Rogue Talents: Rewriting History

Today’s post is a couple of Rogue Talents that’ll be more at home on the Rogue Alternate class I’m slowly working on, but should be fun for the classic Rogue to use too. These talents are intended to be both on the Unchained Rogue and classic Rogue list of Talents.

Novel Research (ex): When doing a forgery of 25 or more pages, the time taken is divided by 10 without affecting the DC. If the forgery is used while doing research on a topic, the user must use the lower of the Knowledge or Profession modifier being used or his Linguistics modifier to detect the forgery. By taking -10 on a Linguistics(forgery) check for a document added into a library, you can portray the forgery as an overriding source, which is generally treated as more relevant information than other sources that oppose it.

Forced Overthinking (ex):
Requires 4 ranks in 3 Knowledge skills or Bardic Knowledge as a 4th level Bard
In your forgeries, you write in small kinks that make your forgeries even more convincing to people trained in the subject. A creature trained in an applicable Knowledge, Profession, or Craft skill appropriate to the topic takes the ranks in the highest ranked appropriate skill as a penalty to his Linguistics checks to detect the forgery.

Field Primer (ex) :
You can take 24 hours and 50g to write a field primer on any creature that you succeeded on a monster knowledge check on. A creature that uses this can make a monster knowledge check on this creature, even if untrained. If the user is trained, he gains a +2 circumstance bonus on that check. In either case, the user only gains information pieces that you did not gain when you made the primer. A check made with a Field Primer cannot be used to make a Field Primer.

Picture Perfect Memory (ex) :
For up to 1 day per rogue level after doing research, any knowledge checks that you make benefit from the research. If you have a slotless masterwork or magic item that gives a bonus to Knowledge checks, you continue to gain that bonus for 1 day per rogue level, even if that item is not in your hands or on your person.


On the move: To the skies

The basic theme here is adding fun mobility options to the martial types. Although none of these will match to the versatility of a Fly spell, I feel that most people who play non-magical types don’t quite want Fly repackaged.

Light Dash (Rogue Advanced Talent)
You gain the Run feat. Running can now be done as a move action that does not end your turn, although you are still flat-footed at the end of this move. Any obstacle with a DC no more than your Acrobatics or Climb modifier, and any liquid with a Swim DC less than your Swim modifier does not interrupt your charge or run actions.

Wall Hopper (Rogue Advanced Talent)
You can now move your full land speed while making a Climb check, and your jump height is equal to 1/2 your Acrobatics check instead of 1/4. As long as you can keep making successful jump checks while jumping between 2 objects, such a path does not interrupt a run or charge action.

Sky Crash [Ki]
Requirements: Ki Pool, High Jump
While you have Ki in your Ki pool, your jump height is equal to your Acrobatics check. By taking a -10 penalty to your Acrobatics check, you can give yourself a 5ft (perfect) fly speed for 1 round. From this point, you can dive, doing an extra 1d6 per 30 feet you fall if you hit a creature. Any creature hit with this attack must make a Fly check opposed by your Acrobatics or Fly check, or crash. If you have the Slow Fall class feature, you gain the full benefit of it as if you were by a wall for the full distance of your fall.

Special: A monk can take this as a Bonus Feat at 10th level, but must still meet the requirements. A Ninja can take this as an Advanced Ninja Trick. A Qinggong Monk can take this to replace an ability gained no lower than 7th level. He must have High Jump to do so, and using this feat does not cost any ki.

Fortress Crasher (Rage Power)
Requirements: Barbarian 10
While Raging, or anytime if you have Improved Overrun, you can attempt to charge through a solid object without interrupting your charge. Any solid object that you charge and any creature you make a successful overrun check on takes your unarmed strike + 3d12 damage. This attack gains 1.5 times strength, as if it were a two-handed weapon. When hitting an immobile object, this ignores hardness equal to 10 + your barbarian level. If the object breaks, you can continue your charge or overrun attempt.

Variant Cleric: Guardian of the Blessed Flame

The cleric of Fire is a big concept, and one that deserved the cleric of a belief. My hope is that it’s replacement domain effects let both the pyromaniac and the believers of the fire of life coexist. This also contains a dangerous spell that spreads fire like it’s namesake, Wildfire.

