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[edit] Barbarian Variant: Totem Barbarian

In a barbarian-heavy campaign, you can increase the variation between barbarian characters if each barbarian tribe dedicates itself to a different totem creature, such as the bear or the jaguar. The choice of a totem must be taken at 1st level, and cannot be changed later except under extreme circumstances (such as the barbarian being adopted by another tribe). If you use this variant, the barbarian loses one or more of the following standard class features: fast movement, uncanny dodge, trap sense, and improved uncanny dodge. In place of these abilities, the barbarian gains class features as determined by his totem. All totems do not necessarily grant abilities at the same levels, nor do they all grant the same number of abilities. These class features are extraordinary abilities unless otherwise indicated. The list of totems discussed here is by no means exhaustive. If you prefer to use other totems, you can either substitute the totem name for that of a similar creature (such as changing the Lion Totem to the Tiger Totem) or create a new set of totem abilities, using the information here as a guide.

[edit] Ape Totem Class Features

A barbarian dedicated to the ape totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

  • At 1st level, an ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). For instance, a human, elf, half-elf, or half-orc ape-totem barbarian has a climb speed of 15 feet, while a dwarf, gnome, or halfling ape-totem barbarian has a climb speed of 10 feet.
  • At 2nd level, an ape-totem barbarian gains a +2 bonus on Intimidate checks.
  • A 3rd level ape-totem barbarian gains Power Attack as a bonus feat.
  • At 5th level, an ape-totem barbarian's climb speed equals his base land speed.

[edit] Bear Totem Class Features

A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

  • A 1st-level bear-totem barbarian gains Toughness as a bonus feat.
  • At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.
  • A 3rd-level bear-totem barbarian gains Great Fortitude as a bonus feat.
  • Beginning at 5th level, a bear-totem barbarian gains a +4 bonus on grapple checks when raging.

[edit] Boar Totem Class Features

A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

  • When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites.
  • At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal.
  • Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.

[edit] Dragon Totem Class Features

A barbarian dedicated to the dragon totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

  • A 1st-level dragon-totem barbarian gains Blind-Fight as a bonus feat.
  • At 2nd level, a dragon-totem barbarian gains a +2 bonus on saves against paralysis and sleep effects.
  • At 5th level, a dragon-totem barbarian gains the frightful presence ability. The save DC is equal to 10 + 1/2 barbarian level + barbarian's Cha modifier.

[edit] Eagle Totem Class Features

A barbarian dedicated to the eagle totem does not gain the standard fast movement and trap sense barbarian class features, and instead gains the following abilities.

  • At 1st level, an eagle-totem barbarian's keen vision grants him a +2 bonus on Spot checks.
  • An eagle-totem barbarian gains Lightning Reflexes as a bonus feat at 3rd level.

[edit] Horse Totem Class Features

A barbarian dedicated to the horse totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

  • At 2nd level, a horse-totem barbarian gains Run as a bonus feat.
  • A 3rd-level horse-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to horses and a +2 bonus on Ride checks made to ride a horse.
  • At 5th level, a horse-totem barbarian gains Endurance as a bonus feat.

[edit] Jaguar Totem Class Features

A barbarian dedicated to the jaguar totem represents the "standard" barbarian and gains the standard barbarian class features.

[edit] Lion Totem Class Features

A barbarian dedicated to the lion totem does not gain the standard fast movement, uncanny dodge, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

  • At 1st level, a lion-totem barbarian gains Run as a bonus feat.
  • A 2nd-level lion-totem barbarian gains a +2 bonus on Hide checks.
  • A 5th-level lion-totem barbarian gains a +2 bonus on damage rolls whenever he charges.

[edit] Serpent Totem Class Features

A barbarian dedicated to the serpent totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

  • At 1st level, a serpent-totem barbarian gains a +2 bonus on Fortitude saves against poison.
  • A 2nd-level serpent-totem barbarian gains a +2 bonus on Move Silently checks.
  • At 3rd level, a serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.
  • A serpent-totem barbarian gains Improved Initiative as a bonus feat at 5th level.

