Live Ars DnD 3.3

The reason for this companion to Ars dnd is thought to have it as a separate world and different view of Ars dnd by having you act it out with or without costumes. You make the characters by modelling yourself or making up the stats, choose the moral or alignment of the character as you desire for this is a person you might portray. Yet it helps a small bit to put a little of you into it to make more realistic and lively the action. When you read this and see it for what it is, you might want to play it as its more interactive and with a lot less dice rolls compared to dnd.

Menu
The World
The World Map
The source of power
Magic point system
Stamina system gauge
Buffer shield HP System
Power level system
Live action Roleplaying system
Social Aspects
Damage and effect system
Rank of Class
Class descriptions
Magic system skills
Experience
Skills and Feats with Feats list
Character creation
Equipment List
Table of charts
Term glossary
Alignments
Special abilities
Basic LARP Combat Rules
The World

 This world is based off the old world before the middle when faeries 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.

 This was truly the world of before the Atlanteans fall from the earth. with rare beasts 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 ae middle earth and middle ages. These people were beyond corruption, itself.

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 The source of power

  The source of all power is raw force that 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 due to the sun if storming is represented by a roll with a die 4 or with a 1 is your effect, then with a die 2 is your own ideal yet different, by a die 3 some other effect, otherwise die 4 is some effect that is not on the physical. This is energy derived by focus to the crystals and is shaped by purpose like runes, weaving, command words that work by your mind thinking to create that the crystal, using your energy is sometimes tails is a mystical fox for ideal that are used to create. This is what you wish in the planet create by changing with the area energy fluctuation or area feel, that means etc or things that were supposed to are going to occur.

  This energy is undepletable as the sun will send it radioactivity by use that replenishes the planet core with its sunlight. This makes the raw earth energy a wild constant by possible spell failure. At any given time there could be a fizzle because wild energy is in a state of flux, causes are storming with the sunlight that is higher energy that messes with energy or devices. This power is called energy and is represented by percent, that 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 others use the bodily filtered stamina from mana.

  Some think that takes a small bit more to achieve effects, its because its channeled through the body. The only exception are the gods that grant magic for those who champion their cause, think and this is divine magic counted as stamina created by the creator that uses you. The creator is the being or beating that creates distraction that goes on to create what you consider. Only those who are worthy can channel this raw force to make their needed effect happen. Sometimes these people are "god touched" and act like zealots only when a "religious experience" that happens. This is the main point of the magic system, that exists here the trauma that is tragedy from personal experiences. Only think then you create by your own ideal that you can describe.

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MP Gauge (magic points)

  You have a starting reserve of 25 mp. Magic points are a reserve of energy you can use for spells. Casters may 'focus' to increase their reserve by 10/skill rank with each round used. This is permenant mp till used up, unless over 100 mp, thus it falls at 10 per round (each 6 sec) 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. 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 spell. If the spell fails then it turns to real damage.

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Stamina (S) gauge

  You start at 100 stamina (100 S) then each action will consume a bit of your stamina. The regen rate for stamina is 1d10 S per round that is recovered and after 0 S its nonlethal damage. This stamina is permenantly gained till used up unless its over 100 S where it drops by 10 S per round till 100 S unless its used that round. Some spells and maybe actions could recover stamina like drinking or eating for 10 S, and stamina increase spell effecta for 20 S. Yes, this means you can gain stamina back to continue fighting after hanging back to eat or drink something. You can go above 100 S via focus, by a standard action, to gain 15 S. For actions below 0 S take 1 point of nonlethal damage per 5 S. This nonlethal damage is the same as the mp system.

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Buffer shield HP (Health points) gauge

  Characters at the beginning of the game start out with 100% hp unless noted otherwise, add the Con Mod to make fhp. If you are at fhp you are in perfect condition. When an enemy's attack hits you, you deduct the amount done in damage as you see fit. Hp only acts as a buffer for the damage you take. You can still get a limb taken off at fhp, though it'd be very very hard to do so. When you reach 0% hp you do not die, after one hit though you are knocked out. Healing spells are 20% hp recovery. Sleep is 30% hp per hour recovered. Natural Regeneration rate is 5% hp recovered per round of 6 seconds in battle. But, every minute out of combat.

  The hp cannot go above 100%, but it can go below 0%. Unless, you want to gain temporary HP by Eating, Drinking or Healing spells. In which, it goes back to 100% HP after you rest. If you want permenant extra HP, then get the monstrous regeneration special ability, which is a special case.

  How are you hit, though, if your feeling weak or feel the blow? As you get less hp, you get weaker and more tired, due to lost hp, and you may get bloodied, as well, at the moment, of half hp, unless you recieve a cut, then its somewhat instant. Shock value, is when you go into shock and may become prone, which is decided, by  hp %/5. This makes, for a more realistic combat scene. When a character suffers their Shock Value in damage, done by various means, there is a chance they can become stunned. When they suffer accumulated damages that drop their HP to -2%, the character dies.

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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, that the GM can decide to use.

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LARP System 

  This DnD (Dungeons and Dragons) in real life is made up of modular moments. This is Live Action Role play (LARP) where modules are events. People can live with them as its related to the live dnd system. This can be Medieval Age or Modern age in scenario or mode. They describe the scenarios and events for live dnd that make up game play. Game play is the action of the scenario moment by moment. NPCs are other players who interact with the player to help make up the story.  And if you want monsters, then their Hit points are in % (HP). They are exactly as described and no more than that.

  A job module is descriptive of the place a person works in. A house module is a home where the action occurs. An outside module is where the outside is when the action takes place. Like a book. A book describes alot of storyline events. The storyline makes up the actions in totality, as in a event lineup.

  Actions are measured in moments achievement. 1 min outside of melee, and 6 seconds in melee. Each module is refereed by a GM or Game Master. They are the bosses, authority figures or older family members in the play of life.  To play, act out the fights and yell out damage as you hit the opponent. The GM describes the Scene as it progresses. Prop material required (latex or plastic swords, armor, etc..)

  To measure the str stat depends on the bench press (bp) or how much one can lift. Use this chart:
Str stat=Bp;
1=1-10., 2=11-20, 3=21-30, 4=31-40, 5=41-50, 6=51-60, 7=61-70, 8=71-80, 9=81-90, 10=91-110, 11=111-130, 12=131-150, 13=151-170, 14=171-190, 15=191-210, 16=211-230, 17=231-250, 18=251-270, 19=271-290, 20=291-320, 21=321-360 and 22+=29x

  Measure the Dex stat by how quick you evade a persons grasp.
Use this chart:
Within second/s=Dex stat;
22=1, 21=2, 20=3, 19=4, 19=5, 18=6, 17=7, 16=8, 15=7, 14=8, 13=9, 12=10, 11=11, 10=12, 9=13, 8=14, 7=15, 6=16, 5=17, 4=18, 3=19, 2 =20, 1=21, less than 1=22 and instant=23

  Con stat is measured by how long you can run without getting tired (out of breath). The longer you can, the more Con you have. If your time for running falls between the listed numbers, then use the lesser number.
Seconds/s = Con
4=1, 8=2, 12=3, 16=4, 20=5, 24=6, 28=7, 32=8, 36=9, 40=10, 44=11, 48=12, 52=13, 56=14, 60=15, 64=16, 68=17, 72=18, 76=19, 80=20, 84=21, 88=22, 92=23, 96=24, 100=25, >100=26

  To determine the Int stat do an average intelligence test.
Use this chart:
Int stat=Intelligence score;
1=1-10, 2 =11-20, 3=21-30, 4=31-40, 5=41=50, 6=51-60, 7=61-70, 8=71-80, 9=81-90, 10=91-100, 11=101-110, 12=111-120, 13=121-130, 14=131-140, 15=141-150, 16=151-160, 17=161-170, 18=171-180, 19=181-190, 20=191-200, 21=201-210 and so on.

  Do an intelligence test for Wis stat. It depends on how many you get right.
Use this chart:
Answers right=Wis stat;
1=1, 2=2, 3=3, 4=4, 5=5, 6=6, 7=7, 8=8, 9=9, 10=10, 11=11, 12=12, 13=13, 14=14, 15=15, 16=16, 17=17, 18=18, 19=19, 20=20, 21=21 and >21=22

  Cha stat is from how quick you can talk with clarity, using a tongue twister or a single statement or paragraph.
Use this chart:
In second/s=Cha stat;
22=1, 21=2, 20=3, 19=4, 18=5, 17=6, 16=7, 15=8, 14=9, 13=10, 12=11, 11=12, 10=13, 9=14, 8=15, 7=16, 6=17, 5=18, 4=19, 3=20, 2 =21, 1=22 and below 1=23.

Alignment is decided upon by the player that uses live dnd. This depends on how your building the character. This stat will prove the character as it will be acted out..

  Age and weight is decided by the player who creates the character. This stat will show how the body, and mind react to situations. The age effects are associated with the race. You can pick any race you desire but these rules apply:
1. At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3 At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

  Dice rolls are the action itself. Dice ratings like 1d8 are the amount. As in the 1 is a multiplier times 8 base amount for a longsword. The str stat bonus and other bonus are added on, like a 1d8+5 for a 5 str mod. This is 1*4+5=9 damage done by longsword.
The dice base amount are: dice base = amount;
d4 = 2 , d6 = 3, d8 = 4, d10 = 5, d12 = 6, d20 = 10, d30 = 15, d100 = 50.
Healing, hitpoints and spell amounts use the same base amounts.

  Draw straws cut at different lengths to decide initiative, the straws are at different lengths. The person who gets initiative gets one action/atk first. Attacks in real life are done by spell or physical assault, made up of melee or ranged actions. Melee actions are physical based assault consistant to swords, fists, feet or other melee. Ranged actions are long ranged assault including bows, guns and spells. Each melee and ranged action are in rounds. Each hit does the damage that is role acted out in a acted out combat using melee, ranged and spells. A spell is stated out, acting the stance and gesture necessary.