Guardian of the Blessed Flame (Cleric Archetype)

Hope of the Eternal Flame
Fire does not discriminate, it purifies everything that it touches. A Guardian of the Blessed Flame cannot use spells that distinguish between members of the faith. If such spells can function on non-members of the faith, all creatures are considered non-members. A Guardian of the Eternal Flame must have a neutral component of his alignment.

Touch of Purification (Su)
Whenever you cast a Conjuration (Healing) spell on a target that is affected by a poison or disease, roll d20 + Cleric Level + Charisma modifier against the disease or poison with the highest Save DC. If you beat the save DC, the effect is immediately removed.

Whenever you damage a creature with a Fire or Negative energy spell or with Channel Energy, and that creature is brought below 0 hp, they must immediately roll a Fortitude save (DC 10 + 1/2 Cleric level + Charisma modifier). If they fail, they are immediately burned into ash. This is an affect that affects objects.

Purging Flames
A Guardian of the Blessed Flame cannot choose to heal with his channel energy. Channel energy’s damage is fire damage, and every odd cleric level after 1st, channel gains 3d6 damage instead of 1d6. He can also change the saving throw to Reflex half. If he does so, the channel dice increases to d8s.

You can take feats that improve the Channel Energy feature, but this ability neither channels positive or negative energy.

Spontaneous Casting
This character cannot spontaneously cast cure or inflict spells. Instead, they spontaneously cast spells from the below list. If the spell is not normally on the cleric list, it is added to the list. This otherwise acts as the cleric’s spontaneous casting.

1: Burning Disarm
2: Burning Arc
3: Draconic Reservoir (Fire only)
4: Blessing of Fervor
5: Greater Shield of Dawn
6: Wildfire (see below)
7: Firebrand
8: Wall of Lava

Scion of Fire
The Guardian of the Blessed Flame only gains the Fire domain. However, he gains the spells from any 2 subdomains of the Fire domain as domain spells. If he wants the other class features from a subdomain, he must replace features of the Fire domain as usual.

Flame Surge (Su)
At 1st level, the guardian of the Blessed Flame gains 2 extra channel attempts. He may also when he is preparing spells choose to sacrifice any number of his domain spell slots to gain a number of channel attempts equal to the total spell level of all spells sacrificed.

Flames of Innovation (Su)
At 5th level, you can bring to life the inner flame of a creature, raising them to incredible levels. As a standard action, you can choose 1 friendly creature within 30 feet to take 1d6 divine damage. If they take any damage from this, they are under the effect of Haste for 1 round. Until you take a free action to stop the damage, they continue to take the damage and gain the Haste effect.

At 8th level, you can have them take 2d6 damage to let them reroll any 1 d20 each round (of their choice). This damage is separate from the Haste effect.

At 11th level, you can have them take 4d6 damage to gain the benefit of any two combat feats that they qualify for the duration of this effect.

At 15th level, you can have them take 8d6 damage to gain 1 full round action each round. For the purposes of spellcasting, all damage from this ability is ongoing damage.

If you are the appropriate level, you can increase the damage taken to give multiple effects. For example, you can have the target take 5d6 damage to give them Haste, Point Blank Shot, and Precise Shot.

School: Evocation(Fire)
Level: Sor/Wiz 6, Druid 6
Components: V, S
Casting time: 1 standard action
Duration: Concentration + 1 minute
Range: Long (400 ft + 40ft/Caster Level)
Area: 60ft burst
Saving Throw: Reflex partial or Fortitude partial (object) (see text)
Spell Resistance: No

You call forth a massive wildfire which quickly spreads across from a point on the ground. This wildfire then passes across any flammable surfaces, slowburning their whole surface, even if the surface is outside of the spell’s radius. The spell does not instantly spread to living creatures (but see the further effect).

To a creature or object in any affected square, this spell does 1d6 fire damage per caster level (max 15d6). If you fail this save, you also catch on fire, making it where you are always in a square of this effect, even if you leave the area of the spell (Ref negates). A creature adjacent to a affected square (or within it), or a creature burning from this effect takes 1d6 fire damage per 2 caster levels (max 7d6) (Fortitude half).

