod where you had 8 skill ranks with ninja then where your hit dice is d10 that means 8d10+6 with health % healed.

  This ninjutsu ninja ability is where I think the ninja can create energy effects by thinking them so they create by focus then thinking the point to create with a skill rank level d10 with strength bonus added to strength modifier. This is 7 d10 + 11 for damage percent, for a 7 skill rank with 11 strength bous with modifier. They can use the tool by what always is there for them or the ideal energy effect, thinking the point they create or use by the point where you think then use. This is with weapons, smoke devises or items that you can shoot, throw forth or create with swings or not use the weapon you can just say no then point out the ideal. This uses the point you think then the effect is what you use, use is either your voice, with silent breath or useful item. They are aware of you you know them they know you, hiding in plain sight then is what you do or that is all or walk away with no thought to yourself.

 Walking silently; Walking silently is the point you use distraction or the balls of the feet or walk away with not much noise by the correct shoes used. Thinking to walk silently unnoticed is think your not seen walking away or seeable this is by feel that your in or out unnoticed, they either want to be seen or not seen so then you think a distraction or cause one. Thought you create works as you walk with the balls of the feet, seen or not that you walk without the back of your feet touching the ground. Then walk around or away and from the area, this is without seeming detected or effected by what is about to occur.

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Skills and Feats

  Skills and feats are listed in the D&D player handbook whatever version you want. Also this is here that is a convenient list of the 4th edition skills. The Epic level handbook lists level 21+ feats and skills whereas the Players handbook list level 1 to 20 skills and feats. This and other dnd stuff can be found here, this is with DnD 3 and 3.5 stuff or more is here, otherwise this is with DnD 2ed to 5ed stuff, seen for here is the resources, with DnD 4ed stuff. For other resources like D&d 5e look here.

  Skills are Abilities that a character chooses with skill points every two level as in charts. There are far to many for a single character to learn but you can focus your character on skills that best accentuate capabilities.

  Skill bonus is a 4th edition ideal or otherwise that you don't have to use, this counts as a miscellanious skill mod and is half your level + ability score modifier, with +5 if you’re ‘trained’. The ability mod will work. The ability score mod is calculated by (Ability score - 10) / 2 round down. All Strength, Dexterity and Constitution based skills suffer armour check failure or success by a roll of a die 20 minus 5 if no profiency or +5 if there is profiency. The Skill Training feat lets you add another skill as a trained skill, at +5. There are 4 allowed trained skills at first level. Humans can choose 1 extra skill to train in at 1st level.

  Feats are special capabilities to your character that benefit by adding talents not there or improving the feats you have. Character feats are gained every 3 levels but with wizards and fighters, there are class related feats in the players handbook and Ars magic feats are listed here.

Some feats have prerequisites. Feat gaining is 1 feat per character class except wizards and fighters gain 2. Two bonus feats at first for all 1st level characters. So a fighter mage gets 2 feats at first and at the 3rd level its 4 feats. Whereas mage thief get 2 feats at first then 3 feats every 3 level. You may use a special ability instead of a feat.

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Special Abilities

  Most special abilities are available by choice. They must suit your character that you decide to play. When you decide to play it, the special abilities will come in handy. You may choose one, in place of a feat, that you can gain.

  The special abilities are so far:
 Ogre strength: This is where you gain a permenant +7 to your strength stat.

 Natures strength: This is when you get the ability to draw in the natural naturic energy, thats around your character and you gain a permenant +11 to your strength stat.

 Dragons strength: This is where you gain the ability of the dragon, as in the strength aspects. By working with active meditation stance and working out, you can then gain the strength that is akin to being dragon-like. So much are you like them, in strength, that you gain +15 strength to your strength stat.

  Night sight: To see in the dark, even if its pitch black. Cannot be blinded when light comes up. The limit to the night sight is 20 feet.

  Cooking: Create the beneficial food that even tastes great! It seems that your cooking causes healing as well. Roll 2d6 to see how much HP is brought back to your character.