 AC = Armor class which means how difficult a person is to hit in rating, Body evasiveness and barriers between you and target consist of this. Spells are just done and they succeed or not, according to saving throws.
 BAB is Base attack Bonus or what the bonus is for the attacker to hit. This consists of the skill and movement of the attacker.
 Saving throws include Will Saves. They are if you survive the moment and is equivalent to tolerance amount and stat bonus => DC (Task Difficulty). Stat bonus is ability amount. To make your saving throw you use tolerance and the ability amount to overcome task difficulty. Immunity is very high tolerance.
 A Skill Check is the action itself, using a coin flip. This is to decide the success of the check. This is described fully in the glossary.

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Social Aspects

 The idea that is thought of in magic in an area decides if its acceptable. If its unacceptable and you cast a spell near someone, then you get negative reactions. This includes the persons subconscious. It can interfere with your spells. The groups that are in the area can cause collective energy effects. This is by what they think and what their collective subconscious makes happen. Call this a magic stigma effect.

 There are two types of groups: Open-minded groups and Close-minded groups. The members of the groups can be anywhere and in organizations. Not everyone is alike in Organizations. These Organizations can be a Church, Areas where you can get a job, Stores, Government and other Non-Profit Organizations.

 The Open-minded group allows for magic and may tweak it to their necessities. They won't block it, unless it hurts people who are innocents. The Close-minded group makes for the best benefit. And can disagree with magic being used around them. They will actively go against the magic user no matter who it is, when provoked. Unless they see reason not to. Then, they can make it a humility to attempt its use. And try to teach you their ways. This is to 'convert' you to their standards so they have something to use against you. But, only when they see fit and try to hurt you.

 If you want to avoid anti-magic personality, either don't do obvious magic near them. If you do and they don't like it, make them believe what you did was something else entirely. When you do this, you can cause them to forget what they don't want to see. Basically, state something thats a fact or action and not magical that occurred right after you do the act of magic. Or, send am effect that causes the person to be clouded and 'forget' what you did of magic. The rule here, is to forget and forgive.

 Otherwise, if you intentionally don't do harm with your magic and they won't gripe about it. Make yourself useful and they won't gripe on your presence. However, the more radical way to go about avoiding the issue is to cloud their mind and cause them to think about personal problems. They won't be able to think about what happens near them of magic. In some cases, most people would go into hiding and hide their idea and not make a presence of themselves. To wait out a period of time that allows people to think about other things. This causes them to forget about the act and not stigma your magic because of your actions. Its up to the GM to tell when there's a magic hating group or person in the area.

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Damage and effects system

   Spells just happen, except for those requiring the skill check. Any spell is a free action. Thus, normal spells, damage spells, and healing spells are using a free action. For casting spells wearing armor there is no spell failure. Effects are in the magic system section such as damage modification, healing modification and round effect length by training points. Effects are stopped any time through various methods. Each action outside combat is 1 min for spell effect and mp/stp amount. 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.

   Use a successful Will check to make the damage reduction off an effect. Use Will and half your level as resistance and have it subtracted from the energy damage. For example, you have a damage of 20 hp from fire. You make the Will check, using the coin flip. Then, you subtract your Will and half your level of 21 from the damage total. Making no damage from fire.

   Getting beaten up, is when a character becomes ‘bloodied’ at half health 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 health 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 d6. Where 1-3 is shock happens and 4-6 is where no shock happens. If in shock, they are unmoving. Then there is 1d6 of rounds missed for the shock to subsist.

  Damage amount and Effect amount is measured in dice and is element dependent. Each effect amount is a % of the amount of personal exposure to an element and each physical point of damage or healing is a % on the Health Gauge.

  Shielding is marked in short term as +10/- where 10 damage reduced per hit for any weapon or spell. -10/- is 10 added to the damage per any hit. +10/silver is 10 damage reduced except for silver weapons. +10/(+1-+5) for 10 damage reduced per anything except +1 - +5 magical weapons.
  +1 is lighter material and responds to the persons will.
  +2 is light material and very responsive to the persons will, as if it was intelligent. This is break resistant.
  +3 is light material able to perform things on focus for the owner, yet glows a little. This is nonbreakable material.
  +4 is light material and has a high intelligence. This material is felt when used for miles surround. This is nondestroyable material.
  +5 is very light non flexible material, that is easily used with high intellect. Its presence can be felt when it wants. This is undestroyable material and does what it wants. Don't try to control it. Work with it and appeal it its senses or it controls you.

  Physical damage using a double sword damage like 2d8+4 as 12 damage and as your at 80% PL, its 10 damage. For a double sword this would cut a large wound in the victim. Spell damage like word will damage for 4d6+4, with a 4 word will skill rank, and +4 wis mod. Its 4*3+4=16 fire damage, when at 30% PL its 5 fire damage. In effect, it slightly burns the victim.

  When at 200% PL however, that 16 fire damage is now 32 fire damage, having moderate-serious fire damage that dazes the target for 1 round and puts 3rd degree burns all over the body. 1 round is 6 seconds.

   Damage amount is accumulative like 2 damage yet its in regeneration that will remove damage.
1-10 is slight and minor as in a cut that must be healed within 3 days or the victim dies unless its regenerated.
11-20 is slight-medium or minor-moderate for a 2nd degree burn or deep cut which must be healed within 1 days or the victim dies.
21-30 is medium or moderate wounds in the target for a very deep cut (you can see the organ) or a 3rd degree burn that must be healed within 12 hours or the target may be infected and die unless its regenerated.
31-40 is medium-high or moderate-serious and dazes for 1 round with a deep wound or 4th degree burns that must be healed or regenerated within 6 hours or victim dies.
41-50 is high or serious and out for 1 round with a deep bruise or cut that shows bone and must be healed in 3 hours or the victim dies.
51-60 is high-extreme or serious-extreme and knocks out targets for 3 rounds with internal wounding (deep bleeding) and must be healed within 30 minutes or victim dies.
61-70 is extreme knock out for 6 rounds, with light internal wounding that must be treated in 15 minutes or the victim dies without chance of resurrection.
71-80 is extreme-deadly and puts the victim in system shock for 9 rounds. This is with heavy internal bleeding and it can leave a victim in a coma or hospital for 9 months unless treated in 1 minute or the victim dies without possibility for raising except later may come back as a revenant.
81+ is deadly and kills victim with no raising possible.

  A critical hit will knock the victim unconscious for 6 rounds with internal bleeding. If no treatment for internal bleeding, then the victim may die in 2 min for light internal bleeding and 30 sec for heavy internal bleeding. Head wounds are critical hits that daze the person. Any critical hits will daze them unless their in a rage. They are not effected. For dazing, the person or monster loses a round till the next time.

  Critical strikes are lesser critical hits. They do different things per area struck at. A groin hit will daze the person with knocking them out. A throat strike at the adams apple is instant death. Neck strikes at the left neck side are an instant knock out. Heart strike is instant death. Hands, knees or feet strikes are crippling blows. Nose strikes will kill the person instantly. Any critical hit with critical strikes are instant death, as you just happened upon the right nerve. A critical hit with critical strikes are a perfect hit to the critical strike area.

  Healing amount like 20 hp restored is acummulative, as;
1-10 is slight or minor and cures or removes cuts and bruises.
11-20 is slight-medium or minor-moderate and heals bruises faster and deep cuts.
21-30 is medium and moderate as it heals deep bruising or open and deep cuts with stat drain recovery of 1d6 points.
31-40 is medium-high or moderate-serious and heals deep bruising or internal bleeding and stat recovery of 1d10 points.
41-50 is high and serious for system shock recovery and healing very deep wounds.
51-60 is high-extreme or serious-extreme and wakes the person up in 1 round causing slow regeneration.
61-70 is extreme and causes fast regeneration.
71-80 is extreme-deadly for heavy internal bleeding recovery in 1 round with very fast regeneration.
81+ resurrects or raises victim with high regenerative ability rate.

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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 1 extra coin flip 'roll' possible if you fail a coin flip for a dice roll.

  The third rank, called the effector, makes the effect somewhat more easier to achieve. With 1 extra roll possible if you fail a coin flip. 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 coin flip 'roll'.

  The fourth rank, called the dominator, with 2 extra rolls possible if you fail a coin flip for a dice roll. 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 coin flip.

  The fifth rank, called benefactor, is 2 extra rolls possible if you fail a coin flip for a dice roll. 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 3 extra rolls possible if you fail a coin flip for a dice roll. 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 3 extra rolls possible if you fail a coin flip for a dice roll, 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 coinflip.

  The eigth rank, called enforcer, focuses in on enforcing a moment or rule that comes up. There's 4 extra rolls possible if you fail a coin flip for a dice roll. 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 4 extra rolls possible if you fail a coin flip for a dice roll, where the special ability is to have a temporary specialty of choice, 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 5 extra rolls possible if you fail a coin flip for a dice roll. 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 5 extra rolls possible if you fail a coin flip for a dice roll. 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 coin flip.

  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 6 extra rolls possible if you fail a coin flip for a dice roll. 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 and there be the reaction. There is no failure to this ability, Just 1/3 lessened effect, due to resistance.

  The thirteenth rank, called dedicated, allows you to play out the role of dedication to the cause of your choice with a chance of hate at you, as its with some blame by mistakes. There's a 6 extra rolls possible if you fail a coin flip for a dice roll 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 chance of failure is decided on a flip of the coin.

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Class description

  The medieval classes in this system are Belmage, Sorcere, chaot, Warrior Kinetic, Batlmage, Runic Master, Warlock Druid, Weaver, Wave Master, Anti-paladin, Rogue wiz, Psychic Monk, Hell cleric, Kinetic Assassin, Actor bard, Mana Knight, Jedi Knight, Shaman, Voodoo Witchdoctor and Elementalist. However you want, you can mix medieval classes with modern classes.