Objects that are affected by this spell take 1d6 damage per 2 caster levels (max 7d6).

For every round that you concentrate on this spell, the radius expands 60ft. For every 2 rounds that you concentrate on this spell, the damage die for all damaging effects caused by this spell increases one size (Max 1d12).

Elemental Siphon

Today has a couple of simple spells inspired by Draconic Reservoir, which can channel absorbed damage into melee attacks, with this version of the spell being oriented to casters.

Elemental Siphon
School: Abjuration/Evocation [cold, fire, acid, or electricity](see text)
Level: Sor/Wiz 4
Components: V, S
Casting time: 1 Standard Action
Duration: 1 min/CL or until discharged
Range: Touch
Saving Throw: None (harmless)
Spell Resistance: No

When you cast this spell, choose one of cold, fire, electricity, or acid. You bring forth a barrier that absorbs a total of the first 8 damage/caster level (maximum 120 damage) of that type. This spell also gains that keyword. The target of that spell can use any energy absorbed in a few ways.

He can expend any amount of energy as part of casting an evocation to add 1/4th the energy expended in that damage type as part of the spell.

Can expend 7 energy as a swift action to be treated as armed for 1 round. His unarmed attack or melee weapon is treated as a weapon one size larger and gains a further 1d6 damage. All damage that that weapon inflicts
is of that element.

Can expend 30 damage as a standard action to not exist to a spell of that subtype for 1 round. You cannot be targeted by such a spell, nor are you affected by such a spell if you are within it’s area of effect, as if you weren’t even on the plane.

Expending energy does not restore the capacity of this ward, once the ward absorbs it’s maximum amount, it cannot prevent any more damage, although you can still expend energy.

One can only have one Elemental Siphon active on him at a time. If cast on a target with Protection from Energy, and this ward is the same element, 1/2 of the remaining capacity from Protection from Energy is added to this spell and Protection from Energy is immediately ended. This extra capacity does not count towards the 120 damage limit.

Reckless Elemental Siphon
School: Abjuration/Evocation [cold, fire, acid, or electricity](see text)
Level: Sor/Wiz 7
Components: V, S
Casting time: 1 Standard Action
Duration: 10 min/CL (see text) (D)
Range: Touch
Saving Throw: None (harmless)
Spell Resistance: No

When you cast this spell, choose one of cold, fire, electricity, or acid. This spell also gains that keyword. You bring forth a ward that absorbs 100 plus 5 damage per caster level (no limit) damage of that type. The target of that spell can use any energy absorbed in a few ways.

You can use any of the effects of Elemental Siphon, as well as the following effects:

You can place a persistent aura around you as a free action on your own turn. For each 4 energy drained, you can choose to either do 1 damage of the warded element to every creature within 15 feet of you (no save) or negate 1 damage of the warded element to every creature within 15 feet of you. Unless you stop this aura as a free action on your own turn, it drains energy every round.

You can expend 50 energy as a swift action to do 1d6 damage per 2 caster levels of that energy’s damage within a 30 ft cone (Reflex negates).

You can expend 80 energy as part of casting an evocation spell of the same element as the ward to have that spell completely ignore elemental resistance (but not immunity).

You can expend 120 energy as a full-round action to summon Elementals as per Summon Monster VI. The elemental must match the type of the ward, and has a duration of 1 round per caster level.

The remaining capacity of this ward is how much energy the ward can absorb, thus spending energy increases the strength of the ward. If this ward attempts to absorb more than the maximum amount of energy, the ward immediately shatters and inflicts all of the stored damage onto the wearer (Fortitude half).

One can only have one Elemental Siphon or Reckless Elemental Siphon active on him at a time. If Protection from Energy and this spell are on the same subject, the newer spell is the first spell to take effect if the target is hit with a source of elemental damage.

Variant Cleric: Cleric of the River Freedoms

First off as a note to the blog, I know it has been a long time since I’ve posted anything. This was honestly one of my older attempts at creating interesting things, edited a bit. I do want to get back into the habit of this, though.