[edit] Wolf Totem Class Features

A barbarian dedicated to the wolf totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

  • A 2nd-level wolf-totem barbarian gains Improved Trip as a bonus feat, even if he doesn't meet the normal prerequisites.
  • A 5th-level wolf-totem barbarian gains Track as a bonus feat.

-Derived from OGC

[edit] Bard Variant: Savage Bard

The savage bard is a warrior at heart, though his arcane powers strike fear into the enemies of his tribe. Savage bards often multi-class as barbarians to improve their combat prowess.

[edit] Alignment

A savage bard must be chaotic in alignment. A savage bard who becomes nonchaotic cannot progress in levels as a bard, though he retains all his bard abilities.

[edit] Base Save Bonuses

A savage bard has good Fortitude and Will saves, but has poor Reflex saves.

[edit] Class Skills

A savage bard loses Decipher Script and Speak Language as class skills. He adds Survival to his list of class skills.

[edit] Class Features

The savage bard has all the standard bard class features, except as noted below. Illiteracy: A savage bard is illiterate, just as a barbarian is. An illiterate savage bard cannot use or scribe scrolls.

[edit] Spellcasting

Remove the following spells from the savage bard's class spell list: calm emotions, comprehend languages, detect secret doors, erase, prestidigitation, read magic, sepia snake sigil, summon monster (I through VI). Add the following spells to the savage bard's class spell list: 1st�calm animals, detect snares and pits, endure elements, summon nature's ally I; 2nd�bull's strength, pass without trace, summon nature's ally II; 3rd�snare, summon nature's ally III; 4th�insect plague, summon nature's ally IV; 5th�commune with nature, summon nature's ally V; 6th�creeping doom, reincarnate, summon nature's ally VI.

[edit] Cooperative Crafting

Any PC may contribute to the creation of a magic item (including XP and GP and prerequisites). The gold cost may be split in any way as long as the sum total of the gold is accumulated before crafting begins. All characters involved in the creation of them, who are contributing anything beyond financial (gp) components must work together for the entire craft period. In game, this means they must all spend 1 day per 1000gp of the base price locked away creating. Outside of an adventure, or when a DM permits the use of Craft Points in an adventure, the Craft Points must be paid by all parties in full (They are not split) contributing anything beyond money. The XP cost myst be split evenly amonst all those who wish to help contribute XP. In addition the XP cost of the item increases by 20% per additional person contributing XP. If multiple people are contributing then they must pay the same amount.

Number of People Contibuting XP | XP Cost | Per person (split evenly)
1                               | 100%    | 100%
2                               | 120%    | 60%
3                               | 140%    | 47%
4                               | 160%    | 40%
5                               | 180%    | 36%
6                               | 200%    | 33%
7                               | 220%    | 31%
8                               | 240%    | 30%

NPCs must voluntarily and without compunction agree to spending XP. A judge should okay any such transaction.

-Original created by Kahuna Burger, recomposed by Erekose13.

[edit] Craft Points

To craft an item in between adventures, a character with the appropriate item creation feat (such as Craft Magica Arms and Armor, Brew Potion, or Craft Staff; see below) can pay one-tenth the item's market price in craft points (minimum 1 point). He must also pay material costs as normal for creating the item. For a magic item the character must also pay the normal experience point cost for crafting the item. Once the character declares that he is spending these craft points and gold pieces (and experience points, for a magic item), the items is automatically completed one day later (typically the next morning).

Though this makes it appear as if the item was created "instantly," the assumption is that the character has actually been working on it for a while, but only now got around to finishing it. The system simply assumes that characters are always working on various projects in their spare time, even while gathered around the campfire after battling goblins on their latest adventure. Thus, when the time comes, they simply spend the requisite gold and craft points, and the item is "finished" one day later.

