Why I'm Quitting World of Warcraft.
by Bruce Gray
I started playing Blizzard's games before there even was such a thing as "World of Warcraft". I happily played hours on end of "Warcraft III". Then they made the big move to World of Warcraft.
This biggest hit I took was when they "leveled the playing field" again recently. When that happened, my major WoW character had finally reached level 120 - which was the maximum at that time. With that character, I felt like I could take on almost any obstacle. But when the latest "update" hit, my character was reduced to a 50th level character, and his primary weapon was removed. This really started my growing dissatisfaction with World of Warcraft. But that had not been the first time that they had purposely lowered all high level characters. There have been others.
The latest "upgrade" was to a part of Shadowlands called "Chains of Domination". Even with my very best characters (and I have two level 60 characters now), I cannot get to the newest world area.
I'm not the usual person who is quitting WoW. Most of the comments I've read are from people who are into PVP, or Player Versus Player. If that had been all I had available, I would have quit long ago.
But there are servers (just a few mind you) that specialize in PVE, or Player Versus Environment. That's the type of WoW I can really get into. PVP, to me, just sounds like another first person shooter. The few times I tried a character in a PVP setting, and every time thereafter, I was usually killed by another player who just killed me to get my stuff. There are times when I was even killed as a first level character by another much higher level character. Why respawn over and over again?
My biggest problem with this is the seemingly endless amount of real cash I have to sink into Blizzard to play WoW. I pay, on average, $15 a month for services that allow me to run any of my characters any higher than 20th level. I've seen a lot of reports about subscription members leaving. At one time, I had heard that they were over five million subscribers. But the exodus of unhappy WoW players, according to some sources, has left them with just under two million subscribers.
Let's crunch some number here. Just to be more than fair, I only allowed for one million subscribers. When I multiply 1,000,000 subscribers times even $10 a month, I get $10,000,000 - =a= =month=. Surely this is enough money to make =any= game better.
But I'm tired or all the changes and all the BS. By Sept 1, 2021, I will no longer be playing World of Warcraft. Will I miss it? Hell, yes. But I fell as though Blizzard has forgotten their core players. There's already rumors that many core WoW fans have left and joined such games as Guild Wards 2, Final Fantasy, and others. And one thing is for certain. I'll be spending my hard earned $15.00 per month on other things.
See you all on the other side.
Bruce Gray
Saturday, August 21, 2021
Monday, August 2, 2021
The Magic Knight
The Magic Knight (Aelf Prodigy).
Note: The Magic Knight Character Class may =only= be used by an Aelf.
The Magic Knight.
CR: 1.
Class: Aelf Prodigy 1.
Type: NG Medium Humanoid (Half-Dwarf and Half-Elf).
Init +3.
Senses. Low-Light Vision, Darkvision 60 ft.; Perception +5.
AC: 18, Touch: 18, Flat-Footed: 15 (+5 Bonus, +3 DEX).
HP: 9 (1d8+1).
Saves: Fort +1, Ref +5, Will +5.
Speed 30 ft.
Melee: Estoc one-handed +2 (2d4, 18-20) or Estoc two-handed +0 (2d4, 18-20).
Special Attacks: Fatal Thrust, Inspired Sequence, Sequence (4 Links).
Magic.
Caster Level: 1; MSB: +1, MSD: 12, Concentration: +4.
Tradition: Fey Magic (Drawbacks: Somatic Casting, Wild Magic, Emotional Casting; Boons: Easy Focus, Overcharge).
Spell Points: 4.
Fallen Fey Sphere - DC 13; Duration: 1 minute/level; Range: none; Talents: Fey Beauty; Drawbacks: None.
- Fey-Link.
- Fey Blessing (Nature-Connection, Fey Beauty).
Life Sphere - DC 13; Duration: None; Range: Touch; Talents: None; Drawbacks: None.
- Cure.
- Invigorate.
- Restore.
Martial.
Tradition: Dedicated Duelist (Equipment: Duelist Training, Finesse Fighting, Unarmored Training; Fencing sphere).
Athletics Sphere - DC 13, Talents: None, Drawbacks: None.
- Coordinated Movement (whenever you take the withdraw action, you regain your martial focus).
- Leap Package (reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC).
Equipment Sphere - DC 13, Talents: Duelist Training, Finesse Fighting, Unarmored Training.
- Duelist Training (discipline): Proficiency with Bastard Sword, Butterfly Knife, Double Chicken Saber, Dual Blade, Duelist Sword, Estoc, Greatsword, Longsword, Pistol, Rapier, Shortsword and Swordbreaker Dagger.
- Finesse Fighting (add your DEX to attacks with Finessable weapons).
- Unarmored Training: When unarmored and unencumbered, you gain a +3 armor bonus to your AC, and +1 per 3 ranks you possess in Acrobatics.
Fencing Sphere - DC 13, Talents: None, Drawbacks: None.
- Fatal Thrust (Deal +1d6 Precision Damage to a target that is flat-footed or has lost its DEX bonus to AC).
Abilities: STR: 10, DEX: 15, CON: 12, INT: 12, WIS: 13, CHA: 16.
BAB: ATK: +0; CMB: +0; CMD: +12.
Traits: Combat Healer, Fey-Blood.
Feats: Mystic Focus.
Skills: Acrobatics +6, Bluff +6, Diplomacy +7, Heal +5, Knowledge (Nature) +5, Perception +5, Spellcraft +5.
Languages: Common, Dwarven, Elven.
SQ: Faerie Born, Fey Heart.
Gear: Bloodrager’s Kit (9 GP), Elfleaf (5 GP), Estoc (50 GP), 2 Flasks of Liquid Life (40 GP), 1 GP.