Now about the archetype itself. It has always bothered me that Clerics of ideals and even clerics of gods look just about the same. They all channel positive energy (or maybe negative energy). They all heal, or sometimes hurt, and they get a few 1/day abilities (domain spells) to differentiate them. The goal here is to put forth a cleric that felt more like a cleric of that ideal.

Cleric of the River Freedoms (Cleric Archetype)
Devotee to Freedom
You treat any active adherent to the River Freedoms as a believer of your faith for abilities and spells. You treat anyone who has knowingly violated the River Freedoms as an enemy of the faith for spells and abilities. You cannot pick a deity, instead acting as a cleric of an ideal.

Exemplar of the Outlaws
If you chose Contracts/Oaths, Freedom, or Luck as a variant channeling, you can choose whether to heal or harm with it on any usage, instead of choosing when you create your character. However, the targets only take the secondary effect, gaining no healing nor taking damage. This modifies channel energy only if you have one of the mentioned variant channeling abilities.

Spontaneous Casting
This character cannot spontaneously cast cure or inflct spells. Instead, you spontaneously cast spells from the below list. If the spell is not normally on the cleric list, it is added to the list. This otherwise acts as the cleric’s spontaneous casting.
1: Liberating Command
2: Shatter
3: Locate Object
4: Discern Lies
5: Break Enchantment
6: Passwall
7: Find Quarry
8: Getaway

You may pick two domains, but you do not gain the abilities from either domain, only gaining domain spells. You instead gain Brittle Bonds, Never Quiet, and Freedom to Live. This modifies the domain class feature.

Brittle Bonds (Su):
As an attack action, he can make a touch attack on an object or construct that does 1d6 damage + 1 per cleric level. If using this on an object, its hardness is replaced by it’s caster level for this attack (non-magical items have a caster level of 0). If this ability gives a restraint the broken condition, any creatures it is holding gains a +10 bonus to CMB or Escape Artist checks to escape. This ability can never bring a magical item below 1 hit point. Brittle Bonds can also be used to make a sunder attempt without provoking an Attack of Opportunity. This ability can be used 3 + Wisdom modifier times per day. A use is expended even if the touch attack misses or the sunder attempt fails. You may also choose to lose 1 orison slot for the day when you prepare spells to be able to use this ability at-will.

Never quiet (Su):
At 5th level, you may use any spell to either as a counterspell to or as a standard action to automatically dispel (without a check) any spell that causes magical silence or any spell with the [sonic] descriptor that is the same level or lower level than the spell.

Freedom to live (Sp):
At 8th level, 3 times per day, you can automatically remove all transmutation[curse] spells on a non-enemy of the faith within 30 feet as a standard action as per a successful Remove Curse. You can also attempt to use this to negate all enchantment spells as per Dispel Magic. For every cleric level above 8th, you gain an additional use of this ability.

Dealing Spell Slots

You may remember from my last post that I wanted to ways to burn out spells without having to take the feats. I put forth Dealing Spell Slots.

Selling Spell Slots
Devils are prone to getting mortals to sell everything from their firstborn to their souls. With jargon-laded contracts and fulfilling not exactly what was asked but the basest desires of what was wanted, if they didn’t buy your soul the first time, they’d place you right in the spot where they could save you, only if you’d sell your soul. Getting a soul into the Blood War was a timely affair, though, without breaking their contracts.

The Devils, however, pioneered a way to possess the magical energy that was thought to be linked to a creature’s soul. Every attempt to tear it away made it come back, but with the right rituals, as long as the caster was willing, they could actually surrender the magical energy, allowing the Devils to use it just as if it were a spell slot. Many Devils can now use these spells to some use, only if it’s to repower magic items or to power reserve feats. A select few have been able to cast full spells from these slots, however, and because of their use, they have quickly become a second currency in the Nine Hells.

Any Devil that has been trained in Knowledge (planes) and Spellcraft can forge a deal with a willing spellcaster to forever surrender one or more spell slots. If the caster accepts the deal, the spell slots are burned out, although at the devil’s discretion, the spell slots may temporarily return. The deal is enforced by the Planes of Law, and even attempts at regaining the spell slot by Wish or Miracle will fail without the approval of the Planes of Law.

