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Boatman of Styx

Olexandr Lytovchenko (1835-1890)

From D&D Wiki
Boatman of Styx (3.5e Prestige Class)
Author(s): Frank and K
Status: Complete

The River Styx is a planar path winding its way along the Lower Planes servicing the myriad planes of evil, and its waters rob mortals and immortals of their memories. Ferrymen ply these waters, offering safe passage and travel between the planes, but most are con-men looking to make a quick silver, predators in disguise, or well-meaning fools. Few beings know the truly safe routes along the River Styx, thus earning the tile of boatmen, and even fewer have accepted its nature into their very body.

Becoming a Boatman of Styx
Entry Requirements Skills: Knowledge (The Planes) 8 ranks, Survival 4 ranks, Profession (boatman) 4 ranks.
Feats: Quickdraw.
Sneak Attack: +2d6.
Special: Must have visited every Lower Plane via the River Styx, and lived at least one year on a boat on the River Styx.

The Boatman of Styx

Hit Die: d8

Level

Base Attack Fort Ref Will Special
1st +0 +2 +2 +0 Safe Passage, Stygian Blood
2nd +1 +3 +3 +0 River-born, Sneak Attack +1d6
3rd +2 +3 +3 +1 Stygian Tears
4th +3 +4 +4 +1 River-marked, Sneak Attack +2d6
5th +3 +4 +4 +1 Kiss of Lethe
6th +4 +5 +5 +2 Eternal Boatman, Sneak Attack +3d6
7th +5 +5 +5 +2 Bonus Feat
8th +6 +6 +6 +2 Knowledgeable, Sneak Attack +4d6
9th +6 +6 +6 +3 Stygian Tributary
10th +7 +7 +7 +3 River Dance, Sneak Attack +5d6

Class Skills (6 + Int modifier per level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features

Weapon and Armor Proficiency: A Boatman of Styx gains proficiency in the Long Staff, but does not gain any other weapon or armor proficiency.

Safe Passage (Su): At 1st level, the Boatman of Styx learns to navigate the River Styx. When leading a boat or ship, the Boatman can lead a craft to any other planar location that contains some portion of the River Styx. This journey takes 1d6 hours, and is uneventful.

Stygian Blood (Ex): At 1st level, the Boatman of Styx has absorbed small amounts of the River Styx into his blood, and from this point forward he is immune to mind-affecting effects and the effects of the River Styx.

River-born: At 2nd level, the Boatman of Styx gains a swim speed of 60’, and he may take 10 on any Swim check. He also does not need to breathe while submersed in water.

Sneak Attack: A Boatman of Styx gains an additional die of Sneak Attack at every even numbered level.

Stygian Tears: At 3rd level, the Boatman of Styx’s tears gain the effects of the River Styx. He may collect up to one vial of tears per day. Being struck by a vial of these tears has the same effects as an exposure to the waters of the River Styx (DM’s option). If kept stoppered, these vials of tears last indefinitely.

River-marked: At 4th level, the Boatman of Styx’s continues exposure to the River Styx grants a +8 to Swim checks, a +6 to Disguise checks, and a +4 to Bluff checks.

Kiss of Lethe (Su): At 5th level, the Boatman of Styx may kiss an enemy on an opposed Grapple check. This kiss has the same effects as an exposure to the River Styx (DMs option).

Eternal Boatman (Sp): At 6th level, the Boatman of Styx may summon a normal wooden boat once per day. This boat is large enough to carry the Boatman and up to eight Medium sized passengers. This boat lasts 24 hours, then falls apart into pieces of rotted wood.

Bonus Feat: At 7th level, the Boatman of Styx gains a bonus feat. He must meet any prerequisites of this feat to choose it.

Knowledgeable: At 8th level, the Boatman of Styx’s has absorbed a critical mass of memories from swimming in the River Styx. He always has at least 10 ranks in all Knowledges, and may expend skill points to raise these Knowledges as if they were class skills. The Boatman also gains the ability to speak, read, and write any language.

Stygian Tributary (Sp): At 9th level, the Boatman of Styx learns a secret about the River Styx: it sometimes touches rivers on planes other than the Lower Planes. Once per day, a Boatman of Styx may cast gate (travel version only) as a spell-like ability, but only while standing on a boat in a river. This portal leads to any other river on any plane.

River Dance (Su): At 10th level, the Boatman of Styx has studied the fiends of the River Styx and learned a secret fighting art. Any creature struck a Boatman of Styx’s sneak attack must make a Will save or be dazed for 1d4 rounds. Any affected creature does not remember any events while dazed.

Myrmidon Legend

4th Century Hoplite by Johnny Shumate shumate_j@bellsouth.net

Myrmidons

From Wikipedia, the free encyclopedia

The Myrmidons (or Myrmidones ) were an ancient nation of Greek mythology. In Homer's Iliad, the Myrmidons are the soldiers commanded by Achilles. Their eponymous ancestor was Myrmidon, a king of Phthiotis who was a son of Zeus and "wide-ruling" Eurymedousa, a princess of Phthiotis. She was seduced by him in the form of an ant. An etiological myth of their origins, simply expanding upon their supposed etymology— the name in Classical Greek was interpreted as "ant-people", from murmekes, "ants"— was first mentioned by Ovid, in Metamorphoses: in Ovid's telling, the Myrmidons were simple worker ants on the island of Aegina.

Roleplaying

Originally Posted by

TheOneRonin of the Wizards Community forums.

On this Thread

MYRMIDON LEGEND

The Myrmidon Legend is a warrior who specializes in speed. He learns to fight while moving quickly across the battlefield, giving his enemies little time to respond to his attacks. Myrmidon Legends learn agility as well, so they can weave between foes and around obstacles without slowing down. For a Myrmidon Legend, combat is an obstacle course, and he selects a path taking him through the field as quickly as possible, coming close enough to strike before moving away again. Myrmidon Legends are also excellent at fighting with shortsword and shield or shortspear and shield, and know how to use all three to decimate their enemies.

Hit Die: D10

Requirements:
BAB: +6
Dex: 13
Skills: Jump 8 Ranks
Feats: Dodge, Mobility, Run, Phalanx Fighting, Shield Proficiency, Shortsword Proficiency, Spear Proficiency (Any)

Class Skills: Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), and Spot (Wis).
Skill Points at each level: 2 + Int modifier

Weapon and Armor Proficiency: A Myrmidon Legend is proficient with all simple weapons, the shortspear, and the shortsword. He is also proficient with light armor and shields. A Myrmidon Legend using any two-handed weapon (except a spear) is unable to use any of his Myrmidon Legend class abilities.

