alright, lets discuss it.
1) Changes and additions:
Trading
Whenever you want to buy or sell something you make a trade check.
Your trade check modifier is your apprise skill + diplomacy skill + ½ bluff skill + ½ intimidate skill + ½ Sense motive skill + profession (trader) skill (skills with no ranks don’t count in this calculation)
If you can craft the type of Item you are trading with a craft skill, you may also add ½ your craft skill to the check, and if it is a magic item you can make with a magic item creation feat you get +5 on the check.
The check is a 1d20 + your trade check modifier (for that type of item)
Selling: you start at 85% of market prices.
Buying: you start at 115% of market prices.
If your trade check is 20 or better you improve prices by 5%
If your trade check is 30 or better you improve prices by 10%
If your trade check is 40 or better you improve prices by 15%
If you are not satisfied by a trade check, you can chose to not make the trade at all (and try to find another shopkeeper) or you can make a second check at a -2 penalty, but then you have to make the trade no matter how bad the roll is (you can use your first roll if it is better though)
Giant Trilogy rules changes, and spells
2)Rules:
---If you want to make a monster character that has a level adjustments, use the 3.5 rules, but decrease the level adjustment by one (so a level adjustment of 4 becomes a level adjustment of 3).
Should a chosen monster character seem too weak or too strong the DM may adjust this rule for that character.
---We'll consider the +3 bonus for class skills in pathfinder for ranks, but only when we look at what 3.5 prestige classes we can take. The rest of the time it is just a bonus. This way we can take the 3.5 prestige classes at the level they are intended to be taken.
3)Spells:
---Replacement
(Necromancy)
Druid 4
Casting time: 1 hour
Range: touch
Duration: 1 day/level or until activated/completed
Saving throw: none (requires consent)
Spell resistance: none
Material component: Herbs and incenses worth 1000 gp
You identify a dead creature you with to replace, as well as a willing relative (no more distant than second cousin). In order to identify the deceased, you must have a piece of the deceased's body at the time of death (traces of dust left behind by aDisintigrate spell qualify). The next time that relative attempts to conceive a child within the duration of this spell, the spell triggers: the conception is successful, and the replacement of the deceased begins growing at a rate of one day per year of its life cycle, but with all life cycle stages included (e.g. a nine-month human pregnancy is reduced to 18 hours). The relative and the relative's mate do not suffer any ill effects and are not at risk from the birthing process. The replacement, once born, contains the same soul as the deceased's body; thus, this spell could be considered a replacement body for the deceased as an alternative to a replacement of the deceased itself. The subject gains the memories that the deceased had at the same stage in life that the deceased gained them, so that by the time the replacement reaches adulthood, he or she has all of the deceased's memories and personality - essentially a resurrection (or, more accurately, reincarnation) of the deceased. The newly replaced body is that of a young adult, barring extenuating circumstances (see below). Ordinarily, this takes a number of days equal to the number of years for a creature of the replacement's race to reach adulthood (e.g. 16 or so for humans, 100 or so for elves, etc.).
The race of the replacement is determined by the race(s) of the new parents; for example, if the original were a half-elf and the new parents of the replacement were the original's same parents, then the replacement will herself be a half-elf. However, if the original's human parent instead conceived with another human, then the replacement would be human, not half-elven. Follow the rules for returning as a different race inReincarnation if this should happen.
As with most resurrection-type spells, the replacement loses an experience level as a side-effect of the reincarnation. If the original was first-level or had only racial hit dice, however, then the replacement does not lose a hit die, but instead ages to one age category later than the original had when it died. A creature who was of the venerable age category and cannot not lose a level cannot beReplaced unless made younger in some way (as the normal Reincarnation does). Creatures that have been turned into undead creatures cannot be Replaced, as the soul is unavailable (the spell will work up until birth, but the child will be stillborn). If the undead creature is destroyed, even after the spell is cast provided that it is before the replacement's birth, then the spell will work as normal. A Dispel Magic or Mage's Disjunction cast upon the parent prior to conception will cancel the spell, but once conception occurs the continuing magical effects (rapid aging and memory gain) cannot be dispelled. If the pregnant parent or child enters an Anti-Magic Field, then the accelerated aging proceeds at a nonmagical rate until the parent or child leaves. Killing the parent while pregnant kills the fetus as well, but does not cause the target to lose an additional level of experience if another, subsequent, attempt is made to replace, reincarnate, raise, or resurrect her.
