News:

Populated by the admins and moderators of your other favorite sites!

Main Menu

Random DM nagging.

Started by Anastasia, August 06, 2011, 10:56:41 AM

Previous topic - Next topic

0 Members and 17 Guests are viewing this topic.

Anastasia

Update 7.

1. Cor's light stuff.
2. Newspaper.
3. More bardic musics through feats.
4. Epic bardic magic item.
5. THAT FOG SPELL.
6. Druid class.
7. Yuth psionics. - In progress x2.
8. Post Jaela's elder brother.
9. Yuth familiar feat stuf, waiting on him x2 for more feats.
10. Post Jetina.
11. Tailiel - Probably not, though. He'll work fine as a non combat NPC and it's in the middle of an NPC influx.

Tailiel won't be posted. On top of everything else, he's a sentinel and both Ram and Jetina are paladins. Overloaded on them. I favor paladin a bit since it suits me, but man.

Jetina's next so I can be out from under the NPC rush. Newspaper after, that's been delayed too long and we'll see from there.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Corwin on May 17, 2017, 04:17:30 PM
Quote from: Corwin on March 17, 2017, 02:02:28 PM
Quote from: Anastasia on March 17, 2017, 01:40:48 PM
Quote from: Corwin on March 17, 2017, 08:52:18 AMI remember what it was intended for. I want to ask if it can be used for something similar.

-Can someone open a Gate elsewhere and use this feature to scout past it, due to it becoming the closest portal by nature?

Not anything beyond what Analyze Portal offers or other upgrades related to it give.

To be clear, you mean like seeing around the detected portal?

Yes. Say Tepen goes to open a gate outside Aurora, and Jaela uses this system to scout ahead via this part of Analyze Portal:

QuoteA glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round; the range of your vision is the spell's range. Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal. For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.

I'm also interested in an upgrade that reduces the Analyze Portal check from 4 rounds to 1 round or shorter.

Quote
Quote-Can we use it as an early warning system? Ie someone sneakily opens a gate nearby, command staff gets alerted since the location of the nearest portal shifts while we are stationary?

There's no reason why not, though you'd have to have someone using it regularly. As a gate could last a round or two for a simple transport, once per round would be required. Automating or improving on this (since it's a piss boring job liable for errors at best) through magic would be advised. If you're interested, I'll whip up an upgrade for that.

Interested.

A reminder that I don't believe this got codified properly to the Aurora improvements.

They're in there already.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Yuthirin on May 17, 2017, 04:36:23 PM
In addition, we'd been discussing feats to enhance or extend psionics. This went beyond standard metapsionic feats.

Ideas include epic feats to remove caps on damage dice, add additional damage dice, or possibly a feat allowing powers to penetrate immunity to mind-affecting.

Gimme some then.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Nephrite on May 17, 2017, 05:59:23 PM
Just general musing, but is flat Paladin/Healer any better than trying to take some Paladin PrCs (or a Cleric one or something) on the Paladin side?

Obviously Jetina isn't going to whip out Emissary of Barachiel or something (or is she????) but it was just a thought. go fist of raziel

Generally PrCing out of paladin will be better as long as it's done halfway decently. The only question is if I want to add that level of complication to her. Fist of Raziel would be a potential choice at her, but I'd need to review it. She has favored enemy so that might open up a few unexpected vistas as well. I've just started her chargen, so I'll get back to you.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Fist of Raziel's out, she doesn't qualify for it. She can't cast divine favor since healer doesn't get it and she ACFs her paladin casting.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

She'll probably go pious templar or pure paladin. Being Wisdom based messed up a few paladin PrC options so best to keep it simple here.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

It's that time again! Dune tells me our latest upgrades are done, so how about putting fresh ones in the queue?

QuoteSending Orbs(Planar sending, allows sendings at will from various points in Aurora): 100,000 gold; 1 DC 35 spellcraft check; 1 DC 35 K:A check, 1 DC 35 K:P check; 5 days.

Presumably, they work with a standard action like other items~!

QuoteAdd long range Analyze Portal capacity(Allows Analyze Portal results from the nearest portal when detected): 55,000 gold; 2 DC 30 spellcraft checks; 1 DC 30 K:P check; 7 days

Pretty useful when combined with the Aurora sensors in case some loser devils try to gate over.