Myrmidon Legend Advancement
  BAB Fort Ref Will Abilities
1. +1 +0 +3 +0 Classic Hoplite Style, Quick Steps
2. +2 +0 +3 +0 Skilled Charge, Agile Runner
3. +3 +1 +4 +1 Improved Mobility, Quick Steps
4. +4 +1 +4 +1 Fast Entry
5. +5 +1 +5 +1 Quick Defense
6. +6 +2 +5 +2 Difficult Target, Quick Steps
7. +7 +2 +6 +2 Unhindered Charge, Greater Mobility
8. +8 +2 +6 +2 Lightning Strike, Improved Quick Defense
9. +9 +3 +7 +3 Lethal Charge, Quick Steps
10. +10 +3 +7 +3 Stroke of the Gods

Class Abilities:

Quick Steps:
At first level, the Myrmidon Legend’s base speed is faster than the norm for his race by +5 feet. The Myrmidon Legend gains an additional +5 feet to his base speed at 3rd, 6th, and 9th levels respectively. These bonuses apply when the Myrmidon Legend is wearing no armor, or light armor and not carrying a heavy load. Apply this bonus before modifying the Myrmidon Legend’s speed because of any load carried or armor worn. A Barbarian’s fast movement ability stacks with the Myrmidon Legend’s quick steps ability.

Classic Hoplite Style:
The Myrmidon Legend is an expert in shield&spear and shield&shortsword combat and knows how to use the them in perfect concert. The Myrmidon Legend is able to use a standard Spear (Simple, 1D8, 20/x3) in one hand along with a light or heavy shield in the the other. Also, when fighting with a shield and spear or a shield and shortsword, the Myrmidon Legend treats the spear/shortsword as though he is using it with two hands, getting 1.5 times his normal Str bonus to damage and also getting a two for one bonus on power attack.

Skilled Charge:
Starting at 2nd level, a Myrmidon Legend adds one-half (round down) his class levels to his damage rolls with a shortsword, spear, or shield on a successful charge attack. If anything grants the Myrmidon Legend the ability to make a full attack at the end of a charge, this extra damage is only applied to his first attack. Also, a Myrmidon Legend no longer takes a penalty to his AC when making a normal charge attack. He still takes the -4 penalty when making a Lethal Charge (see below).

Agile runner:
Beginning at 2nd level, a Myrmidon Legend may make a number of 90-degree turns during a charge attack equal to his Dex bonus. This ability allows the Myrmidon Legend to charge around corners, avoid combatants and other obstacles while building momentum for the inevitable clash of arms.

Improved Mobility:
At 3rd level, a Myrmidon Legend can avoid most melee based attacks as long as he keeps moving. His AC bonus from the Mobility feat increases by two to +6. At 7th level, the Myrmidon Legend's AC bonus from the Mobility feat increases by two more to +8.

Fast Entry:
At 4th level, a Myrmidon Legend learns to enter combat so quickly his opponents cannot react. A Myrmidon Legend gains the Quick Reconnoiter feat even if he does not meet the prerequisites. This stacks with the improved initiative feat. In addition, when taking a RUN action, he no longer provokes AoOs when moving through threatened squares.

Quick Defense:
At 5th level the Myrmidon Legend is so fast he can dodge blows before they hit him. A Myrmidon Legend gains a +2 dodge bonus to his AC during any round in which he moves more than 5’. In addition, in any round in which the Myrmidon Legend moves twice his base speed or more, he also gains a +2 bonus to his reflex saves. This bonus lasts until the Myrmidon Legend’s next turn. At 8th level, the AC and Reflex save bonuses increase to +4.

Difficult Target:
At 6th level a Myrmidon Legend is harder to target with ranged attacks. In any round in which the Myrmidon Legend moves twice his base land speed or more, he gains a +4 dodge bonus to AC versus all ranged attacks. This bonus stacks with the one from Quick Defense and Improved Quick Defense, and lasts until the Myrmidon Legend’s next turn.

Unhindered Charge:
At 7th level, the charge of a Myrmidon Legend is almost unstoppable. At any point during a charge, the Myrmidon Legend can attempt to move through a square occupied by an opponent of equal size to the Myrmidon Legend or smaller. This ability does not work against any opponent one or more size categories larger than the Myrmidon Legend. This is treated as an overrun with the following differences. 1) It does not provoke an attack of opportunity, and 2) if the opponent attempts to block, the Myrmidon Legend adds his class level to the opposed Str test.

Lightning Strike:
At 8th level a Myrmidon Legend’s charge is so deadly and surprising that opponents have a hard time reacting to the attack. A Myrmidon Legend’s bonus to his attack rolls when making a normal (not Lethal) charge attack increases to +4 and he deals +1D6 points of damage on the attack.

Lethal Charge:
At 9th level, the Myrmidon Legend may quickly strike down his foes. As a full round action, a Myrmidon Legend may make a special charge attack with a -4 penalty to his AC for one round. However, he gets to make a single melee attack at a -4 penalty against a number of foes he threatens along the path to his intended target equal to his class level. While performing a Lethal Charge, the Myrmidon Legend does NOT gain the benefits of his Lightning Strike or Undhindered Charge abilities. A Lethal Charge MUST be a continuous straight line, so the Myrmidon Legend cannot make any turns and does not benefit from AGILE RUNNER or any other ability that allow turning during a charge. Also, during a Lethal Charge the Myrmidon Legend must move at least 10' before he is able to attack any foes that he threatens.

Please note that a LETHAL CHARGE is a special charge-like action. Any ability that allows the Myrmidon Legend to make a full attack at the end of a charge cannot be used with Lethal Charge. Also, other abilities that grant extra attacks like Cleave cannot be used during a Lethal Charge.


Stroke of the Gods:
At 10th level, a Myrmidon Legend has learned how to quickly deliver a killing blow to enemy champions and commanders. As a full round action, the Myrmidon Legend makes a special charge at an opponent and must be using a spear or shortsword. When he gets within reach, he makes a 5' move to the side (or forward-diagonal). The Myrmidon Legend then makes a jump check opposed by double the opponents BAB. If the opponent wins the opposed check, he gets an AoO on the Myrmidon Legend. If that AoO hits, the Myrmidon Legend can still make a normal attack, but his Stroke of Gods attempt is foiled. If the Myrmidon Legend wins the opposed check he avoids the AoO and rolls to hit as normal. If the attack is successful, it counts as an automatic critical and the target must make a Fort or Ref save (whichever is higher) vs a DC of 10+1/2 the Myrmidon Legend's Level+the Myrmidon Legend's Str bonus or be instantly reduced to 0 HP.

Like Lethal Charge, Stroke of the Gods is a special charge action and abilities that allow the Myrmidon Legend to make a full attack at the end of a charge cannot be used. Nor can the following abilites be used with a Stroke of the Gods attempt: Unhindered Charge, Lightning Strike, or Lethal Charge.

This ability is considered a precision-based attack (and thus does not function against undead, constructs, etc) and can only be used against enemies with a discernible anatomy who are no more than one size category larger than the Myrmidon Legend (if the enemy is one size category larger, the Myrmidon Legend takes a -5 penalty to the jump check).

Other related Greek Combat Feats:

1) Power Shot: [General]
Prerequisites: Power Attack, Str 15
Your skill with throwing the spear and javelin is unequalled.
Benefit: On your action, before making attack rolls for a round, you may, as a full round action, choose to subtract a number from your ranged attack roll with a spear or javelin and add the double that number to the ranged attack's damage roll. This number may not exceed your base attack bonus. A spear thrown using this feat is impossible to catch or deflect.

Note: It is not possible to use this feat while throwing a spear caught in the same round.