History: The Menelgil druids developed this spell long ago, shortly after they adopted their current status as a clan instead of a druidic sect, in order to keep the reincarnations as members of their blood, but also to make a more natural alternative to Reincarnation, which they saw as less natural due to the new body being created during a magical ceremony instead of biological reproduction. Since then, the clan has used it fairly liberally to recuperate their losses in warfare when unit-based healing magic is not available.
---Call Lightning
Druid 3, Weather 3
Casting Time: 1 minute
Components: V, S
Range: long
Effect: One or more bolts of lightning 5' in radius from origin point
Duration: 1 min/level
Saving throw: reflex half
Spell resistance: yes
You can call lightning bolts out of the stormy sky to strike your foes. You can call one bolt upon completion of the spell, or delay using the spell once cast until you are ready. You cannot call bolts more often than 1/minute, and you are limited to a number of bolts equal to your level. Each bolt does 1d6 damage per level to a maximum of 15d6. Bolts of lightning are normally vertical from the clouds above, but can be diagonal under extreme circumstances (see below).
In order to call lightning bolts using this spell, the weather must be stormy, or otherwise able to generate lightning. You cannot summon lightning bolts out of a clear sky, the ceiling of a cavern, or even overcast but not stormy weather. Exceptional natural circumstances capable of generating lightning but which are not weather-related (e.g. volcanic eruptions) can also be used to call this spell; in this case, the bolts called are in a straight line from their point of origin (e.g. the volcano doing the erupting).
4)Feats:
---Fit and Healthy
[General]
Prerequisite: Con 10+, Athletic, *or* Acrobatic *or* Agile Athlete
Benefit: You can use your Dexterity score in place of your Constitution for the purposes of determining your physical health and stamina, but not your resistance to direct hardship or injury. Thus, the length of time you can hold your breath and the Constitution checks required to avoid drowning, continue running, avoid nonlethal damage from a forced march, etc. can use your Dexterity if your Dexterity is higher. This does not affect your hit points, fortitude saves other than those resisting asphyxiation, or other benefits of Constitution.
Normal: Constitution, not Dexterity, is the ability score that determines your physical stamina.
---SKIRMISH
You rely on mobility to deal extra damage and improve your defense.
Prerequisite: Dex 13
Benefit: You deal an extra 1d6 points of damage on all attacks you make during any round in which you move at least 10 feet. The extra damage applies only to attacks taken during the your turn.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
You also gains a +1 competence bonus to Armor Class during any round in which you move at least 10 feet. The bonus applies as soon as you have moved 10 feet, and lasts until the start of your next turn.
Special: You loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
If you gain the skirmish ability from another source (such as the scout class), the bonuses stack.
Skirmish can be taken as a fighter bonus feat
---IMPROVED SKIRMISH
Prerequisite: Dex 14, skirmish, Base attack bonus +4
Benefit: You add another 1d6 to your skirmish damage and your AC increases by another +1
Special: Improved skirmish can be taken as a fighter bonus feat
---GREATER SKIRMISH
Prerequisite: Dex 15, skirmish, Improved skirmish, Base attack bonus +8
Benefit: You add another 1d6 to your skirmish damage and your AC increases by another +1
5)Items additions
1)=========================================================================
Arms and Equipment Guide is a 3E book
2)==========================================================================
Bulette Armor:
Dwarves have long treasured bulettes for their thick hides and armor plating. In fact, some dwarf clans require their young to travel on long pilgrimages to areas thick with land sharks to hunt the reclusive and vicious beasts, intent on harvesting their plates for armor. A single adult male bulette has enough armor plating and hide to produce two sets of Medium bulette plate mail and four sets of Medium leather or studded leather armor. These armor sets are more often than not imbued with the delving armor quality, and veteran dwarf bulette hunters are rarely seen without their +1 delving bulette full plate while on the hunt. Creating bulette armor from the creature’s hide requires a skilled armorer; crafted bulette armor may be normal or masterwork quality.A set of bulette plate is functionally similar to metal full plate, but is prized by wealthy collectors and military commanders the world over, and tends to sell for up to 10 times more than a normal set.
---Bulette full plate is slightly heavier (65 pounds) than regular steel plate, but is more flexible and durable (max Dex bonus +2, hardness 12).
---A suit of bulette leather armor weighs 20 pounds, and its appearance matches the coloration of the landshark from which it was made. It sells for 50 gp, but has the same statistics as studded leather.
Bulette Bulwark (Shield)
Aura Faint abjuration; CL 9th Slot shield; Price 9,157 gp; Weight 15 lbs.