 Infrared vision: Your sight is able to pierce the dark, within the infrared scale, and the sight adjusts to light times as well. The range of infrared vision, is 30 feet.

  Antimagic: An antimagic field spell or effect cancels magic altogether. An antimagic effect has the following powers and characteristics.
• No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work).
• Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the antimagic (the antimagic fades, the center of the effect moves away, and so on), the magic returns. Spells that still have part of their duration left begin functioning again, magic items are once again useful, and so forth.
• Spell areas that include both an antimagic area and a normal area, but are not centered in the antimagic area, still function in the normal area. If the spell’s center is in the antimagic area, then the spell is suppressed.
• Golems and other constructs, elementals, outsiders, and corporeal undead, still function in an antimagic area (though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities normally). If such creatures are summoned or conjured, however, see below.
• Summoned or conjured creatures of any type, as well as incorporeal undead, wink out if they enter the area of an antimagic effect. They reappear in the same spot once the field goes away.
• Magic items with continuous effects do not function in the area of an antimagic effect, but their effects are not canceled (so the contents of a bag of holding are unavailable, but neither spill out nor disappear forever).
• Two antimagic areas in the same place do not cancel each other out, nor do they stack.
• Wall of force, prismatic wall, and prismatic sphere are not affected by antimagic. Break enchantment, dispel magic, and greater dispel magic spells do not dispel antimagic. Mage’s disjunction has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

 Blindsight: Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). This ability operates out to a range specified in the creature description.
• Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
• Blindsight does not subject a creature to gaze attacks (even though darkvision does).
• Blinding attacks do not penalize creatures using blindsight.
• Deafening attacks thwart blindsight if it relies on hearing.
• Blindsight works underwater but not in a vacuum.
• Blindsight negates displacement and blur effects.

 Blindsense: Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

  Charm and Compulsion: Many abilities and spells can cloud the minds of characters and monsters, leaving them unable to tell friend from foe—or worse yet, deceiving them into thinking that their former friends are now their worst enemies. Two general types of enchantments affect characters and creatures: charms and compulsions.
  Charming another creature gives the charming character the ability to befriend and suggest courses of actions to his minion, but the servitude is not absolute or mindless. Charms of this type include the various charm spells. Essentially, a charmed character retains free will but makes choices according to a skewed view of the world.
• A charmed creature doesn’t gain any magical ability to understand his new friend’s language.
• A charmed character retains his original alignment and allegiances, generally with the exception that he now regards the charming creature as a dear friend and will give great weight to his suggestions and directions.
• A charmed character fights his former allies only if they threaten his new friend, and even then he uses the least lethal means at his disposal as long as these tactics show any possibility of success (just as he would in a fight between two actual friends).
• A charmed character is entitled to an opposed Charisma check against his master in order to resist instructions or commands that would make him do something he wouldn’t normally do even for a close friend. If he succeeds, he decides not to go along with that order but remains charmed.
• A charmed character never obeys a command that is obviously suicidal or grievously harmful to her.
• If the charming creature commands his minion to do something that the influenced character would be violently opposed to, the subject may attempt a new saving throw to break free of the influence altogether.
• A charmed character who is openly attacked by the creature who charmed him or by that creature’s apparent allies is automatically freed of the spell or effect.
  Compulsion is a different matter altogether. A compulsion overrides the subject’s free will in some way or simply changes the way the subject’s mind works. A charm makes the subject a friend of the caster; a compulsion makes the subject obey the caster. Regardless of whether a character is charmed or compelled, he won’t volunteer information or tactics that his master doesn’t ask for.

 Cold Immunity: A character or creature with cold immunity never takes cold damage. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

 Darkvision: Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature or character. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

 Death Attacks: In most cases, a death attack allows the victim a Fortitude save to avoid the affect, but if the save fails, the character dies instantly.
• Death attacks slay instantly. A victim cannot be made stable and thereby kept alive.
• In case it matters, a dead character, no matter how she died, has –10 hit points.
• The spell death ward protects a character against these attacks.