2) Close Quarters Expertise: [Fighter]
Prerequisites: Weapon Focus Shortsword, Improved Shield Bash, BAB: +6
You are skilled in getting in close to an opponent and using your shield to keep him from bringing his weapon to bear.
Benefit: To use this feat, you must be using a shield and you must first enter your opponent’s square and incur an AoO from this movement. If the opponent’s AoO is successful, you immediately move back to your own square and cannot use this feat for the rest of the round.

If the opponent’s AoO fails, you immediately make an opposed attack roll. If you succeed, you have pinned your opponents weapon and they lose any Dex/Dodge/Fighting Defensively/Total Defense/Combat Expertise bonuses to AC until their next action. You can make a full attack against the opponent at their reduced AC. If you fail the opposed attack roll, the opponent maintains their full AC, but must move out of your square if they wish to use any large size or larger weapons.

This feat is ineffective against opponents with natural weapons or those fighting unarmed.


3) Shield Specialization [General]
Prerequisite:
Shield Proficiency, BAB: +6
Benefit: Once per round, a shield bearer can make a single shield bash attack at his highest BAB and without incurring any penalties for two weapon fighting, but still loses the shield’s AC bonus until his next turn (unless he also has Improved Shield Bash).

4) Shield Swing [General]
Prerequisite:
Str 13, Shield Proficiency
Benefit: You are adept at shield use and can pull a shield form your back, swing it around, slip your arms through the straps, grip the hand strap, and be ready to use the shield as a free action.
Normal: Readying a shield is a move action.

The Spartan Hoplite

Greek phalanx based on sources from The Perseus Project

Roleplaying

Originally Posted by

Infinitive of the Wizards Community forums.

On this Thread

The Spartan Hoplite was the apex of ground-based military forces until the end of the Bronze age. Trained from birth in the art of war, Hoplites were taught that dying for one’s country was the greatest honor a man could gain in his lifetime. Savaged beyond belief in their lifelong training, these Spartans, members of a single city, held back the invasions of many nations for hundreds of years until the cultural hegemony of Rome finally did what Xerxes and his hordes could not. Even still, the Romans recognized the inherent strength of the fighting style, and adapted it to become one of the greatest empires the world has ever known.

Entry Requirements:
BAB:
+6
Skills: Intimidate 9 ranks, Profession (Soldier) 5 ranks.
Feats: Phalanx Fighter, Shield Bash, Weapon Focus (Shortsword or Longspear), Heavy Shield Proficiency.
Special: Must have been trained as a Spartan warrior since birth.

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 From Thigh to Neck, Versatile Weapon, Spartan Oath
2 +1 +3 +0 +0 Versatile Shield Bash
3 +1 +3 +1 +1 Short Haft, Improved Shield Bash
4 +1 +4 +1 +1 Phalanx
5 +1 +4 +1 +1 Missile Immuntiy, Unity
6 +1 +5 +2 +2 Blastproof
7 +1 +5 +2 +2 Weapon Specialization
8 +1 +6 +2 +2 Prepare for Glory
9 +1 +6 +3 +3 Unfellable
10 +1 +7 +3 +3 Glory

 

Spartan Oath: When a Spartan warrior joins the ranks of the hoplites, he takes an oath that reflects a budding determination that wells up within himself. He may no longer flee a battle or surrender voluntarily under any circumstances. If a Hoplite does so, he loses all benefits from this class until he seeks an Atonement spell. Even still, other Hoplites will forevermore view him as a deserter or a coward (depending on whether he fled or surrendered), and may at their option suspend the benefit granted by the From Thigh to Neck class feature.

From Thigh to Neck: The strength of a Spartan Hoplite comes not from the strength of his own arm, but from the protection of the hoplite to either side of him. Each warrior shields the next as he makes an attack, and is in turn shielded when he strikes. A Spartan Hoplite gains a +2 bonus to AC when he is adjacent to 2 allies that would flank him if they were enemy units.

Versatile Weapon: At first level, the Spartan Hoplite must choose to specialize with either his sword or spear. If he chooses spear, he may wield his Longspear as though it were a one-handed weapon. If he chooses sword, he may throw his Shortsword with a range increment of 10 feet, and as though he had the Power Throw feat.

Versatile Shield Bash: If a Spartan Hoplite of second level chooses to do so, he may make a special Shield Bash as the first attack of a full-round attack, but only if his opponent begins the round directly adjacent to the Hoplite. Resolve this attack as a Bull Rush attempt against which the hoplite’s target is granted no attack of opportunity; the Shield Bash does no damage and, if the opposed Strength check is successful, the Hoplite’s target is moved five feet directly away from the Hoplite.

Short Haft: At third level, the Spartan Hoplite gains Short Haft as a bonus feat.

Improved Shield Bash” At third level, a Spartan Hoplite may forego the benefits he would both grant and be granted by the From Thigh To Neck class feature. If he does so, he may make Shield Bash attacks with a Heavy Shield for that round with no penalty to attack for wielding an offhand weapon.

Phalanx: A group of fourth level or higher Spartan Hoplites may choose to form a phalanx. If they do so, they must form into a unit at least half as deep as it is wide, and with no spare room on the interior. Doing so is a full-round action that provokes attacks of opportunities only if a member would have to move through a threatened square to reach his designated location, in which case attacks of opportunity occur as normal. Spartan Hoplites in a phalanx count as a collective creature of a size equal to its’ depth for the purposes of determining vulnerability to all attacks (such as grappling, Swallow Whole, etc.). Each round, the phalanx must adjust to fill any gaps left by fallen members or the benefit of this ability is lost.

Missile Immunity: If a fifth level Spartan Hoplite takes a total defense action, he is immune to any physical projectiles fired at him, such as arrows, sling bullets, and javelins, even if they’re magically enchanted. Targeted, magical projectiles, such as Melf’s Acid Arrow and Magic Missile, may strike them as normal.

Unity: A unit of Spartan Hoplites arrayed into a phalanx may take its actions as a single entity. Each individual makes its movements and attack rolls individually, but they happen for all purposes simultaneously.

Blastproof: A Spartan Hoplite may substitute a Fortitude save any time a Reflex save is called for, at his option. Further, if he does so to resist part of an area effect spell, he takes no effect on a successful save.

Weapon Specialization: A Spartan Hoplite of seventh level gains Weapon Specialization with his choice of Longspear or Shortsword as a bonus feat. If he already has Weapon Specialization with either, he may instead take Greater Weapon Specialization with that weapon.

Prepare for Glory: At eighth level, a Spartan Hoplite is close to realizing the ideal of his people as a warrior. Whenever he is reduced below 50% of his total HP, he is affected by a rage, as the barbarian ability. If he is ever restored to above 50% of his health, he suffers no ill effect from ending a rage. More, when the combat ends, he suffers no ill effect for ending a rage.

Unfellable: The greatest Spartan Hoplites are no stranger to pain, and are particularly resistant to even the most grievous of wounds. A Hoplite of this level does not die until he is reduced to a number of negative hit points equal to his constitution modifier. Thus, a Hoplite with a constitution of 20 would not die unless reduced to -20 HP or more. More, if a Hoplite is reduced to negative HP but not killed, he automatically stabilizes.