Also, we already upgraded the long range spell capacity so please bold it in the Aurora post, Dune.
<Steph> I might have made a terrible mistake

Anastasia

Jaela and Afina's topic gets a post in the morning, I just don't have combat in me tonight. Tiiiiired.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

After all the weirdness of the last few days and my sleep cycle, I'm finally starting to get better. Jetina tonight or tomorrow, I've made little progress during this odd like diversion.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Nephrite

#5469
If one were to take Versatile Performer and also take Skill Focus or Epic Skill Focus (Perform (whatever)), would those then apply to all of the other perform checks?


EDIT: Also, I am guessing I can't use Bard Mastery (I know, bringing this back up) to take Spell-less Bard, huh? :(

Corwin

As per your request I'm posting this here.

I've been wanting to try playing two characters again after failures to run a PC and a familiar. I think it would be neat if I could have Lucy show up for the librarian job or to open a new shop in Aurora. The idea is to keep my focus on Jaela, see if I can manage to run Lucy here and there and to have fun doing it~
<Steph> I might have made a terrible mistake

Anastasia

Is Lucy meant to be a combat or non-combat character?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

Since this is D&D even characters who don't tend to seek out combat like Ilsenine or Tannin are capable of it. I'm aiming for something like that.
<Steph> I might have made a terrible mistake

Anastasia

Quote from: Corwin on May 29, 2017, 12:24:51 AM
Since this is D&D even characters who don't tend to seek out combat like Ilsenine or Tannin are capable of it. I'm aiming for something like that.

Okay, go ahead and whip up a leveled up version of Lucy. Don't worry about gear or anything like that yet, just get where you need to get mechanically first. Don't worry about backstory too much either, that'll come later.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

#5474
Lucy [lvl25, Succubus12/Marshal3/Archivist10//Sorc5/Escalation Mage6/Mage of the Arcane Order 9/War Wizard5]
True Neutral [Outsider]
Gender: Female, Height: 5'3'', Weight: 112lbs, Age: ??

HP: 191
Init: +4
Speed: 30ft (50ft fly, average)
Armor Class: 14 touch, 23 normal. [-4 flat-footed, -9 without natural armor]
Base Attack: +19
CMB: 19+0=+19
CMD: 10+19+4=33
Full Attack (Rays): +23 vs touch AC [+4 with Seeking Ray]
Full Attack (Greataxe with Whirling Blade): +34, 1d12+22 20/x3 [60ft line]
Full Attack (Steeldance): +40/+40, 1d4+15/1d4+15 [magic, adjacent]
Full Attack (Claws): +19/+19, 1d3 (lethal/nonlethal base)
Space/Reach: 5ft/5ft
Special Attacks: Claws 1d3, Energy Drain at will DC31 Will+Fort (Su), Lesser Succubus Powers at will (Sp), Succubus Powers at will (Sp), Unholy Blight 1/day (Sp), Spellpool [full round] (Su) lvl1-9 Spell Level total of 12, Dark Knowledge [free, lasts 1 minute, target within 60ft, untyped] 6/day, Dark Knowledge/Tactics +3 attack to allies, Dark Knowledge/Puissance +3 saves to allies within 60ft, Dark Knowledge/Foe +3d6 damage to allies, Steady Hand +1 to ranged attacks to allies within 60ft (circumstance).
Metamagic: Escalation [swift] 6/day (Su), Escalation/Shadow Focus (Su), Escalation/Shadow Power (Su), Escalation/Shadow Growth (Su), Escalation/Shadow Haste (Su), Soul of Shadow (Ex), Spontaneous Widen Spell 16/day (Su), Enhanced Spell Area (Su), Sudden Enhance 1/day, War Spell 1/day (Su).
Resistances and Immunities: Poison Immunity, Acid Resistance 10, Cold Resistance 10, Electricity Immunity, Fire Resistance 10, Damage Reduction 10/Cold Iron, Spell Resistance 37.
Special Qualities: Metamagic Specialist ACF (PHB2, 8/day), Darkvision 60ft, Tongues (Su), Telepathy 100ft (Su), Alternate Form [any humanoid, small to large] (Su), +9 Natural Armor, Guild Member (Ex), The Shade Within (Ex), Prayerbook, Lore Mastery/Arcana, Lore Mastery/Religion, Still Mind (Ex), Motivate Charisma +15 (circumstance), Motivate Intelligence +15 (circumstance), See Invisibility/Permanency [CL25].
Saves: Fort +21, Ref +17, Will +21
Abilities: STR 11 (+0), DEX 18 (+4), CON 15 (+2), INT 20 (+5), WIS 15 (+2), CHA 40 (+15)
Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran

Skills: Bluff +43 (28, Cha+), Concentration +17 (15, Wis+), Craft/Cakes +33 (28, Int+), Decypher Script +6 (1, Int+), Diplomacy +43 (28, Cha+), Disguise +53 (28, Cha+), Escape Artist +14 (10, Dex+), Gather Information +20 (5, Cha+), Intimidate +43 (28, Cha+), Knowledge/Arcana +33 (28, Int+), Knowledge/Architecture and Engineering +10 (5, Int+), Knowledge/Dungeoneering +15 (10, Int+), Knowledge/Geography +10 (5, Int+), Knowledge/History +10 (5, Int+), Knowledge/Nature +15 (10, Int+), Knowledge/Nobility and Royalty +10 (5, Int+), Knowledge/Religion +33 (28, Int+), Knowledge/The Planes +33 (28, Int+), Listen +38 (28, Wis+), Perform/Act +20 (5, Cha+), Perform/Dance +20 (5, Cha+), Ride +5 (1, Dex+), Search +6 (1, Int+), Spellcraft +33 (28, Int+), Spot +38 (28, Wis+), Swim +5 (5, Str+), Use Magic Device +43 (28, Cha+).

Feats: Arcane Preparation (lvl1), Eschew Materials (B, Sorc1, lvl1), Widen Spell (lvl3, +2L), Cooperative Spell (B, Sorc5, lvl5), Quicken Spell (lvl6, +2L), Easy Metamagic/Quicken Spell (B, MotAO2, lvl7), Necromantic Bloodline (lvl9), Fell Drain (B, +1L), Empower Spell (lvl12, +1L), Skill Focus/Diplomacy (B, Marshal1, lvl13), Split Ray (lvl15, +1L), Scribe Scroll (B, Archivist1, lvl16), Residual Magic (lvl18), Maximize Spell (B, MotAO9, lvl19, +1L), Easy Metamagic/Maximize Spell (B, Archivist10, lvl25)
Epic Feats: Enhance Spell (lvl21, +3L), Improved Metamagic (lvl22, B, -1L to all metamagic), Epic Spell Capacity (lvl24)

Alternate Class Features: Metamagic Specialist (PHB2) 8/day
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks. (+CHA mod)
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks. (+CHA mod)
Steady Hand: Bonus on ranged attack rolls. (+1)

Stuff!
Spoiler: ShowHide

Items: CASH 418.25gp, Arcanist's Gloves [MIC p72; 1,000gp swift 2/day to raise CL of lvl1 spell by 2], Conduit Rod [MIC p155; 6,000gp swift/energy res 20 for 1 round], Lesser Rod of Chain Spell [MIC p165; 14,000gp], Lesser Rod of Extend Spell [3,000gp], Lesser Rod of Enlarge Spell [3,000gp], Necklace of Adaptation [9,000gp], Scrying Beacon: 1,500 gold [MIC], Courtier's Outfit + Jewelry [80gp], 2 daggers [4gp], Spellbook [0/100 pages full, 15gp], Black Knight's Sword: Greatsword+1. Grants a +2 bonus to the caster level of spells and spell-like abilities from the school of necromancy. [8,000gp]

Two of Miimi's best clocks, stopped at the same time.
Black veil: Protects eyes from the sea of light. Does not inhibit vision otherwise.
Rod of Wonder: Has 5 charges left. Causes a wild magic surge, identical to the ones that destroyed the ship. Another item infused with the chaos of the ship's explosion. Probably not a lot of value here, unless you find a wild mage. Conversely, using it could bring reward or ruin. Depends on how lucky you feel. No idea on a price here, either. CURRENTLY, HAS 0 CHARGES.


Magic:
Spoiler: ShowHide

Archivist Spells Per Day:
lvl0:4 [Amanuensis, Create Water, Mending, Summon Holy Symbol]
lvl1:5+2=7 [Comprehend Languages, Cure Light Wounds, Detect Undead, Divine Favor, Hide from Undead, Resurgence x2]
lvl2:5+1=6 [Divine Insight x3, Lesser Restoration, Lore of the Gods x2]
lvl3:4+1=5 [Grace, Searing Light x2, Speak with Dead, Vision of the Omniscient Eye]
lvl4:4+1=5 [Assay Spell Resistance x2, Cure Critical Wounds, Divine Power, Restoration]
lvl5:3+1=4 [Dispel Evil, Dispel Law, Plane Shift, Wall of Stone]

Sorcerer Spells Per Day:
lvl0:6
lvl1:6+4=10
lvl2:6+4=10
lvl3:6+4=10
lvl4:6+3=9
lvl5:6+3=9
lvl6:6+3=9
lvl7:6+3=9
lvl8:6+2=8
lvl9:6+2=8
lvl10:8
lvl11:5