The table listed below will give the typical value of a spell slot. Neither the devil nor the caster needs to start at this price point, nor does all of the payment in the deal have to be in gold, but should be in gold, services, and items that the caster values as the payment value. This spell energy may be transferred to another devil, and the new devil enjoys all of the rights of the original contract.

Spell Level Value
1st 500 gp
2nd 2000 gp
3rd 6750 gp
4th 12000 gp
5th 25000 gp
6th 45000 gp
7th 73500 gp
8th 128000 gp
9th 243000 gp

Note to the DM: The costs here assume that players are getting near WBL at all levels. If the players are getting some percentage less than WBL, you should reduce these values by the same percentage. Unlike unusual treasure hoards, it is highly discouraged to mitigate all of this wealth to bring it back to WBL. This, unlike an extreme treasure hoard, is trading in permanent class features for an infusion of money or services. It is highly encouraged to play up the fact that the devil can regrant the spell slots temporarily.

Extending Burnout spell

In my last blog post, I had, among other things, Burnout Spell. I’m going to repost it here with some minor changes.

Burnout Spell [Wizard]
Requirements: 3 metamagic feats

When you cast a spell, you can force incredible power into the spell at a huge cost. As part of the action of casting a spell, you can add an amount of metamagic no more than 1/2 your caster level. This metamagic does not increase the spell slot used for the spell, nor does it increase the casting time for casting it spontaneously. The DC of the spell is as if it were cast from your highest level spell slot, and even a direct counterspell requires a caster level check (DC 11 + your caster level, but all spells that act as Dispel Magic take a -10 penalty to the caster level check when countering or dispelling any spell).

When you do this, the spell slot is burned out. Burned out spell slots cannot be recovered by any method short of deific intervention. Casting a Burnout spell requires incredible focus, and a creature under a [Fear], [Charm], or [Compulsion] effect cannot use a Burnout Spell.

What I hope to accomplish by extending this is a path where casters can burn their permanent power for power now. This is a trope that comes up often, and while D&D doesn’t like permanent power losses, the idea is that it should always be the player’s decision. In this group are feats that give players more ways to burn out spells (lose them permanently), gain further benefits for burning out spells, and have outs if they burn out all of their spells. Ways of burning out spells without feats will be in other posts.

Many weaker casters are willing to take ungodly risks to be able to amass infinite power. Burnout spell is the most controlled one, because while a caster can Burnout their slots that they have, if they manage to become stronger casters, this feat can never take their future, because of the discipline that it takes to do this in the first place. However, there are more drastic measures, ones that can remove a caster’s future while bringing power now.

Final Spell [Wizard]
Requirements: Endurance. Caster level 1

If you fall below 0 hp, even if the effect would kill you, you can as a free action cast a spell with a casting time of no longer than 1 standard action. If you do so, the spell slot that you used is burned out. Also, your primary casting stat is reduced by 1 for the purposes of the highest level spell you can cast and bonus spell slots for a high casting stat. Any spell slots lost this way are also burned out. You must be able to cast spells of a specific level if you have any penalties from this feat before you gain any spell slots of that level.

Burned out spell slots (and the effective casting stat reduction) cannot be recovered by any method short of deific intervention. This feat counts as Diehard for any feat or class prerequisites, and if you gain Diehard as a bonus feat, you can take this feat instead if you qualify.

Suppressive Cast [Wizard]
Requirements: Caster level 1

When you cast a spell, you can burn out this spell slot and one spell slot at least 2 levels higher that you have already used or cannot yet cast from (Casters that use the bard or ranger casting progression instead burn out a spell at least 1 level higher), even if you are not high enough level to cast from that slot.
Against each creature, roll for spell penetration 3 times, taking the highest roll. Each creature must roll their saving throw 3 times, taking the lowest roll. You can only burn out a number of slots you don’t have equal to the number of spell slots you would gain when you first gain that spell level. For example, a 4th level Sorcerer with 18 Charisma that cast a 2nd level spell with this could burn out 4 4th level slots before he’d have to use higher level slots.

Burned out spell slots cannot be recovered by any method short of deific intervention.