To spend Craft points toward the creation of an alchemical, masterwork, or magic item, you must have the requisite Craft feat or assist someone who does (see Assisting, below). Crafting nonmagical armor and weapons or simple items-tools, chests, saddles, and the like-doesn't require a Craft feat. Anyone who helps with the creation of such an item can contribute craft points at the normal rate.

For nonmagical items, you must make a successful Craft check (using the DCs given in the System Reference Document) to complete the item. For a masterwork item, use the DC of the item or of the masterwork component, whichever is higher. A failed check means you waste one-half of the gold pieces and craft points required for the item, but you may try again as soon as the next day if you still have enough gold pieces and craft points to complete the item. Magic items require no skill check to complete. These skill checks must be rolled using a secure method, such as Invisible Castle.

Sample Crafted Items

Item				Market Price	Craft Cost
Arrows, 100*			    10 gp	5 gp, 1 craft
Acid				    10 gp	5 gp, 1 craft
Lock, simple*			    20 gp	10 gp, 2 craft
Scroll of cure light wounds	    25 gp	12.5 gp, 1 xp, 2 craft
Greatsword*			    50 gp	25 gp, 5 craft
Chainmail*			   150 gp	75 gp, 15 craft
Masterwork Chainmail*		   300 gp	150 gp, 30 craft
Potion of cure moderate wounds	   300 gp	150 gp, 6 xp, 30 craft
Masterwork greatsword*		   350 gp	175 gp, 35 craft
+1 chainmail~			 1,000 gp	500 gp, 40 xp, 100 craft
Ring of protection +1		 2,000 gp	1,000 gp, 80 xp, 200 craft
+1 greatsword~			 2,000 gp	1,000 gp, 80 xp, 200 craft
Wand of fireball		11,250 gp	5,625 gp, 450 xp, 1,125 craft
Gloves of Dexterity +4		16,000 gp	8,000 gp, 640 xp, 1,600 craft
+5 chainmail~			25,000 gp	12,500 gp, 1,000 xp, 2,500 craft
+5 greatsword~			50,000 gp	25,000 gp, 2,000 xp, 5,000 craft
Robe of the archmagi		75,000 gp	37,500 gp, 3,000 xp, 7,500 craft
Tome of understanding +5	137,500 gp	68,750 gp, 5,500 xp, 13,750 craft
Staff of power			200,000 gp	100,000 gp, 8,000 xp, 20,000 craft

*Does not require a Craft feat
~The market price and craft costs for these items assume that you
 already have the masterwork item to be enhanced


ASSISTING
In addition to the primary crafter-who must have the appropriate Craft feat-up to three assistants can contribute craft points to the creation of the item.

Assistants who have the appropriate Craft feat contribute craft points at full normal value. For untrained assistants (those who don't have the appropriate Craft feat), each craft point contributed counts as 1/2 point of assistance.

The primary creator must contribute at least half of the craft points required to create an item.

It doesn't matter who contributes the gold piece cost that goes towards creating the itme.

Researching Original Spells
A spellcaster of any type can research original spells. Doing so costs 1000 gold pieces and 100 Craft Points per level of the spell, and requires access to a library, temple or other institute appropriate for the character (it is assumed that Orussus has the necessary institutes for all character types). After that, the character must succeed at a Spellcraft check (DC 10 plus the spell's level). If the roll succeeds and the spell has been approved previously, the character learns the spell. Otherwise, the character must go through the research process again.

Spontaneous casters such as bards and sorcerers cannot exceed their spells known limit by researching a new spell. For 0 level spells, the costs are 500 gold pieces and 50 Craft Points.

Assisting in Spell Research
Characters can cooperate in spell research using the normal rules for assisting. Spellcasters are considered trained assistants, while non-spellcasters count as untrained assistants.

Training Animals
To spend Craft points toward training an animal or other creature, you must be trained in the Handle Animal skill or assist someone who does (see Assisting, below). Anyone who helps with the training can contribute craft points at the normal rate. You must make a successful Handle Animal check (using the DCs given in the System Reference Document) to complete the training. A failed check means you waste one-half of the craft points required for the training, but you may try again as soon as the next day if you still have enough craft points to complete the training.