  The Modern classes are for those who want to play Live Ars DnD in Modern Age mode. They are: Creator, Anti-Mage, Criminal, Law Enforcer, Priest, Psi Kinetic, Scientist, Seer, Techno Mage, Worker, Soldier and Terrorist.

  Again, you may mix the Medieval and Modern classes as you want. The class Abilities with an (Ex) are here. Apply them as though they are an special ability. Some magic abilities are listed here, this is in the Magic system descriptions. Any Feat gaining can be exchanged with Special Abilities. These classes can be used as though the PHB classes of:

Medieval Classes

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

Belmage can be counted as an Archmage prestige class.
Kinetic assassin can be counted as an assassins prestige class.
Kinetic sorcere are a Sorcerer Prestige class.
Voodoo Witchdoctors are a Prestige cleric.

Modern Classes

Creators can be counted as Modern Magic workers
Anti-Mage and Psi Kinetic can be counted as a Modern Psionicist
Criminal can be counted as a Modern Rogue
Law Enforcer can be counted as a Modern Warrior
Priest can be counted as a Modern Cleric
Scientist can be a Modern wizard
Seer can be counted as a Modern Sorceror
Technomancer can be counted as a Modern Sorcerer
Worker can be counted as a Modern Fighter
Bum are a modern day beggar or thief

Soldier are a Modern Prestige Fighter class
Terrorist are a Modern Prestige Rogue

  These classes are allowed by dm to go epic level as is wished. Since this is using a nonlethal energy type magic, below 0 mp or 0 stp it takes from health for spells, if spell failure for resistances. 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).

Medieval Class Specifications

Celestial mage (celestmage)
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.

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Belmage (belmag) or Epic Archmage
Saves: Will good
Weapon & Armor Proficiencies: 1 exotic, all martial, simple weapons and ambidexterity makes them good with 2 -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 levels.
1st level gets will word (Wis) and limited wish (Wis) allowing for small effects to normal effects.
2nd level gains 2 Feats.
3rd level gains spell recognition (Wis).
4th level gains 2 Feats.
5th level gains unlimited wish ability (Wis).
6th level gains 2 Feats.
8th level gains 2 Feats.
10th level gains 2 Feats.

A familiar is gained any level for free or discount. Any level there is a bonus language only once.

Bonus Feats: A belmage gains 2 bonus feats every 3 levels after 10th. At each such opportunity, he/she can choose any feat that the mage meets the prerequisites for.

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Sorcere (sorc)
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), Profession (Wis), Arcana (Int) and Focus (Wis).

Class features:
1st level gains will word (Wis).
2nd level gains 2 Feats.
3rd level gains spell recognition (Wis).
4th level gains 2 Feats.
6th level gains 2 Feats.
8th level gains 2 Feats.
10th level gains 2 Feats.
12th level gains 2 Feats.
14th level gains 2 Feats.
16th level gains 2 Feats.
18th level gains 2 Feats.
20th level gains 2 Feats.

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

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Chaot (chaot)
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: +3 to all saves.
1st level gains Chaos effect (Cha).
2nd level gains 2 Feats.
3rd level gains Spell subversion (Cha).
4th level gains 2 Feats.
6th level Chaos confusion (Cha) and 2 Feats.
8th level gains 2 Feats.
10th level gains 2 Feats.
12th level gains 2 Feats.
14th level gains 2 Feats.
16th level gains 2 Feats.
18th level gains 2 Feats.
20th level gains 2 Feats.

A familiar is gained any level. 3 Bonus feats every three level higher than 20th.

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Warrior kinetic (warkin)
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: Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Swim (Str), Diplomacy (Cha), Escape Artist (Dex), Stealth (Dex) and Focus (Wis).

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

Bonus Feats: At 1st level, a warrior kinetic gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets. These bonus feats must be drawn from the fighter bonus feats. The epic warrior kinetic gains 3 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

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Batlmage or sorcerer/barbarion (batmag)
Batlmage abilities not in the magic systems are here.
Saves: Will good
Weapon & Armor Proficiencies: 1 Exotic and Martial weapons can be used with 2 -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), Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), 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. +1 to all skills. +2 AC bonus. 2 Bonus feats every 2 levels, starting at level 2. After 20th, there's 3 Bonus Feats every 3 levels.

1st level gains spell recognition skill (Wis), will word (Wis) skill, Fast movement, Controlled Rage 1/day.
2nd level gains Uncanny dodge and 2 Feats.
3rd level Trap sense +1.
4th level gains Controlled Rage 2 /day and 2 Feats.
5th level gains Chaos effect (Cha), Improved uncanny dodge.
6th level gains Trap sense +2 and 2 Feats.
7th level gains gains unlimited wish ability (Wis), Damage reduction 1/-.
8th level gained Controlled Rage 3/day and 2 Feats.
9th level Trap sense +3.
10th level gains Damage reduction 2 /- and 2 Feats.
11th level gains Greater rage.
12th level gains Controlled Rage 4/day, 2 Feats, trap sense +4.
13th level gains Damage reduction 3/-.
14th level gains Indomitable will and 2 Feats.
15th level gains Damage reduction 4/-, Controlled Rage 5/day.
16th level gains Damage reduction 4/-, Controlled Rage 5/day and 2 Feats.
17th level gains Damage reduction 4/-, Controlled Rage 5/day.
18th level gains Trap sense +6 and 2 Feats.
19th level gains Damage reduction 5/-.
20th level gains Mighty rage, Controlled Rage 6/day and 2 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 abilities but retains what abilities he has.

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Runic Master (runmas)
Saves: Will good
Weapon & Armor Proficiencies: simple, and 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)and focus (Wis) .

Class features:
1st level gains Runic (Wis) skill. +2 bonus to runic skill.
2nd level gains 2 Feats.
4th level gains 2 Feats.
6th level gains 2 Feats.
8th level gains 2 Feats.
10th level gains 2 Feats.
12th level gains 2 Feats.
14th level gains 2 Feats.
16th level gains 2 Feats.
18th level gains 2 Feats.
20th level gains 2 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://alt-sites.tripod.com/pictures/Runestaff.gif.
Bonus Feats: 2 Feats after every 3 levels from 20th. At each such opportunity, he/she can choose any feat that the mage meets prerequisites.

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Warlock druid (warlk drd)
For walock druid abilities not in Magic system go here.

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 confusion (cha) skill and an animal companion for a familiar.
2nd level gains woodland stride and 2 Feats.
3rd level gains trackless step.
4th level gains Resist nature's lure and 2 Feats.
5th level gains subversion (cha) and wild shape 1 per day.
6th level gains wild shape 2 per day and 2 Feats.
7th level gains chaos effects (cha) and wild shape 3 per day,
8th level gains wild shape large and 2 Feats.
9th level gains venum immunity.
10th level gains Wild shape 4 per day and 2 Feats.
11th level gains wild shape tiny and Possession (cha).
12th level gains wild shape plant and 2 Feats.
13th level gains a thousand faces ability.
14th level gains wild shape 5 per day and 2 Feats.
15th level gains timeless body and wild shape huge.
16th level gains wild shape 1 elemental: Wild shape; at-will 6 per day and elemental; 2 per day. And 2 Feats
18th level gains 2 Feats.
20th level gains wild shape elemental 3 per day, huge elemental and 2 Feats.

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. Every 3 levels after 20th, there's 2 bonus Feats.

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Weaver (wev)
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).

A familiar is gained any level for free or discount. 2 Bonus feats every 2 levels, starting at level 2. 3 Bonus feats every three level higher than 20th.

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Anti-paladin: (apal)
For anti-paladin magic system unlisted skills go here.
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), Knowledge (nobility and royalty) (Int), Religion (Int), Profession (Wis), Ride (Dex), Sense Motive (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, Smite foe 1/day.
2nd level gains Saving grace, Lay on hands and 2 Feats.
3rd level gains Aura of courage, Immunity and Spell subversion (Cha).
4th level gains Turn being and 2 Feats.
5th level gains Smite foe 2 /day, Special mount and Kao confusion (Cha).
6th level gains Remove disease 1/week and 2 Feats.
7th level gains Divine ability (Cha).
8th level gains 2 Feats.
9th level gains Remove disease 2/week.
10th level gains Smite foe 3/day and 2 Feats.
12th level gains 2 Feats.
14th level gains 2 Feats.
15th level gains Remove disease 4/week, Smite foe 4/day.
16th level gains 2 Feats.
18th level gains Remove disease 5/week and 2 Feats.
20th level gains Smite foe 5/day, Ascension and 2 Feats.

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

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Rogue wiz or wizard/rogue (rogwiz)
For rogue abilities not in magic system go here.
Saves: Reflex and Will good
Weapon & Armor Proficiencies: simple and finesse, and 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), Profession (Wis), Arcana (Int), Appraise (Int), Acrobatics (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Thievery (Dex), Disguise (Cha), Forgery (Int), Gather Information (Cha), Stealth (Dex), Intimidate (Cha), Athletics (Str), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Tumble (Dex), Streetwise (Cha), 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 Evasion and 2 Feats.
3rd level gains Sneak attack +2d6 and trap sense +1.
4th level gains Uncanny dodge and 2 Feats.
5th level gains Sneak attack +3d6.
6th level Trap sense +2 and 2 Feats.
7th level gains Sneak attack +4d6.
8th level gains Improved uncanny dodge and 2 Feats.
9th level gains Sneak attack +5d6, trap sense +3.
10th level gains 2 Feats or Special abilities.
11th level gains Sneak attack +6d6.
12th level gains Trap sense +4 and 2 Feats.
13th level gains Sneak attack +7d6, special ability.
14th level gains 2 Feats.
15th level Sneak attack +8d6, trap sense +5.
16th level gains 2 Feats or Special abilities.
17th level gains Sneak attack +9d6.
18th level gains Trap sense +6 and 2 Feats.
19th level gains Sneak attack +10d6, special ability.
20th level gains 2 Feats.