Glory: At tenth level, a Spartan Hoplite’s determination and steadfastness reach their peak, allowing him to fight on long after lesser warriors would die. When reduced to negative hit points, a Spartan Hoplite does not fall, but instead continues to fight. Taking a standard or full-round action provokes one point of damage as usual. However, the Hoplite does not bleed for one point of damage per turn (as per Unfellable). Finally, when a Spartan Hoplite is reduced to negative HP, the benefit from his Prepare for Glory class feature is tripled, and the effect lasts until the end of the current combat, even if his HP are restored. Afterwards, however, he is fatigued until he can gain one full night’s sleep.

Paragon of Beauty

Roleplaying

Originally Posted by

Shadowfoot of the Wizards Community forums.

On this Thread

PARAGON OF BEAUTY
Sometimes, beauty is not simply in the eye of the beholder. It is a tangible power, a radiant energy that burns deeper than skin. Paragons of beauty couple their own natural beauty with magical power to become exquisite creatures of inescapable, entrancing power.

Requirements
To qualify to become a paragon of beauty (PoB), a character must fulfill all the following criteria.
Race: Any Fey or Humanoid.
Skills: Bluff 6, Diplomacy 8, Perform 2.
Feats: Alluring, Attractive, Persuasive.
Spells: The character must have the Beauty domain, dabble in Mirrors or Seduction, or be able to cast the following spells without preparation: charm person, eagle’s splendor, enthrall, and light.

Game Rule Information
Paragons of beauty have the following game statistics.
Base Attack Bonus: Poor (as a loremaster)
Hit Die: d6
Saves: Good Will / Poor Fortitude and Reflex
Class Skills: The paragon of beauty’s class skills are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Spot (Wis). Skill Points at Each Level: 4 + Intelligence modifier.

Class Features
All of the following are class features of the paragon of beauty prestige class.
Weapons and Armor Proficiency: Paragons of beauty gain no additional weapon or armor proficiencies.
Enchanting, Unearthly Grace, Vanity
Radiant, Spellcasting [+1 Spellcasting]
Porcelain 1/-, [+1 Spellcasting]
Mirror Mirror, [+1 Spellcasting]
Accessorize, Unbound Beauty
Porcelain 2/-, [+1 Spellcasting]
Icon, [+1 Spellcasting]
Ageless Beauty, [+1 Spellcasting]
Nymph’s Eye, Porcelain 4/-
Perfection, [+1 Spellcasting]
Enchanting: Her beauty can bend your will. A number of times per day equal to her paragon of beauty level, she can effect charm person (DC 10 + paragon of beauty level + Charisma modifier) as the spell cast by a bard of her caster level. She cannot be Enchanting if disguised or obscured or in armor heavier than Light. This is a spell-like ability.

The paragon of beauty can enhance Enchanting with the Charm a Crowd, Cupid’s Brew, Descriptor Focus, Extra Enchanting, Greater Charming, Mind Focus, and Subschool Focus feats.

Unearthly Grace: The paragon of beauty is kissed by fate. She adds her Charisma bonus to her Armor Class and to all her saving throws at a rate of +1 per paragon of beauty level. If she already enjoys Divine Grace or some other bonus to AC or saving throws from Charisma, she receives a flat +1 bonus to the pre-existing benefit. When incapacitated, she does not enjoy Unearthly Grace.

Vanity: Her ego is not easily overcome. If the paragon of beauty successfully makes a Will save against an attack that normally causes a partial effect with a successful save, she suffers no effect at all. This is extraordinary.

Radiant [2nd level]: She twinkles like a star. The paragon of beauty may radiate candlelight at will as a spell-like ability. She may initiate and end this effect as a free action on her turn.

Spellcasting [2nd/3rd/4th/6th/7th/8th/10th level]: She casts spells to charm, beautify, and influence. The paragon of beauty casts spells without preparation as a bard casts arcane spells, based on her Charisma score to determine Difficulty Class, maximum spell level, and bonus spells and using the spell list and spell progression below. Her spells are either arcane or divine, depending on the nature of the spells that met the Spells requirement of this prestige class; if both arcane and divine spells met that requirement, she must choose the type of magic that defines her paragon of beauty magic:
0 Level: attract eyes, candlelight, cure minor wounds, dancing lights, dawn, daze, detect magic, distract, light, lullaby, mending, message, minor disguise, mirror, perfect pitch, phantasmal whisperer, songbird, unnerving gaze, virtue
1st Level: calm animals, charm person, color spray, command, comprehend languages, cure light wounds, entropic shield, faerie fire, feather fall, fool’s gold, gaze screen, glib tongue, harmony, heartache, hypnotism, joyful noise, ray of hope, ray of light, rosemantle, sanctuary, silent image, summon monster I, vision of glory
2nd Level: animal messenger, animal trance, aura of glory, calm emotions, circle dance, comely (kitten’s cuteness), dance of ruin, daze monster, eagle’s splendor, enthrall, entice gift, glitterdust, gold finder, hypnotic pattern, karma, make whole, mirror eyes, mirror image, suggestion, summon monster II, tongues, whispering wind, wild roses (briar web)
3rd Level: bestow curse, charm monster, cure moderate wounds, daylight, dispel magic, evil eye, glibness, good hope, interplanar message, lesser geas, locate creature, remove blindness/deafness, remove curse, scrying, searing light, speak with animals, summon monster III
4th Level: break enchantment, celebration, circle of friends, command plants, dominate person, dream, freedom of movement, improved eagle’s splendor, improved karma, mass charm person, mirror sending, modify memory, rainbow pattern, repel vermin, sending, sirine’s grace, speak with plants, summon monster IV, sunmantle
5th Level: dream casting, fabricate, greater command, kiss of death, mass sanctuary, mass suggestion, mirror walking, prismatic eye, regal procession, song of discord, summon monster V, true seeing, wall of roses (wall of thorns)
6th Level: animate objects, axiomatic creature, crown of brilliance, crown of glory, demand, eyebite, geas/quest, gold finger, greater scrying, mass charm monster, mass eagle’s splendor, mass karma, mass lesser geas, nixie’s grace, prismatic spray, project image, rain of roses, statue, summoning pact, summon monster VI, sunbeam, symbol of persuasion, sympathy, unearthly beauty, youth and beauty

Spells Known/Per Day
Level 0 1 2 3 4 5 6
1 3/4 1/2 - - - - -
2 3/4 2/3 1/2 - - - -
3 3/4 2/3 2/3 - - - -
4 3/4 3/4 2/3 1/2 - - -
5 4/5 3/4 3/4 2/3 - - -
6 4/5 4/5 3/4 3/4 1/2 - -
7 5/6 4/5 4/5 3/4 2/3 - -
8 5/6 5/6 4/5 4/5 2/3 1/2 -
9 6/7 5/6 5/6 4/5 3/4 2/3 -
10 6/7 6/7 5/6 5/6 3/4 2/3 2/2
Spell Notes: A list of each spell’s source is at the end of this post.