Special Abilities
Athletics Sphere: When you gain the Athletics Sphere, you gain one of the following packages with its included abilities. You may take the Expanded Training talent to gain additional packages. Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the Armiger’s Customized Weapons class feature.
If you possess both the (Leap) and (Run) packages, you gain a competence bonus on Acrobatics checks equal to half your BAB instead of retraining the ranks a second time.
In addition, you gain the following ability:
Athletics: Coordinated Movement. Whenever you take the Withdraw action, you regain your martial focus.
Athletics: Leap. You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC. Associated Movement Mode: Jumping. Associated Skill: Acrobatics.
Easy Focus: When maintaining a Sphere ability through Concentration, you only need to spend a move action to maintain Concentration instead of a standard action. This does not decrease the Sphere ability’s casting time, only the action used to maintain Concentration.
Emotional Casting: Your magic requires heightened emotional states of mind to use. When subject to a non-harmless magical effect that invokes an emotion (such as Fear effects, spells with the (Emotion) descriptor, or Charms such as Fear or Hostility) you are unable to use magic.
Equipment: Duelist Training (Discipline). You gain proficiency with the Bastard Sword, Butterfly Knife, Double Chicken Saber, Dual Blade, Duelist Sword, Estoc, Greatsword, Longsword, Pistol, Rapier, Shortsword and Swordbreaker Dagger.
Equipment: Finesse Fighting. You may use your DEX modifier in place of your STR modifier when calculating your melee attack rolls with light weapons and weapons with the Finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your DEX bonus on attack rolls and your STR bonus on melee damage rolls, you may also add 1/2 your BAB (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.
Equipment: Unarmored Training. Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of BAB you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against Touch attacks, or when you are Flat-Footed. You lose these bonuses if you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the Monk or similar abilities.
This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any Shapeshift other than blank form, or is Polymorphed into a creature of the Animal, Dragon, Elemental, Magical Beast, Plant, or Vermin type.
Fallen Fey Sphere
Fallen Fey: Fey-Link. As a swift action, you may change your creature type to Fey for 1 minute per caster level. You are treated as a Fey and no longer count as your previous creature type for all purposes including spells, magic items, etc. You still possesses any subtypes you previously possessed (thus, an Elf using this ability would change from a Humanoid with the Elf subtype to a Fey with the Elf subtype).
Whenever Fey-Link is active, you may spend 1 spell point as a free action to gain the benefits of a Fey-Blessing until the end of the Fey-Link. There are no limits to the number of Fey-Blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the Fey-Link. Renewing a Fey-Link does not increase the duration of a Fey-Blessing, and ends all Fey-Blessings you currently possess.
When you gain the Fallen Fey Sphere, you gain the following Fey-Blessing:
Fallen Fey: Nature-Connection (Fey-Blessing): You gain a +1 bonus on Initiative checks and Knowledge (Geography), Survival, Stealth, and Perception skill checks made within one Terrain of your choice. This bonus increases by +1 for every 5 caster levels you possess. Consult the Ranger list of favored terrains to see potential terrain types. You may gain this Fey-Blessing multiple times, gaining this bonus in a different terrain each time. Magic Talents marked as (Fey-Blessing) grant additional Fey-Blessings.
Fallen Fey: Fey Beauty (Fey-Blessing): You gain a +1 bonus to all CHA-based skill and ability checks. This bonus increases by +1 for every 5 caster levels you possess.
Fencing Sphere. Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow. When you gain the Fencing Sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing Sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill, you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the Armiger’s Customized Weapons class feature.
Fencing: Fatal Thrust. Whenever you make an attack action or an Attack of Opportunity against a target that is within 30 ft. and that you are Flanking, that is Flat-Footed, or that has lost its DEX bonus to AC (such as through a successful Feint), you deal an additional +1d6 Precision Damage to the target. This damage is not multiplied by a critical hit. This damage increases by an additional 1d6 Precision Damage for every 5 points of BAB you possess. A Fencer may apply the effects of a single (Exploit) talent to any Fatal Thrust.
Inspired Sequence (Ex): While the prodigy has an active Sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her Sequence (minimum 1).
Life Sphere. You wield the powers of life.
Life: Cure. As a standard action, you may spend a spell point to touch a target and Heal it for an amount of damage equal to 1d8 plus your caster level. This is a positive energy effect, and as such may be used to harm Undead (Will half).
Life: Invigorate. As a standard action, you may Invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.
Life: Restore. As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
This accomplishes all of the following:
Heals 1d4 points of Ability damage to one ability score of your choice.
Removes the Fatigued condition or lessens Exhaustion to Fatigued.
Removes the Sickened condition or lessens Nauseated to Sickened.
Removes the Shaken condition or lessens Frightened to Shaken, or Panicked to Frightened.
Removes the Staggered condition.
Removes the Dazzled condition.
Removes the Battered condition. (When using Spheres of Might.)
If the condition targeted is part of an ongoing effect, this suppresses the effect for a number of rounds equal to your caster level. This cannot be used to Remove Curses or using instantaneous effects.
Overcharge: You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a Sphere ability, you may give yourself a +2 bonus to your caster level for that ability, but you become Fatigued afterward. If you are already Fatigued, you become Exhausted. If you are Exhausted, you collapse to the ground unconscious for 1d4 rounds. Creatures immune to Fatigue cannot benefit from this boon.