Any level a familiar can be gotten for free or discount. Any level a bonus language is possible.
Bonus Feats: From level 20 there's 2 feats every 3rd and 4th level. At each such opportunity, he/she can choose any feat that the Rogue Wiz meets prerequisites for.

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Psychic monk or psychic warrior/monk (psimnk)
Psychic monk ability not in magic system are here.
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: Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Stealth (Dex), Athletics (Str), Arcana (Int), Religion (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Tumble (Dex), Autohypnosis (Wis), Concentration (Con), Stabilize Self (Str), 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), flurry of blows, unarmed strike, and 2 psionic combat modes.
2nd level gains and evasion and 2 bonus Feats.
3rd level gains Still mind and Psionic combat mode.
4th level gains 2 Feats and Kinetic attack (Cha), Ki strike (magic) and slow fall 20 ft.
5th level gains Purity of body.
6th level gains slow fall 30 ft, 2 Feats 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 Feats.
9th level gains Improved evasion and Psionic combat mode.
10th level gains 2 Feats, Kinetic manipulation (Cha), Ki strike (lawful), slow fall 50 ft and Psionic combat mode.
11th level gains Diamond body, greater flurry.
12th level gains Abundant step, slow fall 60 ft, 2 Feats and Psionic combat mode.
13th level gains Diamond soul and Psionic combat mode.
14th level gains Slow fall 70 ft and 2 Feats.
15th level gains Quivering palm.
16th level gains Ki strike (adamantine), slow fall 80 ft and 2 Feats.
17th level gains Timeless body, tongue of the sun and moon.
18th level gains Slow fall 90 ft and 2 Feats.
19th level gains Empty body.
20th level gains Perfect self, 2 Feats and slow fall any distance.

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 increase. After 20th gains 3 bonus feats every 3 level higher

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Sorcere Monk (sorcmonk)
Psychic monk ability not in magic system are here.
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), Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Stealth (Dex), Arcana (Int), Religion (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Tumble (Dex), Autohypnosis (Wis), Stabilize Self (Str) and Focus (Wis).

Class features: +1 AC per level.
1st level gains will word (Wis), they gain a special ability of Source make, Bonus feat, flurry of blows, and unarmed strike.
2nd level gains, Bonus feat and evasion.
3rd level gains spell recognition (Wis), Aura Assault(Ex) and Still mind.
4th level gains Ki strike (magic), 2 Bonus feats and slow fall 20 ft.
5th level gains Purity of body and 2 Bonus feats.
6th level gains Wish ability (Wis), 2 Bonus feats, 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), and slow fall 50 ft.
11th level gains Diamond body, greater flurry and 2 Bonus feats.
12th level gains Abundant step, and slow fall 60 ft.
13th level gains Diamond soul and 2 Bonus feats.
14th level gains Slow fall 70 ft and 2 Bonus feats.
15th level gains Quivering palm, Bonus feat 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 2 Bonus feats.
20th level gains Perfect self, slow fall any distance and 2 Bonus feats.
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.
3 Bonus feats every three levels higher than 20th.

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Hell cleric: (helclr)
For cleric magic system unlisted skills go here.
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. Character creation gets 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), 2 Bonus feats 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 shapechange and 2 Bonus feats.

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

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Kinetic sorcere (kinsorc) (prestige class)
Kinetic sorcere ability not listed in magic system are listed here.
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 Feats.
4th level gains Kinetic speed-up (Cha) and 2 Feats.
6th level gains 2 Feats, Kinetic attack (Cha) and Kinetic flying (Int).
8th level gains 2 Feats, and Human defense field (Cha).
10th level gains 2 Feats and Kinetic manipulation (Cha).
12th level gains 2 Feats and Kinetic Antemetal (Cha).

Any level a familiar can be gotten for free or discount.

There's 2 Bonus feats every 2 levels after 12th.

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Kinetic assassin (kinass) (prestige class)
Kinetic assassin ability not listed in magic system are listed here.
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: Acrobatics (Dex), Bluff (Cha), Athletics (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Thievery (Dex), Disguise (Cha), Forgery (Int), Gather Information (Cha), Stealth (Dex), Intimidate (Cha), Perception (Wis),  Sense Motive (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex), Arcana (Int), History (Int), Religion (Int), Streetwise (Cha) and Focus (Wis).

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

There's 3 Bonus feats every 2 levels after level 10.

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Actor Bard (actbrd)
The Actor bards skills not shown in magic system are here.
Alignment: Any nonlawful.
Saves: Fortitude and Will good
Weapon and Armor Proficiency: all simple weapons, and 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), Acrobatics (Dex), Bluff (Cha), Athletics (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Stealth (Dex), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Arcana (Int), Tumble (Dex), Use Magic Device (Cha) and Focus (wis).

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

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.

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Mana knight (mnaknt)
The Mana Knight skills not shown in magic system are here.
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: Athletics (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),  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 3rd favored enemy and 2 Bonus feats.
11th level Combat style mastery, 2 Bonus feats and Kinetic antemetal (Cha).
13th level gains Camouflage, 2 Bonus feats and Kinetic Funnel (Cha).
15th level gains 4th favored enemy and 2 Bonus feats.
17th level gains Hide in plain sight and 2 Bonus feats.
20th level gains 5th favored enemy and 2 Bonus feats.
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2/+5 level and bonus feat/+3 level. The Mana Knight will abade the Honor code. 3 Bonus feats every 3 levels after 20th.

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Dreamwalker (drmwlk)
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), Arcana (Int), Streetwise (Cha) and Focus (Wis).

Class features: +3 to all saves. +1 to cha stat.
1st level gains Dream ability (Ex).

A familiar is gained any level. 2 Bonus feats every 2 levels, starting with level 2. 3 Bonus feats every three levels higher than 20th.

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Jedi knight (jedi)
The Jedi knight skills not shown in magic system are here.
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: Athletics (Str), Acrobatics (Dex), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), 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 Track, wild empathy and Jedi ability (Cha mod).
2nd level gains Combat style. 3rd level gains Endurance, 2 Bonus feats 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 levels gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus feats.
+20th level gains 3 bonus feats per every 3 levels.

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Wave Master (WavMst)
The Wave Master skills not shown in magic system are here
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), Arcana (Int), Profession (Wis) and Focus (Wis).

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

A familiar is gained any level for free or discount. 2 Bonus feats on level 2 and every 2 levels higher.

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Dragon knight (draco knit)
The Dragon knight skills not shown in magic system are here.
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: Athletics (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Perception (Wis), Survival (Wis), 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, Manipulation of will (Ex), 2 Bonus feats and Kinetic flying (int) and .
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' (Ex).
11th Combat style mastery, 2 Bonus feats 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 Polymorph self to dragon form (Ex).
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2/+5 level and 3 bonus feats every 3 levels.

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Dread knight (dred knit)
The Dread knight skills not shown in magic system are here.
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: Athletics (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Athletics (Str), Acrobatics (Dex), 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 special ability: Dread aura.
2nd level gains 2 Bonus feats.
3rd level gains Endurance, and Spell recognition (Wis). 4th level gains Animal companion.
4th level gains 2 Bonus feats.
5th level gains 2nd favored enemy and Kinetic speed-up (Cha).
6th level gains Improved combat style, 'In aptitude' (Ex), 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 3rd favored enemy. Also, they gain 2 extra feats.
11th Combat style mastery and Kinetic antemetal (Cha).
12th level they gain 1d6 languages and 2 Bonus feats.
13th level gains Camouflage, 2 Bonus feats and Kinetic Funnel (Cha).
15th level 4th favored enemy, 2 Bonus feats and Magna force (Ex).
17th level gains Hide in plain sight and 2 Bonus feats.
20th level gains 5th favored enemy and 2 Bonus feats.
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2/+5 level and 3 bonus feats every 3 levels after 20th.

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

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Shadow knight (draco kni)
The Dragon knight skills not shown in magic system are here.
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: Athletics (Str), Acrobatics (Dex), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Streetwise (Cha), Use Rope (Dex), Psicraft (Int), Knowledge (psionics) (Int) 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 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 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 and 2 Bonus feats.
11th level gains Combat style mastery and Kinetic antemetal (Cha).
12th level gains 2 Bonus feats.
13th level gains Camouflage and Kinetic Funnel (Cha).
15th level gains 4th favored enemy and 2 Bonus feats.
17th level gains Hide in plain sight and 2 Bonus feats.
20th level gains 5th favored enemy and 2 Bonus feats.
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2/+5 level and 3 bonus feats every 3 levels after 20th.

Chaos knight(kaoknit)
The Chaos knight skills not shown in magic system are here.
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: Athletics (Str), Acrobatics (Dex), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Perception (Wis), Survival (Wis), Use Rope (Dex)  and Focus (wis).

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

Chaos knights follow the Chaos Crede.

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Shaman (Shamn)
For shaman abiliies not in Magic system go here.
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 Feats.
3rd level gains trackless step and Spirit walk.
4th level gains Resist nature's lure and 2 Feats.
5th level gains wild shape 1 per day.
6th level gains wild shape 2 per day and 2 Feats.
7th level gains Wild shape 3 per day and etherial form.
8th level gains wild shape large and 2 Feats.
9th level gains venum immunity and Guiding will(EX).
10th level gains Wild shape 4 per day and 2 Feats.
11th level gains wild shape tiny.
12th level gains wild shape plant and 2 Feats.
14th level gains wild shape 5 per day, Manifestation and 2 Feats.
15th level gains timeless body and wild shape huge.
16th level gains wild shape 1 elemental and 2 Feats.
17th level gains Divine intervention.
18th level gains 2 Feats.
19th level gains Spirit possession, Wild shape 6 per day and elemental 2 per day.
20th level gains wild shape elemental 3 per day, 2 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.

Bonus feat: 2 Feats every 3 levels after 20th.

Any level they follow the Spirit Crede for which can hamper their spiritual ability.