 Energy control: You are able to control how you may feel. As to the point of feeling different if others try to sense you. Basically, you feel different to sensory input. This can make a body or someone else fooled into thinking you are someone else.

 Evasion and Improved Evasion: These extraordinary abilities allow the target of an area attack to leap or twist out of the way. You can have evasion and improved evasion as a special ability, but certain other creatures have these abilities, too.

  If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.

  As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion.

  As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.

  You cannot use evasion in medium or heavy armor. Some creatures with the evasion ability as an innate quality do not have this limitation.

  Improved evasion is like evasion, and can be gotten after Evasion is there, as a special ability, except that even on a failed saving throw the character takes only half damage.

 Fast Healing: A creature or character with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing. At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description). Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts.

  A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation. Fast healing does not increase the number of hit points regained when a creature polymorphs.

 Fire Immunity: A creature or character with fire immunity never takes fire damage. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

 Low-light Vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

 Polymorph: Magic can cause creatures and characters to change their shapes—sometimes against their will, but usually to gain an advantage. This ability allows such as to polymorph others, or your character. Polymorphed creatures retain their own minds but have new physical forms. The polymorph spell defines the general polymorph effect. Since creatures do not change types, a slaying or bane weapon designed to kill or harm creatures of a specific type affects those creatures even if they are polymorphed. Likewise, a creature polymorphed into the form of a creature of a different type is not subject to slaying and bane effects directed at that type of creature.

  A dwarf ’s bonus for fighting giants is based on shape and size, so he does not gain a bonus against a giant polymorphed into something else, but does gain the bonus against any creature polymorphed into a giant.

 Regeneration: Creatures and characters with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a fixed rate.

  Certain attack forms, typically fire and acid, deal damage to the creature and character, normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away.

  Creatures and characters with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached.

  Out of body combat, thats usage of the spirit, in combat, that can be manipulated by spiritual and physical effort in movement or mental and a spiritual effect or spelled idea.

  Regeneration does not restore hit points lost from starvation, thirst, or suffocation. Attack forms that don’t deal hit point damage ignore regeneration. An attack that can cause instant death only threatens the creature or character with death if it is delivered by weapons that deal it lethal damage.

  The regeneration rate for both creatures and characters, is 2d10+Cn bonus.

 Gaseous Form: Some creatures have the supernatural or spell-like ability to take the form of a cloud of vapor or gas. Characters can gain this ability, in the form of a special ability. Creatures and characters in gaseous form can’t run but can fly. A gaseous creature or character can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door. It can’t, however, pass through solid matter. Gaseous creatures and characters can’t attack physically or cast spells with verbal, somatic, material, or focus components. They lose their supernatural abilities (except for the supernatural ability to assume gaseous form, of course).

  Creatures and characters in gaseous form have damage reduction 10/magic. Spells, spell-like abilities, and supernatural abilities affect them normally. Creatures in gaseous form lose all benefit of material armor (including natural armor), though size, Dexterity, deflection bonuses, and armor bonuses from force armor still apply.
 
  Gaseous creatures and characters do not need to breathe and are immune to attacks involving breathing (troglodyte stench, poison gas, and the like). Gaseous creatures and characters can’t enter water or other liquid. They are not ethereal or incorporeal. They are affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can’t disperse or damage a creature in gaseous form.
 
  Discerning a creature or character in gaseous form from natural mist requires a DC 15 Spot check. Creatures and characters in gaseous form attempting to hide in an area with mist, smoke, or other gas gain a +20 bonus.

 Etherealness: Phase spiders and certain other creatures can exist, on the Ethereal Plane and so can characters, with this ability. While on the Ethereal Plane, a creature or character is called ethereal. Unlike incorporeal creatures, ethereal creatures and characters are not present on the Material Plane.