Sequence (Ex): A prodigy may string together actions in combat, building momentum, setting her position, and unbalancing enemies to be able to execute powerful offensive and defensive techniques. Sequences have three parts: Openers, Link Components, and Finishers. The maximum length of a Sequence is 4 links plus 1 link per 3 class levels. Attempts to add additional Links have no effect and anything that would cause the Sequence to lose a Link acts normally. A Prodigy may only have one Sequence active at a time; any actions affect the currently active Sequence. Any time a Prodigy begins her turn without having added a Link to her Sequence since the beginning of her last turn, her active Sequence loses one Link. Should this reduce the Sequence to 0 Links, the Sequence ends and must be started again. If the Prodigy becomes Dazed, Dead, Helpless, Paralyzed, Stunned, or Unconscious, the Sequence immediately ends.
A Sequence requires the rush induced by real danger. As such, a Sequence cannot be started prior to rolling initiative and ends automatically 1 round after there is no longer any apparent immediate threat (such as a hostile creature capable of making an attack or casting a spell or Sphere effect).
Openers: An Opener begins a new Sequence. A newly started Sequence is one Link in length. The following are basic Openers:
Attack: Dealing damage to one or more hostile creatures with an attack action, charge attack (performed as a standard or full-round action), with a Sphere ability with a casting time of a standard action or greater, or with another ability with a standard action or greater activation time.
Critical Hit: Confirming a critical hit against a hostile creature.
Defeat: Reducing a hostile creature with a CR equal to or greater than half the Prodigy’s character level to 0 or fewer hit points.
Heal: Restore hit points to an ally or remove Ability Drain, Ability Damage, or the Blinded, Dazed, Frightened, Nauseated, Shaken, Sickened, or Stunned conditions with an ability that requires at least a standard action.
Maneuver: Succeeding on a combat maneuver check against a hostile creature.
Magic Save: A hostile creature failing a save against a magic Sphere effect. This Sphere effect must have a casting time of a standard action or greater. This Opener may only be used the first time any hostile creature fails a save against that casting.
Reflection: Successfully use the Reflect Spell class feature.
Some abilities, such as possessing certain Spheres, may grant additional Opener options. Such options have the (Open) tag.
Link Components: Successfully performing a Link component increases the length of the Prodigy’s active Sequence by 1 Link. A given action may not add more than 1 Link even if it fulfills the conditions of more than one Link component, such as dealing damage to a hostile creature and that hostile creature failing a save granted by that same effect. Bonus attacks granted by or made as part of a given action (such as the Barrage or Dual Wielding Spheres or the Armiger’s Rapid Assault ability) count as part of the original action for this purpose, though Attacks of Opportunity do not. All Openers function as Link components if performed after a Sequence has been started. No Link component may grant a Link more than once per turn. The following are your basic link components:
Abandon Focus: As a free action, the Prodigy may expend martial focus.
Close the Gap: As a move action, the Prodigy may move up to her speed, ending the movement with a hostile creature within her threatened area. She may sheath one weapon and draw another as a free action as part of this movement.
Counting Coup: As a swift action, a Prodigy may make a touch attack against a creature using a wielded weapon. If successful, this attack deals no damage but completes this (Link). Weapons that require ammunition expend one attack’s worth of ammunition when used with this ability. Such an attack is too glancing to deliver a held touch spell, trigger ammunition properties that function on hit, utilize a thrown splash weapon, or similar effects.
Disengage: As a move action, the Prodigy may move up to half her speed. She does not provoke Attacks of Opportunity for leaving her starting squares. She may sheath one weapon and draw another as a free action as part of this movement.
Preparation: Whenever the Prodigy would be granted an Attack of Opportunity against a hostile creature, she may choose to expend an Attack of Opportunity without making an attack to complete this (Link). She must be capable of making the attack to use this ability.
Save: Succeed on a save against a non-harmless effect originating from a hostile creature.
Swift Heal: Restore hit points to an ally or remove Ability Drain, Ability Damage, or the Blinded, Dazed, Frightened, Nauseated, Shaken, Sickened, or Stunned conditions with an ability that requires at least an immediate action.
Steel Mind: Pass a Concentration check to maintain Concentration on a Sphere effect when taking damage.
Some abilities, such as possessing certain Spheres, may grant additional Link component options.
Such options have the (Link) tag.
Finishers: A Sequence may be ended to activate a Finisher. Each Finisher has a required activation action and some have a minimum Sequence length. Once a Finisher has been used, the Prodigy’s Sequence is ended. Actions taken as part of a Finisher do not count toward the current Sequence nor begin a new Sequence.
The following are your basic Finishers:
Adroit Momentum: A Prodigy may end her Sequence as part of making a skill check to gain a competence bonus equal to the number of Links in the Sequence on that skill check.
Arcane Apocalypse: As a 5 Link Finisher, the Prodigy may cast a Sphere effect as a move action. As a 7 Link Finisher, the Prodigy may cast a Sphere effect as a swift action. As a 9 Link Finisher, the Prodigy may cast up to three Sphere effects, one as a standard, one as a move, and one as a swift action. Each Sphere effect cast in this way must have a normal casting time of no more than 1 standard action.
Certain Strike: As a 3 Link Finisher, the Prodigy may spend a swift action to resolve her next attack roll before the start of her next turn as a touch attack.
Doombringer: As a 3 Link Finisher, the Prodigy may make a single attack as a swift action. If the Sequence is at least 5 Links, the Prodigy may make an attack action in place of a move action. If the Sequence is at least 7 Links, this attack action may instead be done as a swift action. As a 9 Link Finisher, the Prodigy may make up to three attack actions, one as a standard, one as a move, and one as a swift action. Each attack action must have an activation time of no more than a standard action.
Executioner: As a 5 Link Finisher, the Prodigy may spend a move action to automatically threaten a critical on the next attack roll before the end of her turn. If this attack misses, the ability is wasted. If the Sequence is at least 7 Links, this may instead be done as a swift action. This effect may not be combined with any ability or effect that automatically confirms critical threats.
Focus: As a 3 Link Finisher, the Prodigy may regain martial focus as a free action.