Porcelain [3rd/6th/9th level]: Her skin is as smooth and unblemished as fine porcelain, resilient to imperfection and marring. She receives the indicated damage reduction against piercing and slashing attacks.

Mirror Mirror [4th level]: The paragon of beauty finds power in her own reflection. Once per day, she may look into any surface in which she can clearly see her own reflection, such as a mirror or the face of a tranquil pool of water, and request information. Making her request requires that she gaze into her own reflection for 10 full minutes. She may request to either see a specific creature, as the scrying spell cast by a bard of her caster level, or ask a question about the future, as the divination spell cast by a cleric of her caster level. The source of this information is often a deity of love, beauty, or vanity, or some nameless entity. Mirror Mirror is a spell-like ability.

The paragon of beauty can enhance Mirror Mirror with the Extra Paragon of Beauty Ability feat.

Accessorize [5th level]: The paragon of beauty adorns herself with beautiful magic items. She selects one of the following feats, even if she does not otherwise qualify for the feat chosen: Extra Amulet, Extra Belt, Extra Bracers, Extra Cloak, or Extra Ring.

Unbound Beauty [5th level]: Her beauty transcends race. Three times per day, her Enchanting ability can manifest as charm monster, as the spell cast by a bard of her caster level.

The paragon of beauty can enhance Unbound Beauty with the Charm a Crowd, Descriptor Focus, Extra Enchanting, Extra Paragon of Beauty Ability, and Subschool Focus feats.

Icon [7th level]: She attracts admirers and lovers like bees to honey. The paragon of beauty gain the Leadership feat for free.

Ageless Beauty [8th level]: She remains forever beautiful. The paragon of beauty no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the paragon of beauty still dies of old age when her time is up. This is an extraordinary ability.

Nymph’s Gaze [9th level]: The paragon of beauty can tap the natural power of the nymph. Once per day, she can initiate Nymph’s Gaze as a spell-like ability, and its effect lasts for 1 round for every two levels of paragon of beauty. While in effect, all creatures who look directly at her must make a Will save (DC 10 + paragon of beauty level + Charisma modifier) or be blinded by her beauty for 1d6 rounds. In addition, once per round while Nymph’s Gaze is in effect she may target any creature within 30 feet; if that creature fails a Fortitude save (DC 10 + paragon of beauty level + Charisma modifier) or be stunned for 2d4 rounds.

The paragon of beauty can enhance Nymph’s Gaze with the Extra Paragon of Beauty Ability feat.

Perfection [10th level]: She is perfection, absolute perfection. The paragon of beauty becomes immune to all disease, poison, Charisma damage (but not Charisma drain), and Transmutation spells that specifically target her with the purpose of changing her form against her will (baleful polymorph, stone to flesh, etc.), as if she has magic resistance that cannot be overcome. In addition, at 10th level and every 10 levels thereafter, she receives a +2 inherent bonus to Charisma.

Epic Paragon of Beauty: The epic-level paragon of beauty continues her Hit Die, skill point, Enchanting, Perfection, and Unearthly Grace progressions. In addition, she receives bonus epic feats at 13th level and every three levels thereafter (13th, 16th, 19th, 22nd, etc).


New Domains

BEAUTY Domain
Deities: Aphrodite, Corellon, Isis, Sif.
Granted Power: You can attain superior charisma as a supernatural ability. You gain an enhancement bonus to your Charisma based on your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Spells: 1 charm person, 2 eagle’s splendor, 3 daylight, 4 rainbow pattern, 5 dream, 6 mass eagle’s splendor, 7 regenerate, 8 mass charm monster, 9 prismatic sphere


New Feats

ACCLERATE SPELL [Metamagic]
You cast spells spontaneously with the ease of movement.
Prerequisites: Ability to cast spells spontaneously or without preparation.
Benefit: Casting an accelerated spell spontaneously or without preparation is a move-equivalent action. You can perform any standard action, even casting another spell, in the same round as you cast an accelerated spell. A spell whose casting time is more than 1 full round cannot be accelerated. An accelerated spell uses up a spell slot four levels higher than the spell’s actual level.
Special: You may cast only one accelerated, expedited, hastened, or quickened spell per round.

ATTRACTIVE [General]
You are physically appealing to others of your kind.
Prerequisites: Charisma 18.
Benefit: You get a +2 bonus on all Bluff checks, Diplomacy checks, and Perform checks when the target is a creature of your same type (Humanoid, Giant, Dragon, etc.) that can see you.

CHARM A CROWD [Special]
One of your enchanting abilities can now influence entire crowds.
Prerequisites: Charisma 18, Enchantment spell-like ability three times per day (see below).
Benefits: Select one of your spell-like abilities that duplicates an Enchantment spell, such charm monster, command, lesser confusion, or suggestion. For every three times per day that you can normally use this spell-like ability (rounded down), you can expend one daily use to duplicate the version of the spell that affects multiple creatures, such as mass charm monster, greater command, confusion, or mass suggestion, respectively. Any unusual limitations of your spell-like ability, such as who or what it can affect, also apply to the Charm a Crowd version of the ability. For example, if your spell-like ability only affects a specific gender, race, or creature type, the version affecting multiple creatures carries the same limitation.
Special: You can gain Charm a Crowd multiple times; its effects do not stack. Each time, it applies to a different spell-like ability. It cannot be used to augment a spell-like ability that duplicates an Enchantment spell that does not have a counterpart affecting multiple creatures, such as daze or dominate monster.

CHARMED ARCHERY [Fighter] [General]
You mystically influence your missile’s path.
Prerequisites: Charisma 13, Ability to cast 1st-level arcane spells, BAB +1.
Benefit: You may use your Charisma modifier instead or your Dexterity modifier on all ranged attack rolls. Using Charmed Archery is a supernatural ability.
Special: You cannot take Charmed Archery if you already enjoy Archery Insight or Zen Archery.

CONFIDENT [General]
You are bold and self-assured.
Benefit: You get a +1 bonus on all Will saves and a +2 bonus on Initiative rolls.

CUPID’S BREW [Special]
You can infuse normal liquid with the power of love.
Prerequisites: Spell-like ability that replicates charm person or charm monster, Brew Potion feat.
Benefits: Once per week, you can use your charm spell-like ability to create a single love potion – a potion of charm person or charm monster, depending on the spell-like ability used – without the normal time and material costs associated with Brew Potion and incurring only half the normal experience cost. You must channel a use of the qualifying spell-like ability into an appropriate amount of nonmagical, nonpoisonous, and drinkable liquid, such as water or wine. Infusing the liquid is a spell-like ability that takes 1 full minute.

DANCER’S GRACE [General]
You are a skilled in the movement of dance.
Benefit: You get a +2 bonus on all Jump checks and Perform (Dance) checks.

DESCRIPTOR FOCUS [General]
Your spells with the chosen descriptor are more powerful than before.
Benefit: Select any spell Descriptor, such as Death, Language-Dependant, or Water. (You cannot select Mind-Affecting with this feat.) Add a +1 bonus to the Difficulty Class of all saving throws against your spells and spell-like abilities with the chosen Descriptor; spells without a save DC are instead cast at +1 caster level. This stacks with the effects of all Descriptor Focus, Spell Focus, and Subschool Focus feats.
Special: You can gain Descriptor Focus multiple times; its effects do not stack. Each time, it applies to a different Descriptor.