Assisting in Animal Training
Characters can cooperate in training animals using the normal rules for assisting, except for the purpose of rearing wild animals.

Costs of Training
Teach an Animal a Trick: 50 Train an Animal for a Purpose: 50 x the number of weeks required Rear a Wild Animal: 250 + 50 x the animal's HD

Dire Animals and Dinosaurs (and other special animals): Above value x 1.5 Non-Animals with Int 1 or 2: Above value x 2

GAINING CRAFT POINTS
A 1st-level character has 150 craft points. With each class level gained, he gains a number of craft points equal to his new levelx150. A 2nd level character can have as many as 450 craft points, and so forth, all the way up to 20th-level character, who would have a total of 31,500 craft points (assuming he never spent any).

Creatures with Intelligence of 3 or higher have craft points a character whose level equals their class levels + Hit Dice. A chain devil (8 HD), for instance, has the craft points of an 8th-level character. If that chain devil gained a class level, it would gain an additional 1350 craft points. Despite being at least reasonably intelligent, a griffon or pegasus is unlikely to be in a position to craft an item or assist another character in crafting an item. The DM must use his best judgement when determing whether a character can use its craft points.

Creatures with Intelligence of 2 or lower (or without an Intelligence score) never gain craft points.

Familiars or special mounts never gain craft points, regardless of their Intelligence or Hit Dice.

Craft Points Gained by Level

Character		Craft Points			Total Craft
Level			Gained				Points*
 1st			  150				   150
 2nd			  300				   450
 3rd			  450				   900
 4th			  600				 1,500
 5th			  750				 2,250
 6th			  900				 3,150
 7th			 1,050				 4,200
 8th			 1,200				 5,400
 9th			 1,350				 6,750
10th			1,500				 8,250
11th			1,650				 9,900
12th			1,800				11,700
13th			1,950				13,650
14th			2,100				15,750
15th			2,250				18,000
16th			2,400				20,400
17th			2,550				22,950
18th			2,700				25,650
19th			2,850				28,500
20th			3,000				31,500

*Subtract any crat points already spent form this total, and add
 any craft points gained from feats.


ITEM CREATION FEATS
Each time you gain an item creation feat, you gain additional craft points as noted on the table below. You dont' have to spend these craft points on items appropriate to the feat-you can spend them on any item. For example, Craft Magical Arms and Armor grants a bonus of 2500 craft points, which you can use to craft weapons, armor, potions, or any other item.

The table below gives appropriate new prerequisites for all item creation feats, including those in the System Reference Document.

Item Creation Feats

								  Craft Points
Feat				Prerequisites				Gained
Brew Potion			Caster level 3rd			1,500	
Craft Cognizance Crystal	Manifester level 3rd			1,500	
Craft Construct			Magic Arms and Armor, Wondrous Item	3,000	
Craft Dorje			Manifester level 5th			2,500	
Craft Magic Arms and Armor	Caster level 5th			2,500	
Craft Psicrown			Manifester level 12th			6,000	
Craft Psionic Arms and Armor	Manifester Level 5rd			2,500	
Craft Psionic Construct		Psionic Arms and Armor, Universal Item	3,000	
Craft Rod			Caster level 9th			4,500	
Craft Staff			Caster level 12th			6,000	
Craft Universal Item		Manifester level 3rd			1,500	
Craft Wand			Manifester level 5th			2,500	
Craft Wonderous Item		Caster Level 3rd			1,500	
Forge Ring			Caster level 12th			6,000	
Imprint Stone			Manifester level 1st			  500	
Scribe Scroll			Caster level 1st			  500	
Scribe Tattoo			Manifester level 3rd			1,500	
Talented Crafter		Any other item creation feat		  500

-Derived from OGC

[edit] Horizon Walker

Class Skills: Knowledge (the planes) is considered a class skill for Horizon Walkers.