Ironhide: The Prodigy may end her Sequence as a immediate action to gain temporary hit points equal to her level that last for a number of rounds equal to the number of Links in her Sequence. This Finisher may be used after the result of an attack is revealed and may allow the Prodigy from dying.
Penetrating Magic: The Prodigy may end her Sequence as part of casting a Sphere effect to gain a bonus equal to the length of her Sequence on any MSB checks made to overcome spell resistance made as part of that effect.
Prodigy’s Reflexes: As a 3 Link Finisher, when targeted by an attack or forced to make a Reflex save, the Prodigy may spend an immediate action to make an Acrobatics check and use the result in place of her AC or Reflex save. She must use that skill check result even if it is lower than her AC. If the Sequence is at least 5 Links, she may instead activate this ability as a free action usable even when it is not her turn.
Resilience: If the Prodigy has a Sequence of at least 5 Links, when failing a saving throw, she may end the Sequence as an immediate action to reroll the save. For every Link beyond 5, you gain a +1 competence bonus on the reroll.
Some abilities, such as possessing certain Spheres, may grant additional Finisher options. Such options have the (Finish) tag.
Sequence: Integrated Techniques: A Prodigy gains additional Sequence options if she possesses certain Spheres:
Athletics: Hard Target (Link): Once per movement, if the Prodigy is attacked as part of an Attack of Opportunity provoked by her movement and the attack fails to hit her AC or if she succeeds on an Acrobatics check (or other associated skill if possessing the Mobility talent) to move through a threatened square without provoking, she adds a Link to her Sequence.
Fencing: Feinting Set-up (Link): A successful Feint as a move action.
Somatic Casting: You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use any shield without incurring a chance of arcane spell failure.
Wild Magic, Variant: You have a base Wild Magic chance of 10%. This Wild Magic chance does not stack with Wild Magic chances from other sources. You may not possess both this drawback and the Wild Magic general drawback found in Spheres of Power.
Build: The Ice Knight is built with a 20-point buy and 105 GP of starting wealth. Favored Class Bonus is +? of a bonus combat or magic talent. If using a lower point buy, you can lower STR and INT. If using a higher point buy (or rolling really well), your most important attributes are CHA and DEX. CHA is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, also bolstering your social skill checks; DEX makes you a great Finesse warrior, increases your initiative, and bolsters AC. WIS is also useful to boost Will saves and be a better healer for your group, while a high CON gives you more hit points.
Playing a Magic Knight
Born of two worlds and infused with magic, you are a vision of beauty and grace on the battlefield. Without any armor to hinder your natural agility, you dance rather than fight, and use your supernatural connection to Fey to bewilder and blind enemies. You are also a healer, and lend succor to hurt friends and allies after a battle.
Future Abilities
Magic Talents: Adrenaline Surge, Beacon of Hope, Blinding Beauty*, Blinding Light, Clarified Strike, Fae Light, Fairy Flight, Glory, Inner Sun, Light Sphere, Solar Strike.
Martial Talents: Expanded Training, Finesse Fighting, Footwork, Lunge, Mobile Striker, Mobility*, Moving Target*, Parry and Riposte, Parry Anything, Skewer, Swift Movement.
Feats: Agile Maneuvers, Combat Expertise, Improved Mystic Assault, Mystic Assault, Piranha Strike, Searing Brilliance, Seraphic Glow, Swordplay Style, Weapon Focus (Estoc).
Note: The Estoc is a type of sword, also called a tuck, in use from the 14th to the 17th century. It is characterized by a cruciform hilt with a grip for two-handed use and a straight, edgeless, but sharply pointed blade of around 36 inches to 52 inches in length. It is noted for its ability to pierce mail armor.
Note: The Magic Knight Character Class may =only= be used by an Aelf.
The Magic Knight.
CR: 1.
Class: Aelf Prodigy 1.
Type: NG Medium Humanoid (Half-Dwarf and Half-Elf).
Init +3.
Senses. Low-Light Vision, Darkvision 60 ft.; Perception +5.
AC: 18, Touch: 18, Flat-Footed: 15 (+5 Bonus, +3 DEX).
HP: 9 (1d8+1).
Saves: Fort +1, Ref +5, Will +5.
Speed 30 ft.
Melee: Estoc one-handed +2 (2d4, 18-20) or Estoc two-handed +0 (2d4, 18-20).
Special Attacks: Fatal Thrust, Inspired Sequence, Sequence (4 Links).
Magic.
Caster Level: 1; MSB: +1, MSD: 12, Concentration: +4.
Tradition: Fey Magic (Drawbacks: Somatic Casting, Wild Magic, Emotional Casting; Boons: Easy Focus, Overcharge).
Spell Points: 4.
Fallen Fey Sphere - DC 13; Duration: 1 minute/level; Range: none; Talents: Fey Beauty; Drawbacks: None.
- Fey-Link.
- Fey Blessing (Nature-Connection, Fey Beauty).
Life Sphere - DC 13; Duration: None; Range: Touch; Talents: None; Drawbacks: None.
- Cure.
- Invigorate.
- Restore.
Martial.
Tradition: Dedicated Duelist (Equipment: Duelist Training, Finesse Fighting, Unarmored Training; Fencing sphere).
Athletics Sphere - DC 13, Talents: None, Drawbacks: None.
- Coordinated Movement (whenever you take the withdraw action, you regain your martial focus).
- Leap Package (reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC).
Equipment Sphere - DC 13, Talents: Duelist Training, Finesse Fighting, Unarmored Training.
- Duelist Training (discipline): Proficiency with Bastard Sword, Butterfly Knife, Double Chicken Saber, Dual Blade, Duelist Sword, Estoc, Greatsword, Longsword, Pistol, Rapier, Shortsword and Swordbreaker Dagger.