Taking risks of burning out spell slots while bringing forth the power that the caster needed at the time, there is the issue of not having that power later. These next few feats give more avenue for burning out slots for generic power, but also add more power for the spells you’ve already burned out.

Spell Guide [Wizard]
Requirements: 1 burned out spell
While you have burned out spells, all spells gain +1 to hit, and increases by +1 for every 5 levels of burned out spells. Spells also gain +1 to caster level checks for spell penetration for every 10 levels of burned out spells.

Spell Reverie [Wizard]
Requirements: 1 burned out spell
When you burn out a spell, you gain DR/- equal to twice the spell level you burned out for 24 hours. If you are already under the effect of this, you can extend it by 24 hours instead of replacing the effect. You must be able to cast from the spell slot burned out to gain this effect.

Threads of life [Wizard]
Requirements: 1 burned out spell
As a free action, you can burn out a spell slot to gain temporary hit points equal to 5 times the slot’s level, as well as heal a number of hit points equal to twice the number of spell slots you have burned out, including this one. This can be done in response to a caster taking enough damage to be knocked out or even killed. If it’s used in this way, the healing is applied before determining whether the caster is knocked out or killed, although the temporary hit points are applied afterwards.

Blessed Until the End
Requirements: Spontaneously cast cure spells, 1st level divine spells, 1 burned out spell

When you cast a divine spell, you can burn out the spell to heal an amount of damage equal to all of your burned out spell levels to all targets of the spell. Multiply this by 5 if the spell is single-target. If you are already casting a Conjuration(Healing) spell, all targets also gain an amount of temporary hit points equal to the amount healed that last for 1 hour.

If the target spell is empowered, multiply this effect by 1.5, and if it is maximized, multiply this effect by 2. This is considered a Positive Energy effect, although it has no effect on Undead.

Special: If you have the Healing or Protection domain, you can burn out any spell slot, not necessarily the one that you cast from.

Hopeless Dispel
Requirements: Can cast Dispel magic or a spell based off of Dispel Magic, 1 burned out spell

When you cast Dispel Magic (or a spell that references Dispel Magic), you can burn out the spell slot. If you do so, instead of rolling 1d20 for the dispel check, you can roll 2d10 + 1d10 for every 10 levels of burned out spells (including this slot).

Unlike Dispel Magic, this gains benefits from Empower and Maximize spell.

All but the most foolish realize that burning through every spell is a high-risk endeavor. Most have their retirement plans in order, but a few find that they are still needed, and that the world will not be kind, even though they do not have their powers. This training pushes to be a last hope for these casters.

Faint Energy [Wizard]
Requirements: At least 6 levels of burnt out spells

The caster purifies himself and vows never to reach to those depths of powers again. While the spell slots will never return, this allows for some healing. For every 6 levels of burnt out spells that you could otherwise cast, you gain 1 level worth of spell slots, divided how you wish (you can regain 2 0th level spells with 1 spell level). You make this decision when you gain this feat. If you burn out spell slots for any reason, any spell levels you gain from this feat are automatically burned out (as well as any other costs), and you lose access to this feat. Once you have 24 hours, you can retrain into any other feat. These spell slots do not count towards your total level of burned out slots after the initial event that burns out your spell slots.

You cannot retrain into this feat, and this feat cannot be granted by Psychic Reformation, though you can take this feat again even if you lost the feat.

Drained Reserves [Wizard]
Requirements: At least 1 reserve feat, all spell slots burned out

You may treat all of your burned out spell slots as spell slots 2 levels lower prepared with any spell that you wish for the purposes of reserve feats.

Special: If you have Faint Energy, you can still take this feat, but using any reserve feats with burned out slots disrupts that feat as if you burned out a spell slot. You gain no other benefits from burning out a spell slot.

Ingenuity of the Weave [Wizard]
Requirements: All spell slots Burned out

The total spell level of burned out spells can be split and applied as competence bonuses to skills. You may add no more than twice your character level + your mythic rank to any one skill. Gaining spell slots later surpesses these bonuses until you have burned out your spell slots again (and then you can add the new spells to the bonuses).

Special: You can take this feat alongside Faint Energy, and gain the benefit of both feats, even though Faint Energy grants non-burned out spell slots.