  Ethereal creatures and characters are invisible, inaudible, insubstantial, and scentless to creatures on the Material Plane. Even most magical attacks have no effect on them. An ethereal creature or character can see and hear into the Material Plane in a 60-foot radius, though material objects still block sight and sound. (An ethereal creature and character can’t see through a material wall, for instance.) An ethereal creature or character inside an object on the Material Plane cannot see. Things on the Material Plane, however, look gray, indistinct, and ghostly. An ethereal creature and character can’t affect the Material Plane, not even magically. An ethereal creature and character, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects.

  Even if a creature on the Material Plane can see an ethereal creature or character, the ethereal creature or character is on another plane. Only force effects can affect the ethereal creatures and characters. If, on the other hand, both creatures are ethereal, they can affect each other normally. A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of force blocks an ethereal creature or character, and a magical element blast can strike one (provided the spellcaster can see the ethereal target). Gaze effects and abjurations also extend from the Material Plane to the Ethereal Plane. None of these effects extend from the Ethereal Plane to the Material Plane.

  So etheral are Ethereal creatures and not use the other characters can move in any direction (including up or down) at will. They do not need to walk on the ground, and material objects don’t block them (though they can’t see while their eyes are within solid material).

  Ghosts have a power called yet to call them takes or uses the chi user feel or what you create manifestation, that allows them to appear on the Material Plane as incorporeal creatures. Still all the area is thought they exist, they are on the Ethereal Plane. Set or seen and another ethereal orfs allowed creature can interact normally with a manifesting ghost. Seen otherwise they are what they seem or easily feel, if corruptives then they form deformed or not as this is spiritual. See "you know or feel what you feel or abstain", as they are thought by characteristics or seen by active attributing. Ethereal creatures pass through and operate in water as easily
as air. Ethereal creatures do not fall or take falling damage or not bother.

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Alignments

  The alignment you choose or if undecided, as ouch or allow is the area its obliged yet nothing more so think its unaligned. Twelve distinct alignments define, seeing what all the possible combinations of the lawful-chaotic by ley use or focus is axis with the good-evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this normal cleanup, allowable and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, seeing to the use not as you are scripts. The first six alignments are the useful idea created by wizards of the coast, lawful good through chaotic neutral by feel so they are the standard alignments for player characters. Seen or by idea they choose, as they are decided to use things as unaligned. The three by idea or more evil alignments are there relating by relation for no thought or monsters and villains, this will stop as you create or the last seen and the last three general points are not useful or by focus there for the true backbone of people.

  The ultra alignment is a class to them as a march to fifteen. The ultra reality of the borg, so you see the area you feel to use so thought is use unless abuse. See they allow overpopulation so you don't have to worry to the area you see. The unaligned alignment is for those who are there are no reasonable relities or realities after this to some area uses that you see. The only reasonable ways you to go though them is role play as the area you think is where the subconscious is creating as the alignment is so the area they think, then this is your use as you wat or wish by feel if a good idea is breathable makes seeable the area only reasonable suvivable places or unexistable is focus as this can exist otherwise is mentionable or if in case you can't do anything then think un allowed this is some cool area. That are where you think or your subconscious manipulated body is create or feel, as you wish so if to survive in a place humankind can't then other races are possible. As long as water is nonpoisonable you are safe. The food is what you wishes create yet if you may wish to return, if they aren't alive anyway the realm is the area or divined point yet this is your own decision. So you see not to use or not to conclude is dismiss, yet exists if you think the idea necessary where not is nothing no need is some feel or not to be. So you see or you can use the area energy, basically none of them are effected so afftected is one with or not by idea seen or understand naruto runes better with many uses for them anyway.

  Lawful Good so you see or feel to cause, the undependable area is "Crusader" is the area you use not the area you think to become.: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion.

  Neutral Good see to the feel not the feel or use is not by what you think, this is the point you see to adjust for "Benefactor": A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.

  Chaotic Good with the use is form, that was to meet someone now I don't think to as real "Rebel": A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

 Lawful Neutral is point by thought, think to nothing for energy release. The point to focus excess to the ground or the road energy to the core from feel to relent to create or just this. "Judge is feeling by sense to feel" to create or not create.: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

  Neutral is concept non control, control is thinking though to seem "Undecided" or cleaning by feelling failure or success: A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil-after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.