- Finesse Fighting (add your DEX to attacks with Finessable weapons).
- Unarmored Training: When unarmored and unencumbered, you gain a +3 armor bonus to your AC, and +1 per 3 ranks you possess in Acrobatics.
Fencing Sphere - DC 13, Talents: None, Drawbacks: None.
- Fatal Thrust (Deal +1d6 Precision Damage to a target that is flat-footed or has lost its DEX bonus to AC).
Abilities: STR: 10, DEX: 15, CON: 12, INT: 12, WIS: 13, CHA: 16.
BAB: ATK: +0; CMB: +0; CMD: +12.
Traits: Combat Healer, Fey-Blood.
Feats: Mystic Focus.
Skills: Acrobatics +6, Bluff +6, Diplomacy +7, Heal +5, Knowledge (Nature) +5, Perception +5, Spellcraft +5.
Languages: Common, Dwarven, Elven.
SQ: Faerie Born, Fey Heart.
Gear: Bloodrager’s Kit (9 GP), Elfleaf (5 GP), Estoc (50 GP), 2 Flasks of Liquid Life (40 GP), 1 GP.
Special Abilities
Athletics Sphere: When you gain the Athletics Sphere, you gain one of the following packages with its included abilities. You may take the Expanded Training talent to gain additional packages. Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the Armiger’s Customized Weapons class feature.
If you possess both the (Leap) and (Run) packages, you gain a competence bonus on Acrobatics checks equal to half your BAB instead of retraining the ranks a second time.
In addition, you gain the following ability:
Athletics: Coordinated Movement. Whenever you take the Withdraw action, you regain your martial focus.
Athletics: Leap. You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC. Associated Movement Mode: Jumping. Associated Skill: Acrobatics.
Easy Focus: When maintaining a Sphere ability through Concentration, you only need to spend a move action to maintain Concentration instead of a standard action. This does not decrease the Sphere ability’s casting time, only the action used to maintain Concentration.
Emotional Casting: Your magic requires heightened emotional states of mind to use. When subject to a non-harmless magical effect that invokes an emotion (such as Fear effects, spells with the (Emotion) descriptor, or Charms such as Fear or Hostility) you are unable to use magic.
Equipment: Duelist Training (Discipline). You gain proficiency with the Bastard Sword, Butterfly Knife, Double Chicken Saber, Dual Blade, Duelist Sword, Estoc, Greatsword, Longsword, Pistol, Rapier, Shortsword and Swordbreaker Dagger.
Equipment: Finesse Fighting. You may use your DEX modifier in place of your STR modifier when calculating your melee attack rolls with light weapons and weapons with the Finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your DEX bonus on attack rolls and your STR bonus on melee damage rolls, you may also add 1/2 your BAB (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.
Equipment: Unarmored Training. Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of BAB you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against Touch attacks, or when you are Flat-Footed. You lose these bonuses if you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the Monk or similar abilities.
This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any Shapeshift other than blank form, or is Polymorphed into a creature of the Animal, Dragon, Elemental, Magical Beast, Plant, or Vermin type.
Fallen Fey Sphere
Fallen Fey: Fey-Link. As a swift action, you may change your creature type to Fey for 1 minute per caster level. You are treated as a Fey and no longer count as your previous creature type for all purposes including spells, magic items, etc. You still possesses any subtypes you previously possessed (thus, an Elf using this ability would change from a Humanoid with the Elf subtype to a Fey with the Elf subtype).
Whenever Fey-Link is active, you may spend 1 spell point as a free action to gain the benefits of a Fey-Blessing until the end of the Fey-Link. There are no limits to the number of Fey-Blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the Fey-Link. Renewing a Fey-Link does not increase the duration of a Fey-Blessing, and ends all Fey-Blessings you currently possess.
When you gain the Fallen Fey Sphere, you gain the following Fey-Blessing:
Fallen Fey: Nature-Connection (Fey-Blessing): You gain a +1 bonus on Initiative checks and Knowledge (Geography), Survival, Stealth, and Perception skill checks made within one Terrain of your choice. This bonus increases by +1 for every 5 caster levels you possess. Consult the Ranger list of favored terrains to see potential terrain types. You may gain this Fey-Blessing multiple times, gaining this bonus in a different terrain each time. Magic Talents marked as (Fey-Blessing) grant additional Fey-Blessings.
Fallen Fey: Fey Beauty (Fey-Blessing): You gain a +1 bonus to all CHA-based skill and ability checks. This bonus increases by +1 for every 5 caster levels you possess.
Fencing Sphere. Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow. When you gain the Fencing Sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing Sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill, you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the Armiger’s Customized Weapons class feature.
Fencing: Fatal Thrust. Whenever you make an attack action or an Attack of Opportunity against a target that is within 30 ft. and that you are Flanking, that is Flat-Footed, or that has lost its DEX bonus to AC (such as through a successful Feint), you deal an additional +1d6 Precision Damage to the target. This damage is not multiplied by a critical hit. This damage increases by an additional 1d6 Precision Damage for every 5 points of BAB you possess. A Fencer may apply the effects of a single (Exploit) talent to any Fatal Thrust.
Inspired Sequence (Ex): While the prodigy has an active Sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her Sequence (minimum 1).
Life Sphere. You wield the powers of life.
Life: Cure. As a standard action, you may spend a spell point to touch a target and Heal it for an amount of damage equal to 1d8 plus your caster level. This is a positive energy effect, and as such may be used to harm Undead (Will half).
Life: Invigorate. As a standard action, you may Invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.
Life: Restore. As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
This accomplishes all of the following:
Heals 1d4 points of Ability damage to one ability score of your choice.