DISTRACTING DODGE [Fighter] [General]
You are distracting when evading your foes.
Prerequisites: Charisma 13, Dexterity 13, Dodge feat.
Benefit: Against the subject of your Dodge feat, you can apply your Charisma modifier as a circumstance bonus to your AC when in light or no armor. If you have the Improved Dodge feat or a similar feat or class feature that increases the number of creatures you can designate with the Dodge feat, you can apply Distracting Dodge against a single designated creature.

ELOQUENT SPEAKER [General]
You are an effective communicator.
Benefit: You get a +2 bonus on all Diplomacy checks and Perform (Oratory) checks.

EMPATHIC [General]
You have a deep emotional understanding of others.
Benefit: You get a +2 bonus on all Heal checks and Sense Motive checks.

EXTRA AMULET [General]
You can wear an additional magic amulet, brooch, medallion, necklace, periapt, or scarab.
Prerequisites: Use Magic Device 10 or Craft Wondrous Item feat and Use Magic Device 5.
Benefit: The number of magic amulets, brooches, medallions, necklaces, periapts, and scarabs you can wear and benefit from at one time increases by 1.
Special: You can gain Extra Amulet twice; its effects stack. Each time, you can wear an additional magic amulet, brooch, medallion, necklace, periapt, or scarab without penalty.
Normal: You may only wear one magic amulet, medallion, necklace, periapt, or scarab at a time; additional magic neckwear worn does not function.

EXTRA BELT [General]
You can wear an additional magic belt.
Prerequisites: Use Magic Device 10 or Craft Wondrous Item feat and Use Magic Device 5.
Benefit: The number of magic belts you can wear and benefit from at one time increases by 1.
Special: You can gain Extra Belt twice; its effects stack. Each time, you can wear an additional magic belt.
Normal: You may only wear one magical belt at a time; additional magic belts worn do not function.

EXTRA BRACERS [General]
You can wear an additional pair of magic bracers or bracelet.
Prerequisites: Use Magic Device 10 or Craft Wondrous Item feat and Use Magic Device 5.
Benefit: You can wear and benefit from two pairs of magic bracers and bracelets at one time.
Normal: You may only wear one pair of magic bracers or bracelets at a time; additional magic armwear worn does not function.

EXTRA CLOAK [General]
You can wear an additional magic cloak.
Prerequisites: Use Magic Device 10 or Craft Wondrous Item feat and Use Magic Device 5.
Benefit: You can wear and benefit from two magic cloaks, capes, or mantles at one time.
Normal: You may only wear one magical cloak, cape, or mantle at one time; additional magic items worn do not function.

EXTRA ENCHANTING [General]
You can be enchanting more frequently than normal.
Prerequisites: Enchanting class feature.
Benefit: You may use your Enchanting ability two additional times per day.
Special: You can gain this feat multiple times; its effects stack. Each time, you can use Enchanting two additional times per day.

EXTRA PARAGON OF BEAUTY ABILITY [General]
You can use one of your paragon of beauty abilities more frequently than normal.
Prerequisites: Class feature to be affected.
Benefit: Select one of the following class features: Mirror Mirror, Nymph’s Gaze, or Unbound Beauty. You may use this ability one additional time per day.
Special: You can gain this feat multiple times; its effects stack. Each time, you can use the selected ability one additional time per day.

EXTRA RING [General]
You can wear an additional magic ring.
Prerequisites: Use Magic Device 10 or Forge Ring feat and Use Magic Device 5.
Benefit: The number of magic rings you can wear and benefit from at one time increases by 1.
Special: You can gain Extra Ring twice; its effects stack. Each time, you can wear an additional magic ring without penalty.
Normal: You may only wear two magic rings at one time; additional magic rings worn do not function.

FINESSE SPELL [Metamagic]
You can alter the outcome of spells you cast without preparation.
Prerequisites: Ability to cast spells spontaneously or without preparation.
Benefit: You can intuitively alter the way you cast a spell spontaneously or without preparation, causing it to carry the benefit of one of the following feats: Aim Spell, Align Spell (One Descriptor), Disguise Spell, Embattle Spell, Enlarge Spell, Eschew Materials, Extend Spell, Heighten Spell (+1), Sculpt Spell, Silent Spell, Spell Focus, Still Spell, or Touch Spell. A finessed spell uses up a Spells Per Day slot two levels higher than the spell’s actual level and requires at least 1 full round to cast. You may use any Finesse Spell feat once per day.
Special: Disguise Spell is from Song and Silence; Sculpt Spell is from Tome and Blood.

GREATER CHARM [Special]
Your charms are more seductive.
Prerequisites: Charm person spell-like ability at least twice per day, Ability to cast 4th-level spells.
Benefits: Once per day, one of your daily uses of your charm person spell-like ability can instead function as charm monster. Any unusual limitations of your spell-like ability, such as who or what it can affect, also apply to the Greater Charm version of the ability. For example, if your spell-like ability only affects a specific gender, race, or creature type, Greater Charm carries the same limitation.

GREATER CHARMED ARCHERY [Fighter] [General]
You influence the selected weapon to strike deadly.
Prerequisites: Charisma 17, Ability to cast 5th-level arcane spells, BAB +6, Charmed Archery feat, Improved Charmed Archery feat with selected weapon.
Benefit: Select any ranged weapon with which you enjoy Improved Charmed Archery. With this weapon, you may add your Charisma modifier to all damage rolls against targets within 30 feet. Against creatures immune to critical hits, you add no modifier to damage rolls. Using Greater Charmed Archery is a supernatural ability.
Special: You can gain Greater Charmed Archery multiple times; its effects do not stack. Each time, it applies to a different weapon. You cannot apply Greater Charmed Archery to any weapon in which you already enjoy Archery Insight or Zen Archery.

GREATER FINESSE SPELL [Metamagic]
You can greatly alter the outcome of spells you cast without preparation.
Prerequisites: Ability to cast spells spontaneously or without preparation, Finesse Spell feat, Improved Spell Finesse feat.
Benefit: You can intuitively alter the way you cast a spell spontaneously or without preparation, causing it to carry the benefit of one of the following feats: Heighten Spell (+3), Maximize Spell, Widen Spell, or Will Spell. A greater finessed spell uses up a Spells Per Day slot four levels higher than the spell’s actual level and requires at least 1 full round to cast. You may now use any Finesse Spell feat three times per day.

GREATER SKILL FOCUS [General]
You are especially adept in a given skill.
Prerequisites: Ability modifier +1 (see text), Skill Focus feat in selected skill.
Benefit: Select any skill in which you enjoy a +1 ability bonus modifier and Skill Focus. You gain a +1 bonus per character level (up to a +20 maximum) to checks made with this skill, as if the relevant ability modifier had increased by 1. This does not stack with the benefit of the Skill Focus feat.
Special: You can gain Greater Skill Focus multiple times; its effects do not stack. Each time, it applies to a different skill.