  Some neutral characters or use by feeling concept, feel the concept or create not "with on or off" the other hand. See to think to commit themselves by feeling non vile nature is restorative yet feeling vile they are likely to go clean up or down to work philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, then the use due to malady leads to the most balanced road is use in the long run. Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion to thought think not to be enslaved. Ciaou.

  Chaotic Neutral by thought care or careful use, think to use the area aanimal user feel or animal spirit as "Free Spirit": A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal.

  Lawful Evil decorate by dedoctorate, seen or not is nothing by or not useage is "Dominator": A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds.

  Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called "diabolical," because devils are the epitome of lawful evil. Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

  Neutral Evil or creative concern, think the use or "Malefactor" effect is malicio de greater user or malicio the great is useful: A neutral evil villain does whatever she can get away with. She is out for herself, see pure and no by simple thought. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

  Chaotic Evil is there in some feel yet not so bad off is the area they feel, yet not see despotic natives as cool so they aren't the "Destroyer": A chaotic evil character does whatever his greed non feel, hatred by thought, seeing and lust by failure for destruction drive him or release not to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil. Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

  True good is feeling use as you care or if no thought is caring, "The hero" is the person you think time to create better by feel.: A quibbler is a person that created the univeral way by wavelength or thought you think to create better use, this was reported thanks to robert seen as some of use is a general good person doing good intents with evil or good training. Your balancing good intents while doing good and evil or neutral actions. Double deal those who make trouble. Don't believe rumours, or do what isn't in the best intention of most. Use what is useful and may intention a positive understanding. Pay lipservice only if you need to or use by request the law by obeying them, this is thought only in the open and near the law as necessary. With a regressive motion this is so i decide, they can turn on those who were or are evil. Some use psience or science to back them up. They use laws so they get some effect, the quibblers are likely not to care on results except for what the think. Seeing is not only off the thrilling feel of the moment along with the people responsible this use is the response as they achieve what they think is wanted is necessary. They might say things are not always fair yet careful planning is creating, its not fun to play alone and yet the point by area they don't really help with as they focus on their own needs.

  The true good is to not tell of peoples problems and only so they can play with the faults. Aspects are to notify enforcement of law to what is occurring if any and to reflect the law. If they can't do that then they notify people of the laws which apply. Some do argue the point for quite a while till the nonhostile gives up. In their mind there is no wasted events and time is always of interest. The goal is to achieve a position of greatness and allow fame to cause glory and yet to not stop progress. The en thought "For the worthy can usually use or use the end to achieve, by a game that guides the way and most enemies fall by the wayside." Seeing the use is wayside service, seen and yet use is in or by the thought brownie area that are points. Seeing the area point you may think this is some focusing idea, yet my lover was a witch that loved if devestating was me as I didn't please her so she was not. This was a relationship not so bad off "yet thought I was a bum" she was structural use I was focus.

  True Neutral by the shirt feeling not to do, this was the area you saw to create with so you prophecized for us not those that didn't seem to need a "Prophet": A true neutral character or generally a neutral will control of what a person may or may not want to do by attempting to see and prophetize as they desire, on what seems to be a good idea. She/he doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos, compared to accepting the visions of what may come. Most true neutral characters don't exhibit a lack of conviction or bias, its rather a commitment to neutrality as the two forces are what drive the visions and if there is only one vision then duality dissapears. You however don't have to do anything at all.

  Duality is twine or created result to seem or not be with idea, Seeing this in this case is to a cause or things are thought to appear existant from good and evil or not see effect, by your idea this is wok or working as you think to wok I suggest working as you wish or side by side. Such a character thinks of good as better than evil-after all, she/he would rather have good neighbors and rulers than evil ones that are guided by a vision or dream. Seeing the end result was my desire, so you see the end for yoursel you may want to know think before you act so you avoid think some avoided result to work with things.