Removes the Fatigued condition or lessens Exhaustion to Fatigued.
Removes the Sickened condition or lessens Nauseated to Sickened.
Removes the Shaken condition or lessens Frightened to Shaken, or Panicked to Frightened.
Removes the Staggered condition.
Removes the Dazzled condition.
Removes the Battered condition. (When using Spheres of Might.)
If the condition targeted is part of an ongoing effect, this suppresses the effect for a number of rounds equal to your caster level. This cannot be used to Remove Curses or using instantaneous effects.
Overcharge: You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a Sphere ability, you may give yourself a +2 bonus to your caster level for that ability, but you become Fatigued afterward. If you are already Fatigued, you become Exhausted. If you are Exhausted, you collapse to the ground unconscious for 1d4 rounds. Creatures immune to Fatigue cannot benefit from this boon.
Sequence (Ex): A prodigy may string together actions in combat, building momentum, setting her position, and unbalancing enemies to be able to execute powerful offensive and defensive techniques. Sequences have three parts: Openers, Link Components, and Finishers. The maximum length of a Sequence is 4 links plus 1 link per 3 class levels. Attempts to add additional Links have no effect and anything that would cause the Sequence to lose a Link acts normally. A Prodigy may only have one Sequence active at a time; any actions affect the currently active Sequence. Any time a Prodigy begins her turn without having added a Link to her Sequence since the beginning of her last turn, her active Sequence loses one Link. Should this reduce the Sequence to 0 Links, the Sequence ends and must be started again. If the Prodigy becomes Dazed, Dead, Helpless, Paralyzed, Stunned, or Unconscious, the Sequence immediately ends.
A Sequence requires the rush induced by real danger. As such, a Sequence cannot be started prior to rolling initiative and ends automatically 1 round after there is no longer any apparent immediate threat (such as a hostile creature capable of making an attack or casting a spell or Sphere effect).
Openers: An Opener begins a new Sequence. A newly started Sequence is one Link in length. The following are basic Openers:
Attack: Dealing damage to one or more hostile creatures with an attack action, charge attack (performed as a standard or full-round action), with a Sphere ability with a casting time of a standard action or greater, or with another ability with a standard action or greater activation time.
Critical Hit: Confirming a critical hit against a hostile creature.
Defeat: Reducing a hostile creature with a CR equal to or greater than half the Prodigy’s character level to 0 or fewer hit points.
Heal: Restore hit points to an ally or remove Ability Drain, Ability Damage, or the Blinded, Dazed, Frightened, Nauseated, Shaken, Sickened, or Stunned conditions with an ability that requires at least a standard action.
Maneuver: Succeeding on a combat maneuver check against a hostile creature.
Magic Save: A hostile creature failing a save against a magic Sphere effect. This Sphere effect must have a casting time of a standard action or greater. This Opener may only be used the first time any hostile creature fails a save against that casting.
Reflection: Successfully use the Reflect Spell class feature.
Some abilities, such as possessing certain Spheres, may grant additional Opener options. Such options have the (Open) tag.
Link Components: Successfully performing a Link component increases the length of the Prodigy’s active Sequence by 1 Link. A given action may not add more than 1 Link even if it fulfills the conditions of more than one Link component, such as dealing damage to a hostile creature and that hostile creature failing a save granted by that same effect. Bonus attacks granted by or made as part of a given action (such as the Barrage or Dual Wielding Spheres or the Armiger’s Rapid Assault ability) count as part of the original action for this purpose, though Attacks of Opportunity do not. All Openers function as Link components if performed after a Sequence has been started. No Link component may grant a Link more than once per turn. The following are your basic link components:
Abandon Focus: As a free action, the Prodigy may expend martial focus.
Close the Gap: As a move action, the Prodigy may move up to her speed, ending the movement with a hostile creature within her threatened area. She may sheath one weapon and draw another as a free action as part of this movement.
Counting Coup: As a swift action, a Prodigy may make a touch attack against a creature using a wielded weapon. If successful, this attack deals no damage but completes this (Link). Weapons that require ammunition expend one attack’s worth of ammunition when used with this ability. Such an attack is too glancing to deliver a held touch spell, trigger ammunition properties that function on hit, utilize a thrown splash weapon, or similar effects.
Disengage: As a move action, the Prodigy may move up to half her speed. She does not provoke Attacks of Opportunity for leaving her starting squares. She may sheath one weapon and draw another as a free action as part of this movement.
Preparation: Whenever the Prodigy would be granted an Attack of Opportunity against a hostile creature, she may choose to expend an Attack of Opportunity without making an attack to complete this (Link). She must be capable of making the attack to use this ability.
Save: Succeed on a save against a non-harmless effect originating from a hostile creature.
Swift Heal: Restore hit points to an ally or remove Ability Drain, Ability Damage, or the Blinded, Dazed, Frightened, Nauseated, Shaken, Sickened, or Stunned conditions with an ability that requires at least an immediate action.
Steel Mind: Pass a Concentration check to maintain Concentration on a Sphere effect when taking damage.
Some abilities, such as possessing certain Spheres, may grant additional Link component options.
Such options have the (Link) tag.
Finishers: A Sequence may be ended to activate a Finisher. Each Finisher has a required activation action and some have a minimum Sequence length. Once a Finisher has been used, the Prodigy’s Sequence is ended. Actions taken as part of a Finisher do not count toward the current Sequence nor begin a new Sequence.
The following are your basic Finishers:
Adroit Momentum: A Prodigy may end her Sequence as part of making a skill check to gain a competence bonus equal to the number of Links in the Sequence on that skill check.