Sorcerer Spells Known:
lvl0:9 [Acid Splash, Daze, Detect Magic, Disrupt Undead, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic]
lvl1:5 [Cause Fear [Bonus, Necromancy], Magic Missile, Ray of Clumsiness, Ray of Enfeeblement [Necromancy], True Strike, True Casting]
lvl2:5 [Fearsome Grapple, Ghoul Touch [Bonus, Necromancy], Rebuke, Seeking Ray, Whirling Blade, Wings of Cover]
lvl3:4 [Haste, Ray of Dizziness, Ray of Exhaustion [Necromancy], Steeldance, Vampiric Touch [Bonus, Necromancy]]
lvl4:4 [Contagion [Bonus, Necromancy], Enervation, Greater Mirror Image, Orb of Acid, Wings of Flurry]
lvl5:4 [Acid Sheath, Dominate Person [Bonus], Reciprocal Gyre, Summon Undead V [Necromancy], Wall of Force]
lvl6:3 [Disintegrate, Eyebite [Bonus], Greater Heroism, Ruby Ray of Reversal]
lvl7:3 [Arcane Spellsurge, Control Undead [Bonus], Delayed Blast Fireball, Waves of Exhaustion]
lvl8:3 [Greater Shadow Evocation, Irresistible Dance, Sunburst, Trap the Soul [Bonus]]
lvl9:3 [Iceberg, Shades, Time Stop, Wail of the Banshee [Bonus, Necromancy]]
lvl10:3 [Bone Burst, Summon Monster X, Superior Mighty Wallop]
lvl11:3 [Many Moments of Prescience, Superb Dispelling, Queen's Displeasure]


HP Rolls:
Spoiler: ShowHide

[21:32] <+C2> roll 7d8 hat
[21:32] * +Hatbot --> "C2 rolls 7d8 hat and gets 33." [7d8=7, 2, 7, 3, 4, 8, 2]
[21:15] <C2> roll 1d8 Hat
[21:15] * +Hatbot --> "C2 rolls 1d8 Hat and gets 5." [1d8=5]
[22:02] <Lucy> roll 1d8 hp
[22:02] <Serith> Lucy roll for Serith < 5 > [d8=5]
[20:34] <Rei-chan> Annerose rolled : 5#1d8 lvl11-15 --> [ 1d8=7 ]{7}, [ 1d8=3 ]{3}, [ 1d8=8 ]{8}, [ 1d8=4 ]{4}, [ 1d8=6 ]{6}
lvl11-15: 28
[20:34] <@Annerose> roll 9#1d6 lvl16-24
[20:34] <Rei-chan> Annerose rolled : 9#1d6 lvl16-24 --> [ 1d6=5 ]{5}, [ 1d6=3 ]{3}, [ 1d6=3 ]{3}, [ 1d6=4 ]{4}, [ 1d6=5 ]{5}, [ 1d6=4 ]{4}, [ 1d6=5 ]{5}, [ 1d6=2 ]{2}, [ 1d6=6 ]{6}
lvl16-24: 37
[22:22] <@Annerose> roll 1d6 lvl25
[22:22] <Rei-chan> Annerose rolled : 1d6 lvl25 --> [ 1d6=4 ]{4}

Hit Dice 8lvl1+2*25con+33lvl2,8+5lvl9+5lvl10+28lvl11,15+37lvl16,24+4lvl25+15cha+6escalation=191


Stats:
Spoiler: ShowHide

STR=11-2harp+2lvl11=11 [+0]
DEX=16+2=18 [+4]
CON=13+1lvl8+2-1dog=15 [+2]
INT=14+6=20 [+5]
WIS=11+2+2=15 [+2]
CHA=17+1lvl4+12+2harp+4lvl12+1lvl12+1lvl16+1lvl20+1lvl24=40 [+15]