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Voodoo witchdoctor (Vudu Wch) (Prestige cleric)
For Voodoo magic system unlisted skills go here.
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 no physical. 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.
4th level gains 2 Bonus feats.
5th level gains Enslavement, 2 Bonus feats and limited wish.
6th level gains High ritual(EX) and 2 Bonus feats.
7th level gains Spirit possession (cha).
8th level gains Guiding spirit and 2 Bonus feats.
9th level gains Gestalt healing(EX).
10th level gains unlimited wish ability and 2 Bonus feats.
+10th 2 Bonus feats every 2 level higher than 10th
20th 3 Bonus feats and every 3 levels after there's 3 Bonus feats when going epic.

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Elementalist (Elemnt)
For the Elementalist unlisted skills in the Magic system, go here.
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).
3rd level gains spell recognition (Wis) and Chaos effects (Cha).
5th level gains Fastcast (Ex) and Spell Subversions (Cha).
7th level gains Kao confusion (Cha) and Kinetic Speed-up (Cha).
9th level gains Fast regeneration (Ex), Human defense field (Cha) and Weapon Power (Cha).
12th level gains Kinetic flying (Int) and Kinetic Antemetal (Cha).
14th level gains Purify element (Ex).
16th level gains Absorb energy (Ex).
20th level gains Greater elemental formshift (Ex).

  A familiar is gained any level for free or discount. 2 Bonus feats every 2 levels strting with 2nd. 2 Bonus feats every 3 levels higher than 20th.

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Modern Class Specifications

Creator (creator)
For creator class skills not in magic skills section, goto here.

Saves: Will good
Weapon & Armor Proficiencies: All martial and light. All weapons with ambidexterity but not armor or shield.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 5+Int Mod

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

Class features:
1st level gains Creation (Ex) and two things created per hour.
2nd level gains Spell recognition (Ex) and 2 Bonus feats.
3rd level gains Psychic ability (Ex), Still mind and allowable is 3 creations per hour.
4th level gains 2 Bonus feats.
6th level gains Appear it (Ex), allowable 4 creations per hour and 2 Bonus feats.
8th level gains allowable 5 creations per hour and 2 Bonus feats.
10th level gains Time formation (Ex), allowable 6 creations per hour and 2 Bonus feats.
11th level gains Unlimited combat mode (Ex).
12th level gains 2 Bonus feats.
13th level gains allowable 7 creations per hour.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains allowable 8 creations per every 30 minutes 2 Bonus feats.
20th level gains 3 Bonus feats.

Anti-mage (anti-mag)
For Anti-mage class skills not in magic skills section, goto here.

Saves: Will good
Weapon & Armor Proficiencies: All martial, modern and normal 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 Spell Subversions (Cha) and 2 Bonus feats.
3rd level gains Psychic ability (Ex), Still mind and Psionic combat mode.
4th level gains Kao Conversions (Cha) and 2 Bonus feats.
6th level gains Psionic combat mode and 2 Bonus feats.
8th level gains Psionic combat mode and 2 Bonus feats.
10th level gains Psionic combat mode and 2 Bonus feats.
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 3 Bonus feats.

20th level gains 3 bonus feats and every 3 levels higher there's 3 Bonus Feats.

The Anti-mage can join the Army, if they so desire after 10th level.

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Criminal (crimnal)
For Criminal abiliies not in Magic system go here.

Requirements: Any Evil alignment or Unaligned alignment
Saves: Will good
Weapon & Armor Proficiencies: All Martial weapons including club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear and gun 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: Streetwise (Cha), Profession (Wis), Perception (Wis), Thievery (Dex), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Focus (Wis) and Concentration (Con)

Class features:
1st level gains Chaos effects (Cha) and Focus ability (wis).
2nd level gains 2 Bonus feats.
3rd level gains Spell subversions (Cha).
4th level gains Estinance (Ex) and 2 Bonus feats.
6th level gains Kao confusion (Cha) and 2 Bonus feats.
8th level gains 2 Bonus feats.
9th level gains Lucky moment (Ex).
10th level gains 2 Bonus feats.
11th level gains Perfection (EX).
12th level gains an additional 2 Bonus feats.
13th level gains Elemental ability (Wis) and Nervous aura (Ex).
14th level gains 2 Bonus feats.
15th level gains Anti-reasoning (Ex).
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains Mastermind (Ex) and 2 Bonus feats.

  Bonus Feats: At 1st level, a criminal gets the feat that any 1st-level character gets. The epic criminal gains 3 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A criminal must always be chaotic, unless circumstances make their activity otherwise. If the situation doesn't dictate the circumstance to make them not chaotic, then they are Ex-cons. They are without the Ability they get from (Ex). Any level there is a bonus language.

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Law Enforcer (LawEnfocer)
For Law Enforcer abiliies not in Magic system go here.

Saves: Fortitude and Reflex good
Weapon & Armor Proficiencies: Any normal weapon and Martial weapons including guns 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: Endurance (Con), Profession (Wis), Technician (Int), Diplomacy (Cha), Insight (Wis), Streetwise (Cha), Acrobatics (Dex), Athletics (Str), Arcana (Int), Local (Int) and Focus (Wis).

Class features:
1st level gains Focus ability (Wis) and Kinetic Speedup (Cha).
2nd level gains a Bonus Feat.
3rd level gains Human defense field (Cha) and Kinetic attack (Cha).
4th level gains Bullhorn (Ex) and 2 Bonus feats.
5th level gains Kinetic Flying (Int) and Kinetic manipulation (Cha).
6th level gains 2 Bonus feats.
7th level gains Energy funnel (Cha).
8th level gains 2 Bonus feats.
9th level gains Aura of arresting (Ex).
10th level gains 2 Bonus feats.
11th level gains Kinetic Antemetal (Cha) and Weapon Power (Cha).
12th levels gains 2 Bonus feats.
14th level gains Reasoning (Ex) and 2 Bonus feats.
16th level gains 2 Bonus feats.
17th level gains Pursuit (Ex).
18th level gains 2 Bonus feats.
20th level gains 2 Bonus feats.
21st level gains Consulting (Ex).

Bonus Feats: At 1st level, a Law Enforcer gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets. The epic Law Enforcer gains 3 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

The Law Enforcer follows the Law code (Ex). Any level there is a bonus language.

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Priest: (priest)
For the priest magic system unlisted skills, go here.
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 Priest receives the appropriate 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), Diplomacy (Cha), Heal (Wis), Arcana (Int), History (Int), Religion (Int), Knowledge (the planes) (Int), Local (Int), Profession (Wis) and Focus (Wis).

Class features:

1st level gains Attoning (Ex), Turn and Rebuke (Ex) and a Holy Symbol (Ex).
2nd level gains Divine ability (Cha) and 2 Feats.
3rd level gains Aura of Holiness (Ex).
4th level gains Intuitive action (Ex) and 2 Feats.
5th level gains Laying of hands (Ex).
6th level gains 2 Feats and Demonology (Ex).
7th level gains Holy Making (Ex).
8th level gains 2 Feats.
10th level gains Visions (Ex) and 2 Feats.
12th level gains 2 Feats.
13th level gains Revealing (Ex).
14th level gains 2 Feats.
16th level gains 2 Feats and Summoning (Ex).
18th level gains 2 Feats.
20th level gain Piety (Ex) and a Bonus of 2 Feats.

Bonus Feats: 2 Feats are gained after every 3 levels after level 20.
A Priest can Worship any God that he so desires to, at a Moments notice. He can wear anything he so desires to reflect his mood and what he considers himself.

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Psi Kinetic (Syknetic)
For Psychokinetic class skills (the 'Ex' Abilities) not in magic skills section, goto here.

Saves: Will good
Weapon & Armor Proficiencies: All martial, modern and normal 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: Bluff (Cha), Concentration (Con), Arcana (Int), Perception (Wis), Profession (Wis), Local (Int), Technician (Int) and Focus (Wis).

Class features: Psicrystal is gained any level.
1st level gains Will word (Wis) and two psionic combat modes.
2nd level gains Psionic Powers, Spell recognition (Wis) and 2 Bonus feats.
3rd level gains Psychic ability (Ex) and Psionic combat mode.
4th level gains Dream manip (Wis) and 2 Bonus feats.
6th level gains Psionic combat mode, 2 Bonus feats and Astral Shift.
8th level gains Psionic combat mode, 2 Bonus feats and Astral manifested thing or creature.
10th level gains Psionic combat mode and 2 Bonus feats.
11th level gains Psionic combat mode and Energy body feat.
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 3 Bonus feats.

Every 3 levels higher there's 3 Bonus Feats.

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Scientist (scient)
For Scientist abiliies not in Magic system go here.

Saves: Will good
Weapon & Armor Proficiencies: Any simple, modern and exotic but no armor or shield.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

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

Class features:
1st level gains Will word (Wis).
2nd level gains Wisdom (Ex) and 2 Feats.
3rd level gains Lore (Ex).
4th level gains 2 Feats.
5th level gains Analysis (Ex).
6th level gains 2 Feats.
7th level gains Spelunken (Ex).
8th level gains 2 Feats.
10th level gains Collection (Ex) and 2 Feats.
12th level gains Experimentation (Ex) and 2 Feats.
14th level gains 2 Feats.
15th level gains Serendipty (Ex).
16th level gains 2 Feats.
18th level gains 2 Feats.
20th level gains Notoriety (Ex) and 2 Feats.

Any level there is a bonus language.

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

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Seer (seer)
For Seer abiliies not in Magic system go here.

Saves: Will good
Weapon & Armor Proficiencies: simple, and staff or gun only but no 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), Profession (Wis), Arcana (Int), Perception (Wis), Local (Int), Decipher Script (Int), Streetwise (Cha), Diplomacy (Cha), Bluff (Cha), Insight (Wis), History (Int), Technician (Int) and Focus (Wis).