Arcane Apocalypse: As a 5 Link Finisher, the Prodigy may cast a Sphere effect as a move action. As a 7 Link Finisher, the Prodigy may cast a Sphere effect as a swift action. As a 9 Link Finisher, the Prodigy may cast up to three Sphere effects, one as a standard, one as a move, and one as a swift action. Each Sphere effect cast in this way must have a normal casting time of no more than 1 standard action.
Certain Strike: As a 3 Link Finisher, the Prodigy may spend a swift action to resolve her next attack roll before the start of her next turn as a touch attack.
Doombringer: As a 3 Link Finisher, the Prodigy may make a single attack as a swift action. If the Sequence is at least 5 Links, the Prodigy may make an attack action in place of a move action. If the Sequence is at least 7 Links, this attack action may instead be done as a swift action. As a 9 Link Finisher, the Prodigy may make up to three attack actions, one as a standard, one as a move, and one as a swift action. Each attack action must have an activation time of no more than a standard action.
Executioner: As a 5 Link Finisher, the Prodigy may spend a move action to automatically threaten a critical on the next attack roll before the end of her turn. If this attack misses, the ability is wasted. If the Sequence is at least 7 Links, this may instead be done as a swift action. This effect may not be combined with any ability or effect that automatically confirms critical threats.
Focus: As a 3 Link Finisher, the Prodigy may regain martial focus as a free action.
Ironhide: The Prodigy may end her Sequence as a immediate action to gain temporary hit points equal to her level that last for a number of rounds equal to the number of Links in her Sequence. This Finisher may be used after the result of an attack is revealed and may allow the Prodigy from dying.
Penetrating Magic: The Prodigy may end her Sequence as part of casting a Sphere effect to gain a bonus equal to the length of her Sequence on any MSB checks made to overcome spell resistance made as part of that effect.
Prodigy’s Reflexes: As a 3 Link Finisher, when targeted by an attack or forced to make a Reflex save, the Prodigy may spend an immediate action to make an Acrobatics check and use the result in place of her AC or Reflex save. She must use that skill check result even if it is lower than her AC. If the Sequence is at least 5 Links, she may instead activate this ability as a free action usable even when it is not her turn.
Resilience: If the Prodigy has a Sequence of at least 5 Links, when failing a saving throw, she may end the Sequence as an immediate action to reroll the save. For every Link beyond 5, you gain a +1 competence bonus on the reroll.
Some abilities, such as possessing certain Spheres, may grant additional Finisher options. Such options have the (Finish) tag.
Sequence: Integrated Techniques: A Prodigy gains additional Sequence options if she possesses certain Spheres:
Athletics: Hard Target (Link): Once per movement, if the Prodigy is attacked as part of an Attack of Opportunity provoked by her movement and the attack fails to hit her AC or if she succeeds on an Acrobatics check (or other associated skill if possessing the Mobility talent) to move through a threatened square without provoking, she adds a Link to her Sequence.
Fencing: Feinting Set-up (Link): A successful Feint as a move action.
Somatic Casting: You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use any shield without incurring a chance of arcane spell failure.
Wild Magic, Variant: You have a base Wild Magic chance of 10%. This Wild Magic chance does not stack with Wild Magic chances from other sources. You may not possess both this drawback and the Wild Magic general drawback found in Spheres of Power.
Build: The Ice Knight is built with a 20-point buy and 105 GP of starting wealth. Favored Class Bonus is +? of a bonus combat or magic talent. If using a lower point buy, you can lower STR and INT. If using a higher point buy (or rolling really well), your most important attributes are CHA and DEX. CHA is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, also bolstering your social skill checks; DEX makes you a great Finesse warrior, increases your initiative, and bolsters AC. WIS is also useful to boost Will saves and be a better healer for your group, while a high CON gives you more hit points.
Playing a Magic Knight
Born of two worlds and infused with magic, you are a vision of beauty and grace on the battlefield. Without any armor to hinder your natural agility, you dance rather than fight, and use your supernatural connection to Fey to bewilder and blind enemies. You are also a healer, and lend succor to hurt friends and allies after a battle.
Future Abilities
Magic Talents: Adrenaline Surge, Beacon of Hope, Blinding Beauty*, Blinding Light, Clarified Strike, Fae Light, Fairy Flight, Glory, Inner Sun, Light Sphere, Solar Strike.
Martial Talents: Expanded Training, Finesse Fighting, Footwork, Lunge, Mobile Striker, Mobility*, Moving Target*, Parry and Riposte, Parry Anything, Skewer, Swift Movement.
Feats: Agile Maneuvers, Combat Expertise, Improved Mystic Assault, Mystic Assault, Piranha Strike, Searing Brilliance, Seraphic Glow, Swordplay Style, Weapon Focus (Estoc).
Note: The Estoc is a type of sword, also called a tuck, in use from the 14th to the 17th century. It is characterized by a cruciform hilt with a grip for two-handed use and a straight, edgeless, but sharply pointed blade of around 36 inches to 52 inches in length. It is noted for its ability to pierce mail armor.
Sunday, August 1, 2021
The Aelf
Ælf
A strange half-breed of a Female Dwarven Parent and a Male Elvish Parent. (Note: A Female Elven Parent and a Male Dwarvish Parent always produces a Dwelf.) It is said by scholars that this is the original humanoid rage of ÆOÆ.
Ælf Racial Traits
Type: (0 RP) Humanoid (Half-Dwarf, Half-Elf).
AC: +4 (+ 2 Natural, +2 DEX).
Abilities: +4 DEX, +4 INT, +4 CHA.
Size: Medium.
Speed: 40.
Bond to the Forest: Ælf gain a +2 dodge bonus to AC when in a Forest.
Darkvision: 60 feet.