DESCRIPTION
Fashioned from a bulette’s neck armor, this +3 heavy shield is as hard as steel (hardness 10, 20 hp). Because it is not made of metal, druids can use it without penalty.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, 1 intact set of neck plates from a bulette; Cost 4,657 gp, 360 XP Delving (Armor Quality)Aura faint transmutation; CL 5th Price +2 bonus
Description
Wearing armor with this quality grants you a burrow speed of 10 feet. This speed allows you to tunnel through any type of soil, including rocky soil, but not actual stone. This quality does not give you the ability to breathe underground, so you must hold your breath or use other magic that provides air. You gain a +4 bonus on all saving throws against landslides, avalanches,tunnel collapses, and similar effects. This armor quality may not be applied to shields.
Construction
Requirements Craft Magic Arms and Armor, soften earth
People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-
Whenever you want to buy or sell something you make a trade check.
Your trade check modifier is your apprise skill + diplomacy skill + ½ bluff skill + ½ intimidate skill + ½ Sense motive skill + profession (trader) skill (skills with no ranks don’t count in this calculation)
If you can craft the type of Item you are trading with a craft skill, you may also add ½ your craft skill to the check, and if it is a magic item you can make with a magic item creation feat you get +5 on the check.
The check is a 1d20 + your trade check modifier (for that type of item)
Selling: you start at 85% of market prices.
Buying: you start at 115% of market prices.
If your trade check is 20 or better you improve prices by 5%
If your trade check is 30 or better you improve prices by 10%
If your trade check is 40 or better you improve prices by 15%
If you are not satisfied by a trade check, you can chose to not make the trade at all (and try to find another shopkeeper) or you can make a second check at a -2 penalty, but then you have to make the trade no matter how bad the roll is (you can use your first roll if it is better though)
---If you want to make a monster character that has a level adjustments, use the 3.5 rules, but decrease the level adjustment by one (so a level adjustment of 4 becomes a level adjustment of 3).
Should a chosen monster character seem too weak or too strong the DM may adjust this rule for that character.
---We'll consider the +3 bonus for class skills in pathfinder for ranks, but only when we look at what 3.5 prestige classes we can take. The rest of the time it is just a bonus. This way we can take the 3.5 prestige classes at the level they are intended to be taken.
---
(Necromancy)
Druid 4
Casting time: 1 hour
Range: touch
Duration: 1 day/level or until activated/completed
Saving throw: none (requires consent)
Spell resistance: none
Material component: Herbs and incenses worth 1000 gp
You identify a dead creature you with to replace, as well as a willing relative (no more distant than second cousin). In order to identify the deceased, you must have a piece of the deceased's body at the time of death (traces of dust left behind by a
The race of the replacement is determined by the race(s) of the new parents; for example, if the original were a half-elf and the new parents of the replacement were the original's same parents, then the replacement will herself be a half-elf. However, if the original's human parent instead conceived with another human, then the replacement would be human, not half-elven. Follow the rules for returning as a different race in
As with most resurrection-type spells, the replacement loses an experience level as a side-effect of the reincarnation. If the original was first-level or had only racial hit dice, however, then the replacement does not lose a hit die, but instead ages to one age category later than the original had when it died. A creature who was of the venerable age category and cannot not lose a level cannot be
---
Druid 3, Weather 3
Casting Time: 1 minute
Components: V, S
Range: long
Effect: One or more bolts of lightning 5' in radius from origin point
Duration: 1 min/level
Saving throw: reflex half
Spell resistance: yes
You can call lightning bolts out of the stormy sky to strike your foes. You can call one bolt upon completion of the spell, or delay using the spell once cast until you are ready. You cannot call bolts more often than 1/minute, and you are limited to a number of bolts equal to your level. Each bolt does 1d6 damage per level to a maximum of 15d6. Bolts of lightning are normally vertical from the clouds above, but can be diagonal under extreme circumstances (see below).
In order to call lightning bolts using this spell, the weather must be stormy, or otherwise able to generate lightning. You cannot summon lightning bolts out of a clear sky, the ceiling of a cavern, or even overcast but not stormy weather. Exceptional natural circumstances capable of generating lightning but which are not weather-related (e.g. volcanic eruptions) can also be used to call this spell; in this case, the bolts called are in a straight line from their point of origin (e.g. the volcano doing the erupting).
---
Prerequisite: Con 10+, Athletic, *or* Acrobatic *or* Agile Athlete
Benefit: You can use your Dexterity score in place of your Constitution for the purposes of determining your physical health and stamina, but not your resistance to direct hardship or injury. Thus, the length of time you can hold your breath and the Constitution checks required to avoid drowning, continue running, avoid nonlethal damage from a forced march, etc. can use your Dexterity if your Dexterity is higher. This does not affect your hit points, fortitude saves other than those resisting asphyxiation, or other benefits of Constitution.