-Proposed by Bront


Also, Horizon Walkers have the option to take Terrain Mastery: Arcane as a Terrain Mastery.

Terrain Mastery - Arcane: Sometimes a Horizon Walker walks the paths arcane, exploring ancient ruins of long-forgotten civilisations, stuying ancient tomes, wondering about the arcane mysteries of the towers, and cramming all night for a test on flow diagrams for Secrets of the Six Towers. Such a Horizon Walker unlocks arcane secrets similar to those earned by other horizon walkers for their respective terrains:

Knowledge (Arcana) and Spellcraft are Horizonwalker class skills for you, and you can use Prestidigitation, Detect Magic, and Read Magic each once per day as a spell-like ability with caster level equal to your character level. You gain a +1 insight bonus to attacks and damage against arcane creatures.

Note: Arcane creatures are defined as creatures created or spontaneously spawned by magic and who thus originally have no ordinary terrain (such as forest), residing in ancient ruins or spreading outwards from a failed experiment. This includes most constructs, many undead, some elementals and fey, and a few magical beasts and aberrations that have in their descriptions that they were created by twisted magics. Whether or not a creature counts as arcane is up to the GM's discretion, in much the same way that whether a creature counts as 'forest' terrain could be open to discretion (for instance: a goblin who was born in a city, whose mother was a mountain goblin born in the forest and whose father was a normal goblin born in the hills who lived in the forest and then moved to the city). In any case, it never includes dragons or ordinary humanoid arcane casters. It also does not include summoned creatures unless those summoned creatures would meet the description even if they were not summoned (so a golem summoned by a Summon Golem spell would count, but not a summoned Celestial Badger or Succubus).

Summary of Arcane Creatures: Creatures created by arcane means (most constructs/many undead), as well as those either greatly influenced by arcane terrain or who's infulence helps create arcane terrain, such as some Elementals, Fey, Aberations, Magical Beasts, or rarely other creature types. Summoned creatures do not count as arcane unless they would already count without being summoned.

-Created by Rystil Arden

[edit] The Job System

The job system is meant as an alternate source of income, for times when adventures are scarce, or for characters that are not as adventuresome as others. For every full week in real life (starting with the day the character makes a post in an appropriate downtime thread, such as the Red Dragon Inn or his shop thread), a character on a job, but not on adventure gains some benefits, usually money and some other benefits (such as Craft Points, minor favors, and the like), and 5 XP per week. Partial weeks are passed to assistants, if any. In that case, all of that week is treated as though the apprentice (or nobody, if there is no apprentice) worked that week. Most jobs have a requirement that must be fulfilled, though characters on the way to fulfill the requirements might become apprentices/assistants to another character.

NPC ASSISTANT
Sometimes, a character on a job may want or need to abandon it for a while. Normally, that means that he gains no benefits from the job (some jobs may allow the character to gain reduced benefits). In those chases, if the character has no other assistants, he may want to hire an NPC assistant. This reduces the weekly benefits by 1/2, but other benefits (such as from sold items) are gained normally.

Obtaining a Job
A character not currently on an adventure who qualifies for a job may (note the job on his character sheet/start an appropriate (Adventure?) thread?) and notify a judge. A character becoming an apprentice or partner of another character with the same job should (note this as well/use the thread of that character?).

Jobs use the following template:
NAME
Description
Requirements:
gp/week: This is the number of gold pieces a character earns for every week real time not spent adventuring. A few jobs allow the character to earn money even while on adventure, but usually at a reduced rate.
Special Payment:
Special:

APPRENTICE/ASSISTANT
You are someone to get the work done while the boss is busy saving the world.
Requirements: Must have a few of the requirements for the job OR Must be accepted by an existing character performing the job.
gp/week: One quarter of what you would gain on the job you are apprenticed for.
Special Payment: One quarter of what you would gain on the job you are apprenticed for.
Special: If you are leading the business because the master is away adventuring or otherwise absent, you gain half the normal payment
instead.