  Still stop as you are so you don't do what you don't need to do, she/he is not personally committed to upholding good in any abstract or use by some universal way. When they have to they will prove a point, like socially they are almost banned from giving or protraying a vision so they help the besieged and to aid a group for their own free will. In their mind there is no wasted events and time is always of interest and vision will derive from most any sign they get, like a black hand on a pole where there was none meaning endangerment, except they love to study and give examples. This is used of what you use.

  True Neutral is the best for nuttyness, because it means you act naturally and strange, and without prejudice or compulsion even while you dream and its counted as an acted out vision. The goal is to be true to yourself and most will fall into place. What can be said "make good where it can be good and bad where necessary without prejudice except by using to work or create better with good comparison."

  True evil by feeling yet you don't have to do unnecessry idea by what your idea is or you don't have to experience things you don't want to create, true evil then is not evil as you see the area you see to use or create sight to not have to experience is not alwaays some "evil monster": Some aren't always like this but some can fit this evil monster role. This general evil achieve for the love of evil profit or greed and objects and do evil intent with good and evil actions. They won't think to debate between criminals and investigators of doing intention of evil! They're doing evil actions while looking for bad results in an area to disrupt. They play to own with time and choose not to follow rules, except for what rules are made by themselves. These people are the easiest to control because they follow the notions and consider what can be abused. If a vision occurs then they might attempt to change it, by vision manipulation and/or guilt trips. When they have to they will prove a point, as socially they are almost banned except they show redeeming points so they help the people needing help and try to aid a group for their own reasons.

  They attempt to control and connive or live by possessive standards. The monster maker isn't responsible for their own bad actions, they were possessed by an impulse or so they might say. If not that, then its a self excuse. The goal is to achieve with statement of bad as truly skilled for the sake of imfamy and seek to own. If everything is perfect then they will achieve with what they think of right, to think its right. They will do many things and mostly bad appearing good without forcing an issue. The true evil leave it alone or don't do if its an idea thats new, unless paid to. The true evil person is to claim an idea for their own and subjucate the idea maker, without giving up and they make things pretty hard in the end. So the line "Placate or use till the idea is dead" and "Don't beat a dead puppy, for its a useless activity."

  The ultra class is thought to use idea or not seem as you aren't as you think. See the area you feel if you do things this is their folly as they feel they aren't effected by what they do. See as you are aware your alert to the area you feel to create, as they are the feel unless you think you are feeling as they feel what you feel or feel what they want they create or do. This is their feel to the use so they think good if their way iss some feeling better. Some are area aware or activity creating to give an other things to create. They are aware yet there "where are they", so you see the area feel this is auratic influence or not always there if the wrong or not by the aura use. See with actic or activity is radience that radiation thought is collected to some area, this uses an energy convertor that is energy from thought sent to some pool. See as your not there by incorrect feel with some influencer not there.

  Ultra good or "Ultra yet end very creative" are then the use by feel create with the cool area feel, as do is creative or be is not bearing to beating or not being as if beaten as your nice that is seeable feel is sight or thought to see good intent not done as doable is finishing. See to create better or think less destruction, as you are aware by life or feel see or use is seen use by feel. "Cris is a madhouse" as if you see or feel use is a quaint description. So an try to use thought to create thought by feel. Say or feel to use better sense or creator feel to use cool or see cool air flow by the creator. As you see "think no evil to be no evil" an things are right or "sodomy", think better to seem better by feel or real use. These are physical materialistic spiritual types. As you see yes or as you see if things, as things worked I worked over on technology so this worked by your basis on technology so don't put me there. This can lead to seem vindictive.