Succubus
Spoiler: ShowHide

A succubus's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. [comes from the evil and chaotic subtypes]
Weapon and Armor Proficiency: Succubi are proficient with all simple and martial weapons but not with armor or shields.
Darkvision: Succubi can see in the dark up to 60 feet.
Poison Immunity: Succubi are native to a plane where poison is omnipresent.
Claws: A succubus has two claw attacks that are natural weapons dealing the indicated damage plus Strength bonus.
Telepathy (Su):At 2nd level, a succubus gains telepathy. It may communicate telepathically with any creature within 100 feet that has a language.
Alternate Form (Su): The succubus masters alternate humanoid forms from Small to Large size. It can assume the appearance of any humanoid of the appropriate size. While using this ability, a succubus gains a +10 circumstance bonus on Disguise checks.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 10 + 1/2 succubus's HD from class levels + succubus's Cha modifier Will save to negate the effect of the suggestion. The Fortitude save to remove the negative level has a DC of 10 + 1/2 succubus's HD from class levels + succubus's Cha modifier. These save DCs are Charisma-based. At will ability.
Tongues (Su):A succubus can speak with any creature that has a language. The succubus's caster level for this effect is its Hit Dice from succubus class levels × 2. This ability is always active unless the succubus chooses to disable it as a free action. The effect can be dispelled, but the succubus can create it again on its next turn as a free action.
Lesser Succubus Powers (Sp): A succubus can use the following spell-like abilities at will: clairaudience/clairvoyance [lvl3], darkness [lvl2], desecrate [lvl2], detect good [lvl1], detect thoughts [lvl2, Will DC 23], doom [lvl1, Will DC 22] and suggestion [lvl3, Will DC 24]. A succubus's caster level for all spell-like abilities is equal to its class level. [CL12]
Succubus Powers (Sp): Beginning at 8th level, a succubus can use unholy blight [lvl4, Will DC 25] once per day. In addition, it can use charm monster [lvl4, Will DC 25], ethereal jaunt [lvl7, self plus 50 pounds of objects only], and greater teleport [lvl7, self plus 50 pounds of objects only] at will when the succubus attains 12th level. A succubus's caster level for all spell-like abilities is equal to its class level. [CL12]
Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
Damage Reduction: 10/cold iron.
Spell Resistance (Ex): A succubus has spell resistance equal to 12 + its HD.


Escalation Mage:
Spoiler: ShowHide

As you advance in level, you learn how to parlay with the Shadow to increase your spellcasting prowess.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an escalation mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
The Shade Within (Ex): When you first embark upon the path of the escalation mage, you draw strength from the Shadow to prepare for the dangerous road ahead. At 1st level, you permanently gain a number of hit points equal to 1 + your Cha modifier (minimum of 1). At each subsequent level, you gain 1 additional hit point. For example, an escalation mage who reaches 5th level would have received a total of (5 + Cha modifier, minimum 5) extra hit points.
Escalation (Su): By appealing to the arcane mastery of the Shadow, you put yourself at risk in exchange for the promise of power. Beginning at 2nd level, you learn how to instantly work such appeals into your arcane spellcasting, mimicking the effects of metamagic feats. These escalations do not actually change the spell's level or casting time. The more escalations you master, the more powerful your spells potentially become, but the greater the risk to yourself. You can use escalation a number of times per day equal to your class level.
Using an escalation effect requires a swift action unless stated otherwise in the text below, and applies only to the next spell you cast as long as it is within 1 round. You can use only one escalation effect per spell. You can use escalation effects in conjunction with metamagic feats, but doing so involves additional risk, as you must use the spell's new level (including the metamagic effect) to set the caster level check DC (see below). Each escalation effect requires a caster level check of varying difficulty; if you fail the check, the escalation effect still functions, but Shadow exacts a toll from you.
If you take damage as a result of failing the required check, you must also succeed on a Concentration check (as if taking damage during the casting of a spell) or lose the spell entirely.
Escalation effects can be applied to spell-like abilities just as if they were spells.
Shadow Focus: Upon reaching 2nd level, you unlock the first secret of the art of escalation. You can attempt to increase the effective level of a spell by +1, as though using the Heighten Spell metamagic feat. The caster level check DC is 10 + twice the spell's level. If you fail the check, you immediately take 1
point of damage per level of the spell.
Shadow Power: Beginning at 3rd level, you learn to escalate the potency of your spells. You can attempt to increase all variable numeric effects of the spell by one-half, as though using the Empower Spell metamagic feat. The caster level check DC is 12 + twice the spell's level. If you fail the check, you immediately take 2 points of damage per level of the spell and become fatigued for a number of rounds equal to the spell's level.
Shadow Growth: Upon reaching 4th level, you learn to bargain with the Shadow to shape your magics. You can attempt to increase any numeric measurements of a burst, emanation, line, or spread spell's area by 100%, as though using the Widen Spell metamagic feat. The caster level check DC is 14 + twice the spell's level. If you fail the check, you immediately take 3 points of damage per level of the spell and become shaken for a number of rounds equal to the
spell's level.
Shadow Haste: By the time you reach 5th level, you can entreat the Shadow to catalyze your spellcasting. You can attempt to cast the spell with a casting time of 1 full-round action or less as a swift action, as though using the Quicken Spell metamagic feat. (The activation of this ability issubsumed within the casting time of the spell.) The caster check is DC 16 + twice the spell's level. If you fail the check, you immediately take 5 points of damage per level of the spell and become slowed for a number of rounds equal to the spell's level. Unlike other escalation effects, failing this check also means that the spell is not cast (though you don't lose the spell and can attempt to cast it again using the normal casting time, assuming you have sufficient actions remaining in the round).
Soul of Shadow (Ex): At the culmination of your studies, you master enough of the Shadow's capricious nature to exert some small measure of control over your escalations. You can employ each of your four escalations (shadow focus, shadow power, shadow growth, and shadow haste) once per day without a caster level check. These uses are in addition to those normally granted by your class level. One restriction exists: you may not apply any free escalation to the highest level of arcane spell you are capable of casting. For example, a 5th-level wizard/6thlevel escalation mage can cast 6th-level wizard spells, but can only apply her free escalation effects to spells of 5th level or lower. (Her normal escalation effects can be applied to any of her spells.)