CRAFTSMAN
You are a craftsman, making a living on creating and selling items.
Requirements: At least 1 Craft skill at 4 ranks.
gp/week: 2.5 plus 1/4 the highest Craft skill modifier you have (ranks in Craft + Int modifier + other permanent bonuses).
Special Payment: You gain 1 Craft Point per week per rank in your highest Craft skill.
Special: You can craft, buy and sell items in a separate thread while not adventuring. You must possess artisan tools. If you do not have one yet, you must set aside at least 1/4 of your income for a workshop, which costs 500 gp to buy.
You are assumed to have a selection of common goods (simple weapons, light armor, non-masterwork items) for sale. These cost neither money nor Craft Points to maintain. Other items need to be crafted or bought first.

LABORER (simple jobs with bad pay)
You are an unskilled laborer, hauling barrels or doing similar work for meager pay.
Requirements: None
gp/week: 1.5

MAGECRAFTER (someone creating magical items)
You are a spellcaster, making a living on creating and selling magic items.
Requirements: At least 2 Item Creation feats, spellcaster level 3+
gp/week: 3.125 times the number of Item Creation feats you have.
Special Payment: You gain 6.25 Craft Points per week per Item Creation feat you possess.
Special: You can craft, buy and sell magic items of the appropriate types in a seperate thread while not adventuring. If you do not have one yet, you must set aside at least 1/4 of your income for a workshop, which costs 500 gp to buy.
You are assumed to have a selection of minor magical itens (0 level potions or scrolls) for sale. These cost neither money nor Craft Points to maintain. Other items need to be crafted or bought first.

MERCHANT
You are a merchant, making a living on buying and selling items.
Requirements: Profession(Merchant) skills at 4 ranks and either Diplomacy or Appraise at 4 ranks.
gp/week: 2.5 plus 1/4 your Profession (Merchant) skill modifier (ranks in Craft + Wis modifier + other permanent bonuses). Special Payment: You can add half your Trader PrC level to the gp/week.
Special: You can buy and sell items in a seperate thread while not adventuring. You must possess a merchant scale. If you do not have one yet, you must set aside at least 1/4 of your income for a shop, which costs 500 gp to buy.
You are assumed to have a selection of mundane goods of your choice of field (simple weapons, light armor, non-masterwork items) for sale. These cost neither money nor Craft Points to maintain. Other items need to be crafted or bought first.

[edit] Paladin Option: Righteous Charge

Prerequisite: Paladin level 5
Description: When a paladin charges while not mounted and uses the Smite Evil ability, he gets a damage bonus equal to twice his paladin level.
Normal: A paladin gets a damage bonus equal to his paladin level when he smites evil.
Special: This feature replaces the paladin ability to get a Special Mount.

-Created by Animus

[edit] Paladin Variants: Paladins of other Alignments

The Paladin of Freedom and Paladin of Tyranny variants are available to be played. The Paladin of Slaughter variant is not available for play.

[edit] Psionic Class Power Point Errata

The SRD for Power Points says that when multiclassing, you receive the appropriate bonus attribute PPs for each manifestor level you have, and then add them together.

However, the Warmind and apparently the Psychic Fist say that you only get PP from your highest Manifestor level.

In LEW, we ignore the special note in the Warmind and Psychic Fist entries, so all psionic manifestor levels you have are added together to determine bonus attribute PPs.

[edit] Racial Paragon Classes

In most campaigns, the ideas of class and race are separate concepts. But with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as their name suggests, nearly ideal examples of the strengths and abilities of the character's race. Unlike members of other classes, however, racial paragons are more than merely powerful individuals. They are strong in all the ways that their race is strong, while still vulnerable in the ways that their race is vulnerable. Beyond that, they possess powers or capabilities that supersede those of normal members of their race. While any elf might rise in power, prestige, and (in game terms) level, most do so by gaining levels in the standard character classes�only a few are so much in tune with their heritage and racial abilities that they become racial paragons.