Normal: Constitution, not Dexterity, is the ability score that determines your physical stamina.
---
You rely on mobility to deal extra damage and improve your defense.
Prerequisite: Dex 13
Benefit: You deal an extra 1d6 points of damage on all attacks you make during any round in which you move at least 10 feet. The extra damage applies only to attacks taken during the your turn.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
You also gains a +1 competence bonus to Armor Class during any round in which you move at least 10 feet. The bonus applies as soon as you have moved 10 feet, and lasts until the start of your next turn.
Special: You loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
If you gain the skirmish ability from another source (such as the scout class), the bonuses stack.
Skirmish can be taken as a fighter bonus feat
---
Prerequisite: Dex 14, skirmish, Base attack bonus +4
Benefit: You add another 1d6 to your skirmish damage and your AC increases by another +1
Special: Improved skirmish can be taken as a fighter bonus feat
---
Prerequisite: Dex 15, skirmish, Improved skirmish, Base attack bonus +8
Benefit: You add another 1d6 to your skirmish damage and your AC increases by another +1
The price is +750 for light armor, +2250 for medium and +3000 for heavyQuoted from Arms and Equipment Guide:
Darkleaf, Elven: Similar to elven leafweave armor
(see below), elven darkleaf armor is made of carefully
cured and beautifully carved pieces of darkwood (see
Chapter 8 of the DUNGEON MASTER’s Guide), supplemented
by alchemically treated leaves.
Making armor out of darkleaf reduces its spell
failure chance by 5% because the armor is so flexible.
The maximum Dexterity bonus of darkleaf armor is increased by +1, and armor check penalties are
reduced by 2. Most darkleaf armors are one category
lighter than normal for purposes of movement and
other limitations (for example, whether a barbarian
can use his fast movement ability). If made of elven
darkleaf, heavy armor is treated as medium, medium
armor is treated as light, but light armor is still
treated as light. Only armors generally made of metal
can be constructed from elven darkleaf.
Creating elven darkleaf armor requires a successful
Alchemy check (DC 25) in addition to the normal Craft
(armorsmithing) checks required to make armor.
Arms and Equipment Guide is a 3E book
Dwarves have long treasured bulettes for their thick hides and armor plating. In fact, some dwarf clans require their young to travel on long pilgrimages to areas thick with land sharks to hunt the reclusive and vicious beasts, intent on harvesting their plates for armor. A single adult male bulette has enough armor plating and hide to produce two sets of Medium bulette plate mail and four sets of Medium leather or studded leather armor. These armor sets are more often than not imbued with the delving armor quality, and veteran dwarf bulette hunters are rarely seen without their +1 delving bulette full plate while on the hunt. Creating bulette armor from the creature’s hide requires a skilled armorer; crafted bulette armor may be normal or masterwork quality.A set of bulette plate is functionally similar to metal full plate, but is prized by wealthy collectors and military commanders the world over, and tends to sell for up to 10 times more than a normal set.
---Bulette full plate is slightly heavier (65 pounds) than regular steel plate, but is more flexible and durable (max Dex bonus +2, hardness 12).
---A suit of bulette leather armor weighs 20 pounds, and its appearance matches the coloration of the landshark from which it was made. It sells for 50 gp, but has the same statistics as studded leather.
Aura Faint abjuration; CL 9th Slot shield; Price 9,157 gp; Weight 15 lbs.
DESCRIPTION
Fashioned from a bulette’s neck armor, this +3 heavy shield is as hard as steel (hardness 10, 20 hp). Because it is not made of metal, druids can use it without penalty.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, 1 intact set of neck plates from a bulette; Cost 4,657 gp, 360 XP Delving (Armor Quality)Aura faint transmutation; CL 5th Price +2 bonus
Description
Wearing armor with this quality grants you a burrow speed of 10 feet. This speed allows you to tunnel through any type of soil, including rocky soil, but not actual stone. This quality does not give you the ability to breathe underground, so you must hold your breath or use other magic that provides air. You gain a +4 bonus on all saving throws against landslides, avalanches,tunnel collapses, and similar effects. This armor quality may not be applied to shields.
Construction
Requirements Craft Magic Arms and Armor, soften earth
People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-
[This message has been edited by Accusync72 (edited 02-29-2012 @ 11:42 PM).]