Class features:
1st level gains Runic (Wis) skill. +2 to runic skill and Focus Ability (Wis).
3rd level gains Mysticism (Wis), Psychic Readings (Ex) and 2 Bonus feats.
5th level gains 2 Bonus feats.
6th level gains Elemental ability (Wis).
7th level gains 2 Bonus feats.
9th level gains Spirit walk, Inadvertent action (Ex) and 2 Bonus feats.
11th level gains 2 Bonus feats.
12th level gains Energy form Feat and Sight (Ex).
13th level gains 2 Bonus feats.
15th level gains Spirit possession and 2 Bonus feats.
17th level gains 2 Bonus feats.
19th level gains 2 Bonus feats.
20th level gains Consulting (Ex).

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://alt-sites.tripod.com/pictures/Runestaff.gif.

Bonus Feats: Every 2 levels from level 1, there's 2 bonus feats every 3 levels from level 20. At each such opportunity, he/she can choose any feat that they meet prerequisites.

They follow the Seers oath (Ex).

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Technomancer(tekmage)
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons and modern, 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: Bluff (Cha), Concentration (Con), Profession (Wis), Technician (Int), Arcana (Int) and Focus (Wis).

Class features:
1st level gains Will word (Wis).
2nd level gains 2 Bonus feats.
3rd level gains Technomagic (Cha).
4th level gains 2 Bonus feats.
5th level gains spell recognition (Wis).
6th level gains 2 Bonus feats.
8th level gains 2 Bonus feats.
9th level gains Wish ability (Wis).
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. 3 Bonus feats every three level higher than 20th.

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Worker (woka)
For a Worker abilities not in Magic system go here.

Saves: Will good
Weapon & Armor Proficiencies: Any, but no armor or shield.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

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

Class features:
1st level gains Will word (Wis) and Focus ability (Wis).
2nd level gains Reasoning (Ex) and 2 Bonus feats.
4th level gains Elemental Ability (Wis) and 2 Bonus feats.
6th level gains 2 Bonus feats.
7th level gains Create item (Int) and Antikine (Ex).
8th level gains 2 Bonus feats and Activism (Int).
10th level gains Wish (Wis) and 2 Bonus feats.
12th level gains Aura of persuasion (Ex) and 2 Bonus feats.
14th level gains Summon (int) and 2 Bonus feats.
16th level gains Friendliness (Ex) and 2 Bonus feats.
18th level gains Luck of the draw (Ex) and 2 Bonus feats.
20th level gains Management (Ex) and 2 Bonus feats.
22nd level gains 3 Bonus feats.
24th level gains Greater affect (Ex) and 3 Bonus feats.

 Bonus Feats: At 1st level, a worker gets another feat with the feat that any 1st-level character gets. The epic worker gains 3 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.
 A familiar is gained any level for free or discount. Any level there is a bonus language.

 The Worker can join any field or the Army as Clerics and Workmen.

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Bum (Bum)
For Bums abilities not in Magic system go here.

Saves: Will good
Weapon & Armor Proficiencies: Any or no armor or shield.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

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

Class features:
1st level gains Will word (Wis) and Focus ability (Wis).
2nd level gains Reasoning (Ex) and 2 Bonus feats.
4th level gains Elemental Ability (Wis) and 2 Bonus feats.
6th level gains 2 Bonus feats.
7th level gains Craft item (Int) and Begging or asking (Ex).
8th level gains 2 Bonus feats.
10th level gains Wish (Wis) and 2 Bonus feats.
12th level gains Aura of persuasion (Ex) and 2 Bonus feats.
14th level gains Summon (int) and 2 Bonus feats.
16th level gains Friends (Ex) and 2 Bonus feats.
18th level gains Luck of the draw (Ex) and 2 Bonus feats.
20th level gains Management (Ex) and 2 Bonus feats.
22nd level gains 3 Bonus feats.
24th level gains Greater affect (Ex) and 3 Bonus feats.

 Bonus Feats: At 1st level, a bum gets another feat with the feat that any 1st-level character gets. The epic bum gains 3 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.
 A familiar is gained any level for free or discount. Any level there is a bonus language.

 The bum can join any field or the Army as Clerics and Workmen.

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Soldier (Soldir)
For Soldier abilities not in Magic system go here.

Requirements: To qualify to become a Soldier, a character must fulfill all the following criteria.
Alignment: Any alignment
Skills: Arcana 4 ranks, Concentration 5 ranks, Craft 4 ranks, Technician 6 ranks
Saves: Fortitude and Reflex good
Weapon & Armor Proficiencies: Any normal or modern weapon and Martial weapons including guns 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: Endurance (Con), Profession (Wis), Technician (Int), Diplomacy (Cha), Insight (Wis), Streetwise (Cha), Acrobatics (Dex), Athletics (Str), Arcana (Int), Local (Int) and Focus (Wis).

Class features:
1st level gains Focus ability (Wis) and Kinetic Speedup (Cha).
2nd level gains 2 Bonus feats.
3rd level gains Human defense field (Cha) and Kinetic attack (Cha).
4th level gains Dedication (Ex) and 2 Bonus feats.
5th level gains Kinetic Flying (Int) and Kinetic manipulation (Cha).
6th level gains 2 Bonus feats.
7th level gains Energy funnel (Cha).
8th gains 2 Bonus feats.
9th level gains Aura of belief (Ex).
10th level gains Long Range Viewing (Ex) and 2 Bonus feats.
11th level gains Kinetic Antemetal (Cha) and Weapon Power (Cha).
12th level gains 2 Bonus feats.
14th level gains Reasoning (Ex) and 2 Bonus feats.
16th level gains 2 Bonus feats.
17th level gains Ensuing (Ex).
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats

Bonus Feats: At 1st level, a soldier gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets. The epic soldier gains 2 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

The soldier follows the Soldier oath (Ex). Any level there is a bonus language. At any time, they can join the Military (Ex).

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Terrorist (terrist)
For Terrorist abiliies not in Magic system go here.

Requirements: To qualify to become a Terrorist, a character must fulfill all the following criteria.
Alignment: Any chaotic or Evil alignment
Skills: Disguise 4 ranks, Bluff 5 ranks, Concentration 5 ranks, Technician 5 ranks
Saves: Will good
Weapon & Armor Proficiencies: All Martial weapons including club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear and gun 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: Streetwise (Cha), Profession (Wis), Perception (Wis), Thievery (Dex), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Focus (Wis) and Concentration (Con).

Class features: 1st level gains Chaos effects (Cha), Focus ability (wis).
2nd level gains a Bonus feat.
3rd level gains Spell subversions (Cha).
4th level gains Abundance (Ex) and 2 Bonus feats.
6th level gains Kao confusion (Cha) and 2 Bonus feats.
8th level gains 2 Bonus feats.
9th level gains Lucky benefit (Ex).
10th level gains 2 Bonus feats.
12th level gains Elemental ability (Wis), Terror aura (Ex) and 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains Anti-reasoning (Ex) and 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats.
22th level gains Imfamy (Ex).

 Bonus Feats: At 1st level, a Terrorist gets the feat that any 1st-level character gets. The epic Terrorist gains 2 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A terrorist must always be chaotic, unless circumstances make their activity otherwise. They serve the Terrorist oath (Ex). Any level there is a bonus language.

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Magic system skills

  The magic system is based off spell-like abilities that are listed as special skills without. For effect lengths see charts. They are gained when chosen at the Character creation or level ups. When the character gains a level they spend training points, alotted by point calculation. For these skills, choose the skill to add at character creation or level up as you self-create your character. Each training point applied is a skill rank in said live dnd skill as 1 training point = 1 skill rank added to the intelligence mod. So 4 points in the weaving skll is a 4 rank weaving skill. There is a max of 15 skill ranks per class defined skills. Per point nonlethal damage, there is 1d4 additional damages if your hit. If the mp/stp is used up and goes nonelethal damage (<0), then opposite elements used will weaken the person. Per point nonlethal damage, there is 1d4 additional damages if your hit.

Menu system

General skills
Runic skills
Wish skills
Chaos skills
Kinetic skills
Other skills
Weaving skills
Divine skills
Domain skills
Shadow skills
Elemental skills
Song skills
Shift skills
Dream skills
Bum skills
Techno skills
Celestial skills
Jedi skills
Mystic skills
Creator skills

General magic skills

  Focus ability: This skill is "Focus ability" on the character sheet and stat block . Focus is the ability that allows for you to focus on increased energy for more potential spells. You may increase your mp by 10/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 20 mana regen. For stamina you can go above 100 s to gain 15 s and cha bonus. Focus for 5 min; for mp and s, 1st level regains 20, 2nd level 40, 3rd level 60. 4th level 80, 5th level 100, 6th level 120, 7th level 140, 8th level 160, 9th level 180, 10th level 200 and +10x etc.

  Focusing allows for greater damage focus by casting it then waiting a round to effect release. Doing so allows for increased damage effect by spell or weapon. Using this damage focus takes an extra attack. So, take 1 attack action for the weapon or spell. Then, another for the focus with accumulated 2 attacks taken up. Each training 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 and stamina restored by +1 like 1d10+2 for 2 focusing skill ranks. Per training point it adds +1 to the stamina recovered like 60+2 mp/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.

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   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 keywords are: "yl" for wild magic, "pyr" for fire, "lece" for water, "air" for air and zone, "humu" for earth, "aetus" for life and heal, "neta" for nether, evil, void or negative, "bodio" for body", "ypa" for clean-up, "uma" for manifested thing or creature, "myy" for magic, "t" for time (speed, slow or stop), "avem" for dream and "uo" for instant.
The action words are make, control, alter, destroy, protect and perceive. 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 without Skill Check. Each 2 training point 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 described and +1d6 + wis bonus for all will word effects.

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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 training points to an ability has the effect of 1 to non-instant runic spell duration, +10/- protection and +1d6 for runic effects. This uses wisdom as core stat.

The runes to draw are as below:

For wild magic: the runic symbol is a faery 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 runic symbol is a picture of a cloudy tree.