HASTEN SPELL [Metamagic]
You cast spells spontaneously with the speed of thought.
Prerequisites: Ability to cast spells spontaneously or without preparation.
Benefit: Casting a hastened spell spontaneously or without preparation is a free action that does not provoke an attack of opportunity. You can perform another action, even casting another spell, in the same round as you cast a hastened spell. A spell whose casting time is more than 1 full round cannot be hastened. A hastened spell uses up a spell slot five levels higher than the spell’s actual level.
Special: You may cast only one accelerated, expedited, hastened, or quickened spell per round.

IMPROVED CHARMED ARCHERY [Fighter] [General]
You can apply your Charisma and Dexterity modifiers to ranged attacks against nearby targets.
Prerequisites: Charisma 15, Ability to cast 3rd-level arcane spells, BAB +4, Charmed Archery feat, Proficiency with selected weapon.
Benefit: Select any ranged weapon in which you are proficient. With this weapon, you may add your Charisma modifier to all attack rolls against targets within 30 feet. Using Improved Charmed Archery is a supernatural ability.
Special: You can gain Improved Charmed Archery multiple times; its effects do not stack. Each time, it applies to a different weapon. You cannot apply Improved Charmed Archery to any weapon in which you already enjoy Archery Insight or Zen Archery.

IMPROVED FINESSE SPELL [Metamagic]
You can further alter the outcome of spells you cast without preparation.
Prerequisites: Ability to cast spells spontaneously or without preparation, Finesse Spell feat.
Benefit: You can intuitively alter the way you cast a spell spontaneously or without preparation, causing it to carry the benefit of one of the following feats: Align Spell (Two Descriptors), Bend Spell, Empower Spell, Heighten Spell (+2), Ray Coning, Reach Spell, both Spell Focus and Greater Spell Focus, Spell Penetration, Split Ray, or Target Spell. An improved finessed spell uses up a Spells Per Day slot three levels higher than the spell’s actual level and requires at least 1 full round to cast. You may now use any Finesse Spell feat twice per day.
Special: Bend Spell is from Dragon 291; Ray Coning is from Dragon Annual 5; Reach Spell is from Defenders of the Faith; Split Ray is from Tome and Blood.

IMPROVED WEAPON CHARM [Fighter] [General]
You influence the selected weapon to strike deadly.
Prerequisites: Charisma 15, Ability to cast 3rd-level arcane spells, BAB +4, Weapon Charm feat with selected weapon.
Benefit: Select any weapon with which you enjoy Weapon Charm. With this weapon, you may use your Charisma modifier instead of your Strength modifier on damage rolls. Against creatures immune to critical hits, you use only your Strength modifier for damage rolls. Using Improved Weapon Charm is a supernatural ability.
Special: You can gain Improved Weapon Charm multiple times; its effects do not stack. Each time, it applies to a different weapon. You cannot apply Improved Weapon Charm to any weapon in which you already enjoy Weapon Finesse, Weapon Insight, Weapon Might, or Weapon Zen.

LUMINOUS [General]
You can radiate magical light.
Prerequisites: Ability to cast continual flame, daylight, and light without preparation.
Benefit: You may radiate light at will. Initiating the effect is a spell-like ability; maintaining and ending it are free actions. This feat permanently consumes one 0-level Spells Per Day slot.

MESMERISM [General]
You can hypnotize creatures.
Prerequisites: Charisma 15, Ability to cast arcane spells.
Benefits: Twice per day, you can attempt hypnotism against any creature within 15 feet that can hear and see you, as the spell cast by a bard of your character level. This is a spell-like ability.

METAMAGICAL [General]
Your ability to manipulate your magic becomes second-nature.
Prerequisites: Ability to cast spells without preparation, Hasten Spell feat and any two Metamagic feats.
Benefit: A number of times per day equal to the number of Metamagic feats that you have, you may cast a spell without preparation and with a Metamagic effect without the normal penalty to casting time. For example, a sorcerer with the Extend Spell, Hasten Spell, Maximize Spell, and Silent Spell feats who takes Metamagical can cast without preparation up to four spells each day affected by Metamagic but without penalty to casting time.

METASORCERY [General]
You can quickly apply metamagic effects to spells you cast without preparation.
Prerequisites: Ability to cast 2nd-level spells without preparation, Any Metamagic feat, one of the following: Accelerate Spell feat, Expedite Spell feat, Hasten Spell feat, Quick feat, or Quicken Spell feat.
Benefit: Choose any Metamagic feat. When applying this feat to spells you cast without preparation, the casting time does not increase to 1 full round.
Special: You can gain Metasorcery multiple times; its effects do not stack. Each time, it applies to a different Metamagic feat.
Normal: Applying standard Metamagic feats to spells cast without preparation increases the casting time to 1 full round.

MIND FOCUS [Epic]
Your Mind-Affecting spells are more powerful than before.
Prerequisites: Epic Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Spell Focus (Enchantment), and two of the following: Descriptor Focus (Fear), Spell Focus (Illusion or Necromancy), or Subschool Focus (Charm, Compulsion, or Phantasm).
Benefit: Add a +1 to the Difficulty Class of all saving throws against your spells and spell-like abilities with the Mind-Affecting Descriptor. Spells without a save DC are instead cast at +1 caster level. This stacks with the effects of all Descriptor Focus, Spell Focus, and Subschool Focus feats.

MUSICIAN’S EAR [General]
You have an ear for music.
Benefit: You get a +2 bonus on all Listen checks and Perform (Any Instrument) checks.

PERFORMER [General]
You are a skilled performer.
Prerequisites: Charisma 15.
Benefit: You get a +1 bonus on all Perform (Any five) checks.

RAISED BY FEY [Background]
Whether due to rescue or kidnap, you were raised from infancy or early childhood by Fey.
Benefit: You gain Sylvan as a bonus language and a +2 bonus on all Diplomacy checks, Knowledge (Nature) checks, and Sense Motive checks when the subject or target is Fey and a +2 bonus to saving throws against the spell-like abilities of Fey.
Special: You may only take Background feats as a 1st-level character. Taking this feat replaces either one of your race’s automatic languages (except for Common and Sylvan) or all of your bonus languages.

SLY [General]
You are elusive and cunning.
Benefit: You get a +2 bonus on all Bluff checks and Move Silently checks.

SONGBIRD [General]
You have an ear for song.
Benefit: You get a +2 bonus on all Listen checks and Perform (Sing) checks.

SOPHISTICATED [General]
You are cultured and refined.
Benefit: You get a +2 bonus on all Diplomacy checks and Knowledge (Nobility and Royalty) checks.

SPELLCASTING VERSATILITY [General]
You know additional spells but cast fewer per day.
Prerequisites: Ability to cast spells without preparation.
Benefit: Select any class that casts spells without preparation. The number of Spells Known that you can have at each spell level in this class is permanently increased by 1. The number Spells Per Day that you can cast in this class is permanently decreased by 1.

SPELL FAMILIARITY [General]
You resist spells that you know.
Prerequisites: Ability to cast spells without preparation.
Benefit: You receive a +1 bonus to saves against Spells Known that you can cast without preparation.