  Ultra neutral; Ultra yet non crazy; As "pure back" you see what your doing your creative enough "pure neutral" or creating by feel to balance both sides is "pure clean energy". The creator is what you see as use, so your use is energ use by seen idea no way done is done by life by feel. As you see if you can't do it ten don't try. So energy is introspective, see as you are your aware as alert or if feeling or details by some clue are what you see or set aside "neutrality" as use. "This is said as you leave a area" by use really no use unless necessary. There is energy in no anarchy so your use is usable as use in materialism. I noticed as you see use they see use or see, an use reason to do things elsewhere nothing else "I think to in see no evil, eviction or burn notice" as thought no evin. This means or not there and so not any other techniques to fuse, the souls to your own so this is your feel or use by feel or that's it by focus or not see to do things for seen approval "or not" is the term they can use. The ultra neutral is sometimes thought to do so think is activity or indertermined idea. Be is not their use so they use the idea or nothing is done. The area is focusable as the area is concept to create with some point. Indeterministic yet determined with information or use by feel is concept determined in feel.

  Ultra evil "Palaz the paralyzing agent user"; They turn ultra into tragedy as they think be is beating or you are useful. This is the area you see to sense yet is serene. These are statues or things to form by molecules use by feel looking by focus or creative, with focus by failure to seem better or not mind by what happens so you see the real area use as um or use. See or seeming in use is by feel is a bit "this is expensive" to use, as you see or use feel by idea to create what is necessary by idea or not use. So deefective energizing by effect is use an no palaz means to ai or feel use, view or feel. They coordinate or cooperate by some idea so by use is feel. See by use is feeling yet see as you are your ignored till you create "no is cruelty until your creating", thinking to use is focus or in use to the use you feel. This is focus to some area you think to see or feel. Thinking seems use that is wrong or correct by no thought except by feel. "So now you realize things, you can see what you feel is use or not waiting in line as "cheat or not". Stop or go as you want so you went or were left off by feel." This is what they feel to the area use or not.

  See as you seem to do this, yes as you seem use or in no see, so you create as use is use as no havoc thoughts with use by this. So use is drugs as not necessary tragedize carefully if you target carefully thin or no tragedy will occur. These are physical use people. "I think no worse yet, I am great not to feel as you do now that you know or not as no need as I am point out stupidity as a thought is done. This is said from some lunatic." See now in feel better to see better or this is thought reasoning to defense or non retrieval, I heard that as "This is said when you leave hell. But that is why lyers are like you."

  This is life in a machine. See as living can seem done by use. Considered root 315 as a world bided by machines seen from a window by some tense or release consider in use some machine life. See as your aware or can create by feel, your ability is energy to create as you will or wisely done as wish. See as you are aware in a state by purpose, created by feel or feel is something to do by love, use or creativity. See that is the purpose to this blog. Some info I saw that was useful yes I realize what is there yours don't eat.

  Yet you see or not always seem to use, as you don't need to not do so your use is not unuse is free energy or use is feel to free. Not so by supernaturally or use done. So time the creator uses by what is to "seem create", what is useful you can or can't in see or thought is use to see with as focus not create a twisty stick so you want or help with intuition. See that is the purpose to this blog. Some info I saw that was useful yes I realize what is there. So suggest a good idea for some intent to be good so aaw for you. I am sure you can get good intention, yet beware the freak were creature by what you find here. See or as I will to create to the area as determined is future yet reaction is not always put off. So I changed the permissions to use your sense or feel as there is not always there.

  Unaligned by idea or idea is real thought is focusing, "Just let me go about my business.": If you?re unaligned to our purpose, you don't have to stay or actively seek to harm others or wish them ill. But you also don't go out of your way to put yourself at risk without some hope for reward. You support law and order when doing so benefits you. You value your own freedom yet don't take your battles out of states, without worrying or not worry with the idea by thought much idea about protecting the freedom of others. A few unaligned people, or so you see don't do the real thought because its realistic some places. So you see what is to earn or you don't have to yet not other places and most unaligned deities, some by a point aren't undecided about alignment. Rather neutral ultra evil as they can do yet think they own this as that is all. See the point to them is they can do yet not create unless they own it, so they've chosen not to choose sides just go or create with what is there, "seeing so feel no vindictiveness" then they won't striken or not from thought not vindictiveness so its either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission since death comes to all creatures regardless of alignment.