Racial paragons rarely undergo the rigorous training or study that members of other classes commonly undertake between levels. Their experience, wisdom, and heroic abilities simply manifest in the form of superior innate racial abilities. Despite this strong association with race, racial paragons need not have specific views or special dedication to their race's beliefs or typical attitudes (although many do).

Obviously, a character can only take levels in the racial paragon class associated with his race. A human cannot take levels in dwarf paragon�only dwarves are capable of reflecting the highest virtues of dwarfhood by gaining levels in the dwarf paragon class. (Half-elves and half-orcs are an exception; see the Half-Elf Paragon and Half-Orc Paragon sections below.)

Like the fighter, the wizard, and the other standard character classes, the racial paragon classes have no prerequisites (other than being a member of the appropriate race). Paragon class levels can be taken any time a character gains a new level, even at 1st level (in which case they receive four times the normal number of skill points gained at each succeeding level). A character can multiclass freely between standard character classes, prestige classes for which he or she qualifies, and the character's appropriate racial paragon class.

It's possible for a powerful magic effect such as shapechange, reincarnate, or wish to change a character's race. If a character has already taken racial paragon levels in his original race, he can never become a paragon of another race. However, such shapechanging and form-altering magics also cause no loss of a paragon's class abilities�the class abilities gained from racial paragon levels are affected no more or less drastically than benefits gained from having levels in any other class.

Levels in racial paragon classes never result in XP penalties for multiclass characters. See below for the currently available racial Paragon classes

-Derived from OGC

[edit] Ranger Option: Favored Enemy: Shapechanger

Rangers may choose Shapechanger as a favored enemy, affecting all creatures with that particular subtype. As with the normal rules for favored enemies, if a specific creature falls into more than one category of favored enemy, the ranger�s bonuses do not stack; he simply uses whichever bonus is higher.

[edit] Ranger Variant: Scent

At 4th level, the ranger can choose to either gain the Lesser Scent ability, or get an animal companion as per the normal progression.

Lesser Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Unlike normal Scent, however, lesser scent does not allow the creature to automatically detect scents; it must focus on the attempt, and its range is slightly smaller.

The creature can detect opponents within 20 feet by sense of smell by making a successful Search check against DC as per Table S-1. If the opponent is upwind, the range increases to 40 feet; if downwind, it drops to 10 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.


Table S-1: Lesser Scent
 Search DC	Smell
 -10		Troglodyte stench, skunk musk
 0		Smoke, rotting garbage
 5		Aromatic scents (burning bread, strong incense)
 10		Normal scents
 15		Subtle or vague scents
 20		Barely noticeable scent
 
 Search DC Modifier	Condition
	+5		Running water between creature with scent and source of scent
 	+1		Per 10 feet of distance
 	+5		Smeller distracted


When a creature detects a scent, the exact location of the source is not revealed�only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever the creature comes within 5 feet of the source, the creature pinpoints the source�s location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry�s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

-Created by Gnomeworks

[edit] Recharging Magic Items

A staff, wand, or other charged item (like a ring of wishes) may be recharged by paying a fraction of the cost of creating the item equal to the ratio of cost per charge. The person recharging the item must meet all requirements for creating the item in question (including any feats, spells, or other requirements). You must devote time equal to 1 day per 1000gp involved. When recharging an item, you must pay an additional up front cost of 10% of the creation cost (in gp only).

For example if a Wand of Cure Light Wounds needed recharging. The wand has an initial market price of 750gp for 50 charges. Each charge then costs 7.5gp, with an up front cost of 37.5gp. If a caster were trying to recharge this wand 40 of its 50 charges, the caster would have to pay 337.5gp, 24XP, and 1 day. The caster must have Craft Wand and Cure Light Wounds available.

Another example, if a Ring of Three Wishes needed recharging. The ring has an initial market price of 97,950gp for 3 charges. Each charge costs 3825gp and 5306xp. If a caster were trying to recharge this ring 2 of its charges, the caster would have to pay 8797.5gp and 10,612xp, and 66 days. The caster must have Forge Ring and Wish or Miracle available.