  An example of these runes are at http://alt-sites.tripod.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 and this power controls all other forces and 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 with chaos.

  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 and 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 and 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 and 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 and its opposite is death..

  Nether magics are evil for its the magic of death 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 and its opposite is life.

  Astral plane magics is dream magic and 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 and 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 training point its for limited wish or unlimited wish. The limited wish allows for small to normal effects as in wishing for gold, dealing 1d6 damage/healing, +5/- protection, speed, slow and stop time effects described. The unlimited wish allows for any effect like make an enemy disappear as if non existant, dealing 2d6 damage, +15/- protection, and speed, slow and stop time effects 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.

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 Chaos ability:

Each training point to an ability has the effect of +1 to non-instant chaos spell duration and +1d6 for chaos spell effects. 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 chaot will only have to imagine the event and it will happen by calling upon chaos to make it so. In chaos, the corruption of the person can cause corruption, decay and disease in the targeted victim.

  Call chaos by a free action with these keywords; "kao" for chaos, "p" for person and the action words are make, control, alter, destroy and protect. You use these words through chaos to effect your desire as in "make kao" for a chaotic event, "kao control" for a chaotic control spell, "control p" for person control and "kao destroy" for a chaotic destruction spell. Each 2 training points being 1d6+cha mod damage/healing, +10/- damage protection and any effect lasts 1 round, speed. Slow and stop time effects described.

  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 and 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 keywords; "juu" for spell, "kao" for chaos and the 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 caustig a destructive chaos spell. Each training 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 and 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 and there is a save vs will to null the effect of being dazed for 1 round. Each training point added in makes it +1 round to the dazed state.

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Kinetic ability  

This effect is the concept of motion which is focused by the warrior's single-minded focus to cause 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 training 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 funnel=3 kinetic runic=3 Weapon power. 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 unless class specified.

  Kinetic speed-up

When traveling, 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 training point is +5' increase to the +20' speed and gives speed time as described here to all in group including allies.

  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 aether 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 and this effect lasts till combat end or a "destroy 14 seh" for end defense field. Each 2 training points adds +1 AC to the +6 AC of the caster ae +8 to AC for 4 training points.

  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 2 training points are an +2 to the 1d6 as 1d6+2 for 1 training point and 1d6+4 for 2 training 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 and stops working on touch of ground. In order to work you must lift off the ground through a perform Skill Check. To call this into effect say "make jio" for make fly while with happy thought and kinetic channel. Each training point 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 manipulation. Imagine the effect needed and focus your movement into fueling that effect into happening. Allow the motion to cause the effect. This uses your gut feeling to convert it through focus of your motion 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 and can be done anytime.Each training point counts as kinetic strength as in 50 lbs per point. 1 skill allows you to control up to 50 lbs person. 2 training points allows you to control up to 100 lbs person. 3 training 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 and 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 keywords: "efunn" for energy drain, "wim" for emotion, "objii" for object enchantment, "wyl" for will, "e" for energy, "p" for person or spell and the action words are make, control, alter, protect and destroy.

  A 1d10+2/skill rank hp 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 and 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 training points is a +1 round to non-instant runic spell effect, +10/- damage reduction and 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 keywords are: "yl" for wild magic, "pyr" for fire, "lece" for water, "air" for air and zone, "humu" for earth, "aetus" for life and heal, "neta" for nether, evil, void or negative, "bodio" for body", "ypa" for clean-up, "uma" for manifested thing or creature, "myy" for magic, "t" for time (speed, slow or stop), "avem" for dream and "uo" for instant.

The action words are influence, control, alter, destroy, protect and perceive. You use these words through your will abd 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 an antemagic effect, by casting it without Skill Check. Each 2 training point to an ability has the effect of +1 round to all non-instant antemagic effect duration, +10/- damage reduction, speed, slow and stop time effects described and once a +2d6 + wis bonus for all will word effects.

  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.

  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" 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 training point is an +2 to the the 1d8+cha bonus as 1d8+4+2 for 1 training point with 4 cha bonus and 1d8+4+4 for 2 training 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 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 but astral for a character specified wide area effect, 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 training points are 2 rounds, +10/- protection, +1 attack for group or person with cha mod as bab, slow time gives -1 to -4 by a 1d4 to the attack for a target/s attack round, stop time halts the activities for the target/s for 1-6 rounds via 1d6 and finally 1d6+cha mod unless instant effect. 1d6+4 cold damage for a 2 rank weaving skill and 4 cha mod. 2 round pain effect for a 3 rank weaving skill. 2d6+4 black hole lasting 6 rounds with 3 skill rank. There is a save vs spell that halves damage/length and effect.

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  Divine ability:

The Divine ability derives off Mystra the magic goddess, 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, "aetus" for life and heal, "neta" for death, void, evil and negative, "bodio" for body", "ypa" for clean-up, "uma" for manifested thing or creature, "spyk" for detection, "myy" for magic, "ras" for raise, "t" for time (speed, slow or stop), "uo" for instant and "avem" for dream.
The action words are make, control, alter, destroy, protect and perceive. You use these words for a divine effect you desire as in "make control pyr" for creation of a fire that controls people. The words "make ras bodio" for raise dead. "make neta ras bodio" for raise skeleton. Just do it to gain a divine effect. Each 2 training points to an ability has the effect of +1 rounds to all non-instant divine spell duration, +10/- protection, speed, slow and stop time effects described and 1d6 + Cha bonus for all divine spell effects. Like 4d6+4 hp damage for a 4 divine skill rank and +4 cha mod. This uses charisma for the core stat.

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  Domain ability

The hell cleric domains are accessed by 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, "myy" for magic, "air" for air, "neta" for death, "nyc" for destruction, "pyr" for fire, "aetus" for healing, "luc" for luck, "rowan" for protection, "dylu" for strengthen, "stern" for sun or "sutra" for water.

A hell cleric may choose 2 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 manifested thing or creature, "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 enchantments.

The action verbs are used freely but must be used in the sentence as in make, control, alter, destroy, protect and perceive. 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 training points to an ability has the effect of +1 rounds to all non-instant domain spell duration, +10/- protection and 1d6 + Cha bonus for all domain spell effects. Like 4d6+4 hp damage for a 4 domain ability skill rank and +4 cha mod. This skill uses cha as its core stat.

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  Shadow manip

Manipulate shadow with a command. Just doing it begets a success with cha core stat. Call this by using these keywords: "aetus" 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 and the action words are make, control, alter, destroy, protect and perceive. 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 aetus" for restoring dark flame, "make sad protect" for shadow protection and "make kyo air destroy" makes hp draining death zone. Each 2two training points are a +2 round to non-instant shadow spell effect, +15/- damage reduction and a +2d6 to shadow effect. Uber effects are destroying a town while normal effects are destroying monsters using zone 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 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, "aetus" for life and healing energies, "neta" for nether, evil, void or negative energies, "bodio" for body energy, "uma" for summoning energy, "myy" for magic energy, "t" for time (speed, slow or stop), and "avem" for dream energy.
The action verb words are cause, control, alter, destroy, protect and perceive.

 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 effects, do not apply the all skills bonus.

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  Song 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, if desired), by willing it. 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 effect unless it requires a concentration check. Each 2 training points has the effect of +10/- damage reduced for shield effect. Speed, slow and stop time effects are described. 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. This uses save vs spell for effects.

   The ideal keywords are:"yl" for wild, energy. "pyr" for fire, "lece" for water, "ypa" for clean-up. "aetus" 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, "sloty" for slow time, "spety" for speed. "88" for stop time, "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 action words are make, destroy, alter, control and protect.

The spellsongs are for those that want to use them, brought about by the action play word as in "play hym" for ritual song.

  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 the jinkuriki 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 tha wards 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 the 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 health 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 yet only demons can. The skills are with core stat: Create item (int), Summon (int), Shapechange (cha) and possession (cha). Each training 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 into the victim and its like you have a puppet where your the puppetmaster. It controls the person fully and the controller gains the skill of the puppet. 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 manip (Wis), Astral create (cha), Astral shift and Astral manifested thing or creature. This is the skill-set for Astral manipulators. The dreamwalker only uses astral and does everything else physically. All other elements are illusions him/her.

  Dream manip: Manipulate dreams with a command. Just doing it begets a success with wis core stat. Call this by using these keywords. "ylfxe" for false power that allows control for 1 round. "aetusfxe" 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.
The action words are make, control, alter, destroy, protect and perceive. 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 aetusfxe" for flame that disables while doing damage, "make netafxe protect" for death illusion protection. Each 2 Dream ability training points is a +2 round to non-instant spell effect, +15/- damage reduction for the element and 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: The Astral summon ability pulls people or objects from dreams, 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 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..) with summoning ability.

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Bum Magic

  Craft item: It creates the item of choice with what is there alotted or allowed by the skill rank. The item appears where the crafter wants selected from the list. This is limited by the 4 skill ranks possible. 1 skill rank is any one item or money amount once per day. 2 skill rank is appearance creates is created items by appeal to the area I think to buy something ideal. 3 skill ranks is your able to cope with yourself so your ability is generating two or four items or money amounts per item search within the day by now. 4 skill ranks is any item due to this roll of a d10. 1 is any one good, equipment piece or simple weapon. 2 rolled any one sword, scimitar, rapier, axe, light weapon and flail except great, heavy or double weapon or useful item. 3 rolled is any one great sword, great axe, heavy flail, halbred and warhammer or 2 useful items. 4 rolled is any one exotic weapon or item that the Gm considers exotic. 5 rolled is any 2 to 5 magic items at a +1. 6 rolled is any 3 to 6 magical items at a +2. 7 rolled is any 4 to 7 +3 magical items. 8 rolled is any 5 to 8 +4 magical items. 9 rolled is any 6 to 9 +5 magical items. 10 rolled is any 7 to 10 +5 intelligent items, as the bum is then considering items magical by now this is amazing if a bit rare.