Keen Vision: An Ælf’s eyesight is so well developed that he can see double normal distance in all light conditions and gains a +4 racial bonus to all perception checks. Any Ælf who passes within 10 feet of a secret door is entitled to a search check to notice as if actively looking for it.
Innately Magical: Like Dragons, the Elves were once very close to the very stuff of magic itself. An Ælf had the following bonuses due to that connection.
Less difficulty in casting spells.
+4 to concentration checks,
-10% spell failure when wearing armor,
+4 UMD and +2 Caster level when using arcane scrolls.
Elven Magic: An Ælf gains a +4 bonus on caster level checks made to overcome Spell Resistance. In addition, they also receive a +4 racial bonus on Spellcraft checks made to identify the properties of magic items.
Soothing Repose: An Ælf does not need to sleep. They are instead required to mediate once for four hours in any given 24 hour period. Wizards gain the same benefits, but cannot meditate again within the same 24 hour period to regain spells.
The Ælf’s average lifespan is 1,000 years and they suffer none of the effects of aging.
Immunities: Immunity to magical sleep effects and +4 to saving throws against Enchantment spells or effects, +4 saving throws against mind-affecting effects and natural Poisons, Ælf gain the feat Practiced Spell Caster.
Weapon Familiarity: Ælf are proficient with Longbows (including Composite Longbows), Longswords, Rapiers, and Shortbows (including Composite Shortbows), and treat any weapon with the word “Elven” in its name as a martial weapon.
Nimble Attacks: An Ælf may use their DEX modifier instead of their STR modifier on attack rolls with any medium or lighter weapon they are racially familiar with.
Silver Tongued: The Ælf find lying difficult so they have become good at dissembling and sweet talking. They gain a +2 bonus to all Diplomacy and Bluff Checks.
Friend of the Forest: Ælf are so in tune with the forest they gain the following bonuses whenever in forested terrain. They gain +4 bonus to Stealth checks, can move at their normal speed through rough terrain, and have a Climb speed of 20 feet with a +8 to all Climb checks made in any forested conditions.
Treespeech: An Ælf may converse with Plants as if subject to a continual Speak with Plants spell.
Forest Friend: When summoning a creature with the Animal type and no subtype with a Summon spell or effect, increase the duration of that spell by 2 rounds.
Spell-Like Abilities: An Ælf can use the following spells at will: Arcane Mark, Detect Magic, Identify, and Read Magic. He can use Tree Stride up to 3 times per day. Their Caster level is equal to the Ælf’s total character level.
Automatic Languages: Common, Draconic, Elven, and Sylvan.
A strange half-breed of a Female Dwarven Parent and a Male Elvish Parent. (Note: A Female Elven Parent and a Male Dwarvish Parent always produces a Dwelf.) It is said by scholars that this is the original humanoid rage of ÆOÆ.
Ælf Racial Traits
Type: (0 RP) Humanoid (Half-Dwarf, Half-Elf).
AC: +4 (+ 2 Natural, +2 DEX).
Abilities: +4 DEX, +4 INT, +4 CHA.
Size: Medium.
Speed: 40.
Bond to the Forest: Ælf gain a +2 dodge bonus to AC when in a Forest.
Darkvision: 60 feet.
Keen Vision: An Ælf’s eyesight is so well developed that he can see double normal distance in all light conditions and gains a +4 racial bonus to all perception checks. Any Ælf who passes within 10 feet of a secret door is entitled to a search check to notice as if actively looking for it.
Innately Magical: Like Dragons, the Elves were once very close to the very stuff of magic itself. An Ælf had the following bonuses due to that connection.
Less difficulty in casting spells.
+4 to concentration checks,
-10% spell failure when wearing armor,
+4 UMD and +2 Caster level when using arcane scrolls.
Elven Magic: An Ælf gains a +4 bonus on caster level checks made to overcome Spell Resistance. In addition, they also receive a +4 racial bonus on Spellcraft checks made to identify the properties of magic items.
Soothing Repose: An Ælf does not need to sleep. They are instead required to mediate once for four hours in any given 24 hour period. Wizards gain the same benefits, but cannot meditate again within the same 24 hour period to regain spells.
The Ælf’s average lifespan is 1,000 years and they suffer none of the effects of aging.
Immunities: Immunity to magical sleep effects and +4 to saving throws against Enchantment spells or effects, +4 saving throws against mind-affecting effects and natural Poisons, Ælf gain the feat Practiced Spell Caster.
Weapon Familiarity: Ælf are proficient with Longbows (including Composite Longbows), Longswords, Rapiers, and Shortbows (including Composite Shortbows), and treat any weapon with the word “Elven” in its name as a martial weapon.
Nimble Attacks: An Ælf may use their DEX modifier instead of their STR modifier on attack rolls with any medium or lighter weapon they are racially familiar with.
Silver Tongued: The Ælf find lying difficult so they have become good at dissembling and sweet talking. They gain a +2 bonus to all Diplomacy and Bluff Checks.
Friend of the Forest: Ælf are so in tune with the forest they gain the following bonuses whenever in forested terrain. They gain +4 bonus to Stealth checks, can move at their normal speed through rough terrain, and have a Climb speed of 20 feet with a +8 to all Climb checks made in any forested conditions.
Treespeech: An Ælf may converse with Plants as if subject to a continual Speak with Plants spell.
Forest Friend: When summoning a creature with the Animal type and no subtype with a Summon spell or effect, increase the duration of that spell by 2 rounds.
Spell-Like Abilities: An Ælf can use the following spells at will: Arcane Mark, Detect Magic, Identify, and Read Magic. He can use Tree Stride up to 3 times per day. Their Caster level is equal to the Ælf’s total character level.
Automatic Languages: Common, Draconic, Elven, and Sylvan.
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