Mage of the Arcane Order:
Spoiler: ShowHide

Weapon and Armor Proficiency: Mages of the Arcane Order gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each level, a mage of the Arcane Order gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a mage of the Arcane Order, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Guild Member: A "guild-level" mage of the Arcane Order pays monetary dues and accepts various duties in return for member benefits. The dues are 30 gp per month. Duties include putting in an appearance on campus at least once every six months and accepting any special commissions handed down by senior members. A guildmage who falls into arrears on his dues by more than three months has his membership revoked and loses access to the Spellpool. Reinstating membership is difficult. However, ex-members do not lose any spells or metamagic feats they had gained while in good standing.
A member in good standing can board at the Arcane Order campus between adventures, paying only 5 sp per day for common-quality meals and lodging. At his leisure, he can browse the Order's well-respected library, which is stocked with tomes on both mundane and arcane lore (though no spellbooks are kept here). Likewise, he can use the Order's common laboratory facilities when creating magic items (although material costs remain out-of-pocket). Furthermore, he is free to read and post notices to the "job board," a mundane medium whereby fellow members of the Order pass information, advertise their interest in a research topic or adventure, or attempt to sell an interesting oddity, magical or otherwise. Last but not least, members form professional ties with their fellow wizards, possibly leading to lasting friendships or alliances.

Spellpool (Su): Mages of the Arcane Order can call spells from a common source: the Spellpool. New members receive a special focus (a trinket chosen by the spellcaster, such as a ring, brooch, scarf, or other portable item) at the time of their initiation. The focus allows access to the Spellpool and works only for its owner. If a mage of the Arcane Order loses his focus, he must undergo another initiation. The range of available spells increases at 4th and 7th levels. See below for details.

Bonus Metamagic Feat: At 2nd level and again at 9th level, a mage of the Arcane Order gains sudden insight from studying the reconstructed texts of ancient magical grimoires. He gains a metamagic feat of his choice as a bonus feat. He must still meet the prerequisites of the feat.

Bonus Language: At 3rd level and again at 6th level, a guildmage's access to the Order's superb library and resources allows him to learn a new language.

New Spell: When a mage of the Arcane Order reaches 5th level, and again at 8th level, a fellow wizard allows the character to copy a spell from his or her spellbook (chosen by the player, subject to the DM's approval). He does not need to make a Spellcraft check to copy the spell into his own spellbook, although specialist wizards still cannot learn spells from prohibited schools. Spellcasters who do not use spellbooks gain no benefit from this ability.

Regent: A 10th-level mage of the Arcane Order is awarded the status of regent. A regent gains a +2 competence bonus on all Charisma-based interaction checks when dealing with lower-level members of the Order.

Spellpool: A magical reservoir of spell energy is bound into a special matrix in a guarded vault on a sublevel of the Order's headquarters. Using his guild focus, a mage of the Arcane Order can "call" spells from this common resource as needed.

Calling a Spell: Calling a spell from the Spellpool can be done at any distance but requires the caster to have an open, unused spell slot of the appropriate level. Wizards preparing spells for the day decide at that time whether to leave some spell slots open. A spellcaster can call only for a spell of a level that he could normally cast. He can call a number of spells per day whose total levels are equal to or less than half his caster level (round down, minimum one). For example, Turial Edemont, a 5th-level wizard/4th-level mage of the Arcane Order can call one 4th-level spell per day, two 2nd-level spells per day, or any other combination of spells whose levels do not exceed four, assuming he has slots available and his Spellpool debt isn't too high.
When a caster calls a spell, he takes a full-round action to concentrate on his focus (which provokes attacks of opportunity). The spell appears in the caster's mind at the beginning of his next turn and can be used immediately. However, if he does not cast the called spell within a number of minutes equal to his caster level, it fades from his mind as though cast. A wizard cannot learn a called spell, despite its temporary presence in his consciousness, though of course he could later attempt to learn the spell through standard means.