SPELL SPECIALIZATION [General]
You cast a particular spell with great power.
Benefit: Select any spell you know. When casting this spell, you enjoy a +1 bonus to any damage dealt (up to +1 per die of damage per spell level) and to any required attack roll and a +2 bonus to the spell’s save DC, caster level, and to any Concentration checks made during the casting of the spell. This stacks with the benefits of all feats and effects that augment spell DC, caster level, appropriate attack rolls, spell damage results, and Concentration checks made during the casting of spells.
Special: You can gain Spell Specialization multiple times; its effects do not stack. Each time, it applies to a different spell.

SUBSCHOOL FOCUS [General]
Your spells of the chosen subschool are more powerful than before.
Prerequisites: Spell Focus feat (see text).
Benefit: Select any Subschool, such as Charm, Glamer, or Summoning; you must also have Spell Focus in the school from which the selected Subschool derives, such as Enchantment for Charm, Illusion for Glamer, or Conjuration for Summoning. Add a +1 bonus to the Difficulty Class of all saving throws against your spells and spell-like abilities from the chosen Subschool; spells without a save DC are instead cast at +1 caster level. This stacks with the effects of all Descriptor Focus, Spell Focus, and Subschool Focus feats.
Special: You can gain Subschool Focus multiple times; its effects do not stack. Each time, it applies to a different Subschool.

THESPIAN [General]
You are a skilled actor.
Benefit: You get a +2 bonus on all Disguise checks and Perform (Act) checks.

TOUCH FOCUS [General]
Your touch spells are more powerful than before.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells with the range of Touch. This bonus stacks with all feats that increase DC.

TOUCH SPELL [Metamagic]
You can cast a ranged spell as a more powerful touch spell.
Benefit: Any spell with a Close, Medium, or Long range can instead be cast at a single target as a spell with the range of Touch and with a +2 bonus to its Difficulty Class. A touched spell takes up a spell slot of the spell’s normal level.

WARMHEARTED [General]
You have a pleasant, amicable demeanor.
Benefit: You get a +2 bonus on all Diplomacy checks and Handle Animal checks.

WEAPON CHARM [Fighter] [General]
You mystically influence the selected weapon’s path.
Prerequisites: Charisma 13, Ability to cast 1st-level arcane spells, BAB +1, Proficiency with selected weapon.
Benefit: Select any light or exotic one-handed melee weapon in which you are proficient. With this weapon, you may use your Charisma modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Using Weapon Charm is a supernatural ability.
Special: You can gain Weapon Charm multiple times; its effects do not stack. Each time, it applies to a different weapon. You cannot apply Weapon Charm to any weapon in which you already enjoy Weapon Finesse, Weapon Insight, Weapon Might, or Weapon Zen.

WILL SPELL [Metamagic]
You can cast a spell with only a thought.
Benefit: You can cast any spell without Material, Somatic, or Verbal components, as if under the effects of the Eschew Materials, Silent Spell, and Still Spell feats. A willed spell uses up a spell slot three levels higher than the spell’s actual level.

WILY [General]
You are difficult to pin down.
Benefit: You get a +2 bonus on all Bluff checks and Escape Artist checks.

New Spells

IMPROVED EAGLE’S SPLENDOR (Transmutation)
As eagle’s splendor , but with a longer duration.
Level: Aer 4, Brd 4, Clr 4, Cul 4, Drm 4, DmW 4, Emr 4, Enc 4, Gal 4, Gsh 4, Ilu 4, Inx 4, MMs 4, Mys 4, Pal 4, Pfr 4, PoB 4, Shm 4, SoM 4, Sor/Wiz 4, Vio 4, Vlc 4, Voo 4, WrW 4
Duration: 1hr/2 levels
This spell functions like eagle’s splendor, except as noted above.

IMPROVED KARMA (Transmutation)
As karma, but with a longer duration.
Level: Brd 4, Clr 4, Cul 4, Drd 4, Emr 4, Enc 4, Gal 4, Gsh 4, Inx 4, Mys 4, Pal 4, Pfr 4, PoB 4, Rgr 4, Shm 4, Sor/Wiz 4
Duration: 1hr/2 levels
This spell functions like karma, except as noted above.

KARMA (Transmutation)
You become more charismatic, more intelligent, and wiser.
Level: Brd 2, Clr 2, Cul 2, Drd 2, Emr 2, Enc 2, Gal 2, Gsh 2, Inx 2, Mys 2, Pal 2, Pfr 2, PoB 2, Rgr 2, Shm 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes more poised, smarter, and wiser. The spell grants a +2 enhancement bonus to Charisma, Intelligence, and Wisdom, adding the usual benefits to Will saves and skill checks.

MASS KARMA (Transmutation)
As karma, but affecting multiple creatures.
Level: Brd 6, Clr 6, Cul 4, Drd 6, Emr 6, Enc 6, Gal 6, Gsh 6, Mys 6, Pfr 6, PoB 6, Shm 6, Sor/Wiz 6
Range: Close (25ft + 5ft/2 levels)
Duration: One creature/level, no two of which can be more than 30 feet apart
This spell functions as karma but affects multiple creatures.

YOUTH AND BEAUTY (Necromancy) [Evil, Temporal]
You return the vigor of youth.
Level: Brd 6, Chr 8, Clr 8, Gal 6, Gsh 6, Inx 6, PoB 6, Sor/Wiz 8, Voo 8
Components: V, S, M
Casting Time: 10 minutes
Range: Personal
Target You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell returns your physical body to that of the starting age of a spellcaster of your race, returning to you your youthful vigor and beauty. All aging penalties to Strength, Dexterity, and Constitution are reversed for the duration of the spell, but all ability bonuses remain.
Material Component: a cup filled with the blood of a virgin of your race, which is consumed during casting.


Sources
All spells and feats are from the Player’s Handbook 3.5, except as follows: Book of Exalted Deeds: Axiomatic Creature, Crown of Brilliance, Rain of Roses, Ray of Hope, Sunmantle, Unearthly Beauty; Book of Vile Darkness: Dance of Ruin, Entice Gift, Evil Eye, Heartache, Mirror Sending, Unnerving Gaze; Defenders of the Faith: Briar Web, Crown of Glory,; Dragon Magazine: Attract Eyes (304), Distract (A5), Glib Tongue (A5), Mass Charm Person (312), Mass Lesser Geas (312), Mirror (302), Mirror Eyes (305), Nixie’s Grace (314), Perfect Pitch (302), Phantasmal Whisperer (291), Ray of Light (A5), Summoning Pact (308); Magic of Faerun: Aura of Glory, Celebration, Circle Dance, Harmony, Minor Disguise, Prismatic Eye, Rosemantle, Songbird; Manual of the Planes: Interplanar Message, Mirror Walking; Masters of the Wild: Briar Web (again), Dawn, Kiss of Death; Savage Species: Dawn (again), Dream Casting; Song & Silence: Alluring feat, Joyful Noise, Lullaby (I); Tome & Blood: Gaze Screen; Underdark: Mass Sanctuary; WotC Website: Candlelight, Circle of Friends, Fool’s Gold, Gaze Screen (again), Gold Finder, Gold Finger, Kitten’s Cuteness, Regal Procession, Sirine’s Grace.

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