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Technomagic

   Technomagic: Magic that uses technology to get the result you want, need and will. What makes the technomagic is orgone, which is the machine magic that listens to your desire and need and converts the intent of your will to actions. These actions are created, seemingly from nothing. Any technomagic is considered a possible outcome of man's thought. Merely coincidence, that is what it seems like at first. Then, the curious mind may find it different. This magic takes you to greater extremes and thoughts of creativity. All thats needed is to will the item to do the deed or manifest things by expressing the need in any manner. This will can be expressed in many ways. Any effect is instant, unless desired to last. However long that is. The effect can be killed and the energy redirected to do something else. Effect damage/healing is 2d8 + Charisma mod per 2 Skill ranks. Time effects are as listed here. Shielding effects are 10/- each 2 skill ranks.

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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, you can summon any Deity effect by stating the Deity name and the effect to get a result. Here is the Deity Domain list. Be aware of what the Deity name is to evoke what the Deity rules over. At this level of summoning, 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, cleansing, folding space, force strangle, force wall, heart burst, prescience, mind reading, evoke emotion, astral shift, time shift, fluid shift, shapeshift, force bolt, invisibility, time manip, image projection, simulcrum, blind strike, blindsiight, force project, item hide, force wand, force shield and raising.

  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 training point is +1 to the concentration check.

  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 training points are a +1d8 to norm damage such as 2d8+5 cha mod for 3 training points. This effect lasts as long as the worker wants it to.

  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.

  Cleansing: This is the ability to not be effected by alcohol and remain cleansed, at least in spirit. Think that your not effected by alcohol and things that you do cleanse your body. This is the way to do this ability, and there is a 50/50 chance that you aren't effected by alcohol. Represented in math by a d10 where 1-5 is failure and 6-10 is success. The cleansing, if you want it, happens by the molecules you control to create a clean state.

  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 2 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.

  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.

  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 freeze 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 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 training 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.

  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, intended victim will be dead and you will have to accept the consequences in some manner that does not reflect to you.

  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 training points.

  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.

  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 training points duration.

  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.

  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]."

  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. 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].

  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 as you think with ideal to do, 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 of or with any element desired.

  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/training point from target. Speed, slow and stop time gives as described.

  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.

  Simulacrum: Making a simulcrum 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 simulcrum from the sun drawing. Say "I wish my simulcrum had a mind of its own and to be invulnerable to attacks." Now feel the simulcrum take form in full. That is simple. Undoing a simulcrum is just as simple. Will with the force to undo the simulcrum. The simulcrum has the same abilities and 1/4 the hp as the original till death.

  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.

  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.

  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 training points + cha mod.

  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 training points.

  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 training 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.

  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.

  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 training 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 ae 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 ae 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 and 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 black 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 by spirit be unlike possession or not, if the person doesn't want to be possessed by the person taking over the body. Seldom does this work by a roll of a die 4 as they work or will, the person won't do thing that the suggester wants if 2 or less. So this works by shifting a part of their spirit into the victim, then they won't and its like you have a puppet where your the puppetmaster without the kills of the puppet. It controls the person fully and the controller gains the skill of the puppets body, this is with the stats of the body "sharing" its attributes to the puppetmaster. With the shared attributes, the puppetmaster gains what 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.

Creator ability:

The creator ability contains skills that are instant or round based. Skills in the ability are; Creation for the effect and Spell recognition for the recognizing of the effect so far, that means this can use the creator to recognize the idea and create the effect.

  Creation (Ex): This is a creator's wish ability, think it and state the result to create it. The gm will decide if its possible. He or she can create whatever he or she wants by thinking about it and his or her need manifests. How quicly it manifests is with a roll of a die 10 (if you use a die roll), this is 1-2 within 1 second, 3-4 is within 2 to 4 seconds, 5-6 is within 5 to 8 seconds, 7-8 is 9 to 12 seconds and 9-10 it doesn't manifest. This roll represents how long you focus energy to create the manifestation, otherwise you could just focus for 2 to 10 seconds for 1 seconds is manifests within 6-10 seconds, 2 seconds is manifests within 3-6 seconds, 3 seconds is within 1-2 seconds manifest. This is creation of whatever you want that appears somehow, and you think it, act as though using it and you can seem to create it.

  Spell recognition (Ex): This is where you know what the effect was and can create the spell or effect again, this is if you knew what the effect was. So you know by thinking you know, and the spirit allows you to realize the effect by knowing what it is. On a die roll to see if you knew it, maybe a die 6 where 1-3 is success and you do and 4-6 is failure and you don't. Otherwise the GM allows this ability to work.


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Experience

  Experience is the exposure amount to any concept per action or melee/range action. Action XP (experience) accumulates over time with DC or task difficulty. The DCs are dc5 easy for 200 xp. dc10 normal for 400 xp, dc15 challenging for 600 xp, dc20 tough for 800 xp, dc25 very hard for 1000 xp, dc30 imposible for 1500 xp.

  The character class is the job added to the Class name, like a backstreet fighter, charmer, cook or whatever class you want to call yourself. Feel free to make it up. A job defines what character class you are and that is the field of study. A field of study is the career said player chooses. A player is a lower, equal, or higher level to another player, for position. Experience level ups are in the XP Charts section.

  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. Use the training points calculation, as in charts to figure level training points. 

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Skills and Feats

 Skills and feats for live dnd are handled differently. They are based off the job need at the moment. Each job requires certain skills to succeed. Skills are Abilities like bluff (lying, cheating), spot and etc. That is what a character chooses. There are too many feats for a single character to learn but you can focus your character on skills that best accentuate capabilities.

 Skill bonus is a 4th edition thing, that counts as a miscellanious skill mod and is half your level + ability score modifier. You don't have to use it if you don't want to, this is with +5 if you’re ‘trained’. The ability mod will work. The ability score mod is calculated by using the modifier as (ability / 2.1) - 5 Round to the nearest whole number. 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.

 Skills are listed in the D&D player handbook, and other players guide book whatever version you want, use for a compiled list is here. 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 gaming stuff can be found here for 3.5e or here for 4th edition rules. The fifth edition rules are this place otherwise the 2nd to 5th editions are with this place.

  Skill bonus, counts as a miscellanious skill mod and is half your level + ability score modifier, with +5 if you’re ‘trained’. All Strength, Dexterity and Constitution based skills suffer armour check penalties.

  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 level. Some feats have prerequisites. New feats and other feats are listed here. You may get a Special ability in the place of a Feat.

  Feat gaining is 2 feats per character class except wizards and fighters gain 3. 2 bonus feats at first level for all characters. So a fighter mage gets 8 feats at first, then at 3rd level its 6 feats. Whereas mage thief get 7 feats at first then 5 feats every 3 level. A single class like a cook gets 4 feats at 1st level and 2 feats every 3 level thereafter. Think or use, this is for other classes if its class dependent.

   The Skill Training feat lets you add another skill as a trained skill, this is where you think to use a trained feat to get better results at +5 to the result. There are 4 allowed trained skills at first level. Humans can choose 1 extra skill to train in at 1st level.

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Character creation

  To make a character you may use the dnd e-tools that I made a half-drow race for, or other method via the dnd books found in dnd resources, for the 3.5e core books, or here, for the 4e PHB. For the PHB 4e; 1, 2 and 3, look here. If doing a handmade character, look at the PlayersHandbook; 1, 2 and 3, of 4e, or use the Ars Live DnD Character info Sheet for creating a stock character. Be sure to check out this handy Equipment List. This is made of Medieval and Modern Equipment and for Live Ars DnD. This list lists Medieval and Modern items.

  To use the race 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, remembering that:

Runic master class are wizards
Belmage uses the wizard class
Sorcere, Chaot, Dreamwalker and Elementalist 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 daemon race
Kinetic Sorcere are a sorcerer prestige class
Kinetic assassins are assassin prestige class
Actor bards are bards
The knight classes are rangers
Wave Masters are sorcerors

  The rest are dnd classes. They all get a 100% HP + Con Mod, and any spells are replaced by will word (Wis). To keep balance they get Focus (Wis) and Spell scroll (Wis). Split classes are with 100% HP + Con Mod as well, excepting when they have Monstrous Regeneration.

Etools instructions

  To extract the dnd character for modification from e-tools. Make the character leaving at least 6 training 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, 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 now and don't forget to add in the Skill bonuses. Which is with +5 if you’re ‘trained’.

  Now for the character modification, after character creation make the HP to be 100% + Con Mod unless monstrous regeneration as listed in Special Abilities. Then remove spells, as this live ars dnd does spells differently through spell-like abilities. Add the special skills as listed in the character descriptions that suits your class and level into the skill/feat section. Treat these special skills like dnd skills as in training point allocation adding in the leftover training points. Be sure, to add the powers, that the character will have. Then rename the character class as it will not be the same.

  Warlock druids you replace the race with demon and hell clerics replace the race with daemon. Don't forget to add the bonuses that are applicable as listed in the character descriptions. Finally, change the the hp total by modding it to 100% unless you chose monstruous regeneration.

After creating the character

  Whala! you are now done. You now need to choose the game module in which to play or make a module up as you go. There must be a willing Gm for the game module or it won't happen. Be sure to treat NPC and Monster HP by making it a percent, instead of being a Hitpoints total. As in the monster has 20 HP, then it translates directly to 20% HP.

  For epic 20+ level characters look in the epic level handbook found in dnd resources. Except, for 4e, where you look in the PHB 2, for Epic level.

  When you play your character. Somewhere, try to keep track of the the MP (Magic Points) or STP (Stamina Points) anyway you want. Optionally, you will want to keep trak of the PL (Power Level) as well.

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Skyhawk

Contributors:
Zackal, Paul and Lance Mailstrom
Source:
Chaos Magic for nonlethal magic system
d20 System Reference (c) 2000-2003, Wizards of the Coast, Inc.
"ARS_Magica" Book by Judith Tarr 
Forgotten Realms Books