Spell Availability: Three stages of access to the Spellpool exist. A member first joining the Order gains Spellpool I privileges, which grants access to spells of 1st to 3rd level. Spellpool II allows access to 4th- to 6th-level spells, and Spellpool III grants access to 7th- to 9th-level spells. No 0-level spells are available, but the Spellpool can provide any other spell on the wizard/sorcerer spell list in the Player's Handbook, as well as any additional spells designated by the DM.

Spellpool Debt: Every time a spellcaster calls a spell, he incurs a debt. He must return an "energy packet" to the Spellpool:a spell he has prepared of a level equal level to that of the called spell, or a number of spells whose combined levels equal the level of the called spell. For instance, the Spellpool debt for a 5th-level spell is five levels, which could be paid off with another 5th-level spell or any combination of spells whoselevels total five. Returning a spell is a full-round action, like calling a spell, and depletes a prepared spell slot as if the spell had been cast. The debt must be repaid within a number of days equal to the character's class level; otherwise, the mage's access to the Spellpool is automatically suspended. Once the debt is repaid, a suspended caster immediately regains access to the Spellpool—except that failure to pay off a debt within one year results in a spellcaster's expulsion from the Order. A mage can't run a "positive balance" with the Spellpool, paying off a debt before incurring it.


Archivist:
Spoiler: ShowHide

Weapon and Armor Proficiency: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields.

Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.

Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5—1: The Archivist. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1—1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.

Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.

An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on hisnew archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.

Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge.

An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.

The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.

*New monster described on page 144.

Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.

Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).

Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Scribe Scroll: Archivists gain Scribe Scroll as a bonus feat.

Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.

Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.

Bonus Feat: When an archivist reaches 10th level, and again at 20th level, he can select a free feat from the following list: Skill Focus (any Knowledge skill), Spell Focus, any metamagic feat, or any item creation feat.


War Wizard:
Spoiler: ShowHide

http://www.soulriders.net/forum/index.php/topic,103074.msg1050416.html#msg1050416

Spontaneous Widen Spell (Su)
The war wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The war wizard can use this ability a number of times per day equal to 1 + the modifier for her main casting ability (Intelligence or Charisma, as appropriate).

Epic Metamagic Feat
At 2nd level, the war wizard gains a bonus epic metamagic feat of her choice that she meets the requirements for.

Enhanced Spell Area (Su)
Any time a war wizard of 3rd level casts a spell modified by the Widen Spell feat, any numeric measurements of the spell's area increase by 200% rather than 100%. Thus, a widened fireball spell would have a 60ft radius spread instead of a 40ft radius spread.

Sudden Enhance
At 4th level the war wizard gains Sudden Enhance as a bonus feat.

War Spell (Su)
Once per day, a 5th level war wizard can call on a spell cast with the Widen Spell or Spontaneous Widen Spell benefit, and increase the spell's area exponentially. The radius of this spell increases by 1000%.

Sudden Enhance [Epic, Metamagic]
Prerequisites: Sudden Maximize.
Benefit: Once per day, you may apply the benefits of the Enhance Spell feat to any spell you cast, without increasing its casting time or slot level, or specially preparing it ahead of time. You may still use Enhance Spell normally if you have it.


Skills:
Spoiler: ShowHide

(8+5+4)x4  lvl01
(8+5+4)x11 lvl02-12
(4+5+4)x3  lvl13-15
(4+5+4)x10 lvl16-25

Skills: 68 + 187 + 39 + 130 = 424

Succubus (8+Int): Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (any 1,
chosen at 1st level) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), and Spot (Wis).

Sorcerer (2+Int): Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Escalation Mage (2+Int): Bluff, Concentration, Craft, Decipher Script, Hide, Intimidation, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, Spellcraft, and Use Magic Device.

Mage of the Arcane Order (2+Int): Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language (n/a), and Spellcraft (Int).

Marshal (4+Int): Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).