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Character creation

  To make a character use the dnd e-tools for 3.0E and 3.5E or handmake it, for 4.0E. I made several new races for etools and the dnd books found, here for 2E to 4E books.  For an example, of a handmade character, look here for the Alente character. If doing a handmade character, look at the PlayersHandbook; 1and 2, of 4e, for creating a stock character. The experience level chart is here.

E-tools instructions

  To use the race if not there already, try to place the .rac files into the e-tools install directory under [base dir]/user/races. Then load e-tools and the race is there for character creation in the PH category.

  Then use the normal dnd classes for template, using e-tools or 4e stock character, just remembering:

Runic master class are wizards
Belmage uses the wizard class
Celestial mage, Sorcere, Chaot, Dreamwalker and Wave Master class are sorceror/ess
Warrior kinetic are fighters
Batlmage class are barbarian/sorceror multiclass
Shamans are druids
Warlock druids are counted as druids with the race as demon(your choice)
Weavers are sorcerers
Anti-paladins are paladins
Rogue wiz are rogue/wizard multiclass
Psychic monks and Sorcere monks are monk
Voodoo Witchdoctors are prestige clerics
Hell clerics are clerics with the das inmon race
Kinetic Sorcere are a sorcerer prestige class
Kinetic assassins are assassin prestige class
Actor bards are bards
The knight classes are rangers

  The rest of the dnd classes get a d12 hit dice base plus any spells are replaced by will word (Wis) except the mage and sorceror gets a d10 hit dice base. To keep balance all classes get Focus (Wis). Split classes with non Ars dnd get d12 hit dice base. like a Sorcere lev 4/Psion lev 2 get 4d10/2d12=40+24=64 hp.

  To extract the dnd character for modification from e-tools. Make the character leaving at least 6 skill points for skills listed in magic system and as to what the class gets in character description. Now get the character to the level desired. Then think to export as html character sheet and html stat block..Load the stat block in web browser then copy the info to a text editor or edit the character sheet in webpage editor like dreamweaver or notepad. Add the missing info from the character sheet to the text editor. If editing the character sheet goto the next stage of character modification. Feel free, to add the character powers, to the character sheet, if your using DnD 4e rules. Think about things that you want to create and don't forget to add in the Skill bonuses. Which is +5 more if you’re ‘trained’ or +5 if trained. As listed in the Skills and Feats section.

  Now for the character modification, after character creation modify by making the age anything greater than 15 and the weight anything greater than 50 lbs and altering hit dice base then recalculate the hit points and removing spells as this Ars dnd does spells differently through spell-like abilities, that are innate.

  Add the special skills as listed in the character descriptions that suits your class and level, into the skill section. Treat these special skills like dnd skills as in skill point allocation adding in the leftover skill points. Put the skills in their own section of the special skills block as in Psychic monk skills for a psychic monk. Then rename the character class as it will not be the same, except for the mage, fighting classes such as barbarian and etc. With the fighting classes not mentioned in Ars dnd you keep the same except change hit dice to d12 or d10 as needed.

  Warlock druids you replace the race with any demon and hell clerics replace the race with das inmon. Don't forget to add the bonuses that are applicable as listed in the character descriptions. Change the hitpoints by rerolling the the hitdice. Whala! you are now done and need to choose the game module in which to play or make a module up as you go. There must be a willing dm for the game module or it won't happen. For epic 20+ level characters look in the epic level handbook found in dnd resources or here at http://moisant3.dynip.com/silo/www/index1.htm.

  When you play your character. Somewhere, try to keep track of the the MP or STP anyway you want. Optionally, the PL as well.

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Written by skyhawk
Contributors
Aaron H.
Aaron H. contact info:
Yahoo: DarkBlackWolf2k
Msn: Dark_Wolf2k@msn.com
Other contributers:
Leppy the leprecaan, Zackal, Kioku, Raven Wolf Claw, Balthazour, Lance Mas inlstrom, Jay and Tavruli

Sources
Chaos Magic for nonlethal magic system
Epic Level Handbook plus others found here.
d20 System Reference (c) 2000-2003, Wizards of the Coast, Inc.
"ARS Magica" book by Judith Tarr