Archivist (4+Int):
Concentration    CON    no    no
Craft    INT    no    no
Decipher Script    INT    yes    no
Diplomacy    CHA    no    no
Gather Information    CHA    no    no
Heal    WIS    no    no
Knowledge (arcana)    INT    yes    no
Knowledge (architecture and engineering)    INT    yes    no
Knowledge (dungeoneering)    INT    yes    no
Knowledge (geography)    INT    yes    no
Knowledge (history)    INT    yes    no
Knowledge (local)    INT    yes    no
Knowledge (nature)    INT    yes    no
Knowledge (nobility and royalty)    INT    yes    no
Knowledge (psionics)    INT    yes    no
Knowledge (religion)    INT    yes    no
Knowledge (the planes)    INT    yes    no
Profession    WIS    yes    no
Search    INT    no    no
Spellcraft    INT    yes    no

War Wizard (2+Int): Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Spellcraft (Int).


Build Math:
Spoiler: ShowHide

BAB   Fort   Ref   Will

Lvl1: Succubus/Sorcerer
Succubus01:
+1   +2   +2   +2
Sorc1:
+0   +0   +0   +2

Lvl2: Succubus/Sorcerer
Succubus02:
+1   +1   +1   +1
Sorc2:
+1   +0   +0   +1

Lvl3: Succubus/Sorcerer
Succubus03:   
+0   +0   +0   +0
Sorc3:   
+0   +1   +1   +0

Lvl4: Succubus/Sorcerer
Succubus04:   
+1   +0   +0   +0
Sorc4:
+1   +0   +0   +1

Lvl5: Succubus/Sorcerer
Succubus05:   
+0   +0   +0   +0
Sorc5:   
+0   +0   +0   +0

Lvl6: Succubus/Escalation Mage
Succubus06:   
+1   +1   +1   +1
EM1:   
+0   +2   +0   +0

Lvl7: Succubus/Escalation Mage
Succubus07:
+0   +0   +0   +0
EM2:
+1   +1   +0   +0

Lvl8: Succubus/Escalation Mage
Succubus08:
+1   +0   +0   +0
EM3:
+0   +0   +1   +1

Lvl9: Succubus/Escalation Mage
Succubus09:
+0   +0   +0   +0
EM4:
+1   +1   +0   +0

Lvl10: Succubus/Escalation Mage
Succubus10:
+1   +1   +1   +1
EM5:
+0   +0   +0   +0

Lvl11: Succubus/Escalation Mage
Succubus11:
+0   +0   +0   +0
EM6:
+1   +1   +1   +1

Lvl12: Succubus/Mage of the Arcane Order
Succubus12:
+0   +0   +0   +0
MotAO01:
+0   +0   +0   +2

Lvl13: Marshal/Mage of the Arcane Order
M1:
+0   +2   +0   +2
MotAO02:
+1   +0   +0   +1

Lvl14: Marshal/Mage of the Arcane Order
M2:
+1   +1   +0   +1
MotAO03:
+0   +1   +1   +0

Lvl15: Marshal/Mage of the Arcane Order
M3:
+1   +0   +1   +0
MotAO04:
+1   +0   +0   +1

Lvl16: Archivist/Mage of the Arcane Order
A01:
+0   +2   +0   +2
MotAO05:
+0   +0   +0   +0

Lvl17: Archivist/Mage of the Arcane Order
A02:
+1   +1   +0   +1
MotAO06:
+1   +1   +1   +1

Lvl18: Archivist/Mage of the Arcane Order
A03:
+0   +0   +1   +0
MotAO07:
+0   +0   +0   +0

Lvl19: Archivist/Mage of the Arcane Order
A04:
+1   +1   +0   +1
MotAO08:
+1   +0   +0   +1

Lvl20: Archivist/Mage of the Arcane Order
A05:
+0   +0   +0   +0
MotAO09:
+0   +1   +1   +0

Lvl21: Archivist/War Wizard
A06:
+1
WW1:
+0

Lvl22: Archivist/War Wizard
A07:
+0
WW2:
+1

Lvl23: Archivist/War Wizard
A08:
+1
WW3:
+0

Lvl24: Archivist/War Wizard
A09:
+0
WW4:
+1

Lvl25: Archivist/War Wizard
A10:
+1
WW5:
+0

BAB: +19
Fort: +2+1+1+0+0+2+1+0+1+1+1+0+2+1+0+2+1+0+1+1+1 =19+2con =21
Ref:  +2+1+1+0+0+1+0+1+0+1+1+0+0+1+1+0+1+1+0+1+1 =14+4dex =17
Will:  +2+1+0+1+0+1+0+1+0+1+1+2+2+1+1+2+1+0+1+0+1 =19+2wis =21
Touch AC: 10+4dex =14
AC: 14+9nat armor succubus =23
<Steph> I might have made a terrible mistake