'Note: Both items above mention 'Days'. In LEW we use Craft Points. Substitute the appropriate number of craft points based on associated costs as per the rules.'

Here are the two examples listed in recharging

Wand of Cure Light Wounds
Max Charges: 50
Base Cost: 750gp
Creation Cost: 375gp + 30xp + 1 day (or some craft points)
Creation Cost per charge: 7.5gp + 0.6xp + 1 day (or some craft points)
Up Front Cost: 37.5gp
Current Charges: 10
Desired Charges: 40
Creation Cost for 40 charges: 337.5gp + 24xp + 1 day (or some craft points)

Ring of Wishes
Max Charges: 3
Base Cost: 97,950gp
Creation Cost: 11,475 gp + 15,918 XP + 98 days (or some craft points)
Creation Cost per charge: 3825gp + 5306xp + 33 days (or some craft points)
Up Front Cost: 1147.5gp
Current Charges: 1
Desired Charges: 2
Creation Cost for 2 charges: 8797.5gp + 10,612xp + 66 days (or some craft points)

- Created by Erekose13

[edit] Soulknife Ruling

A soulknife who uses the shape mindblade ability to alter his mindblade will manifest his mindblade in the chosen shape until and unless he uses the shape mindblade ability again to change the shape chosen.

-Created by Bront

[edit] Wizard Variant: Domain Wizard

A wizard who uses the arcane domain system (called a domain wizard) selects a specific arcane domain of spells, much like a cleric selects a pair of domains associated with her deity. A domain wizard cannot also be a specialist wizard; in exchange for the versatility given up by specializing in a domain instead of an entire school, the domain wizard casts her chosen spells with increased power.

Some of the arcane domains described below have the same name as a divine domain. Regardless of any apparent similarity, these domains have no connection to one another.


Class Features

The domain wizard has all the standard wizard class features, except as noted below.

Arcane Domain
At 1st level, a domain wizard selects an arcane domain from those listed below. Other possible domains may be defined by future proposals. Once selected, the domain may never be changed.

A domain wizard automatically adds each new domain spell to her list of known spells as soon as she becomes able to cast it. These spells do not count against her two new spells known per wizard level.

A domain wizard casts spells from her chosen domain (regardless of whether the spell was prepared as a domain spell or a normal spell) as a caster one level higher than her normal level. This bonus applies only to the spells listed for the domain, not all spells of the school or subtype whose name matches the domain name.

In some cases, an arcane domain includes spells not normally on the wizard's class spell list. These spells are treated as being on the character's class spell list (and thus she can use wands or arcane scrolls that hold those spells, or even prepare those spells in her normal wizard spell slots).

Spellcasting
A domain wizard prepares and casts spells like a normal wizard. However, a domain wizard gains one bonus spell per spell level, which must be filled with the spell from that level of the domain spell list (or with a lower-level domain spell that has been altered with a metamagic feat).

Prohibited Schools
A domain wizard must select one prohibited school of magic. Divination can never be a prohibited school. All wizard spells are available to her to learn except those of the prohibited school. A domain wizard is unable to cast spells from his prohibited school, even if they appear on his domain list.


Domains

Abjuration Domain
0�resistance; 1st�shield; 2nd�resist energy; 3rd�dispel magic; 4th�remove curse; 5th�mage's private sanctum; 6th�greater dispel magic; 7th�banishment; 8th�mind blank; 9th�prismatic sphere.

Antimagic Domain
0�detect magic; 1st�protection from chaos/evil/good/law; 2nd�obscure object; 3rd�dispel magic; 4th�minor globe of invulnerability; 5th�break enchantment; 6th�antimagic field; 7th�spell turning; 8th�protection from spells; 9th�mage's disjunction.

Battle Domain
0�daze; 1st�true strike; 2nd�protection from arrows; 3rd�greater magic weapon; 4th�fire shield; 5th�interposing hand; 6th�transformation; 7th�power word blind; 8th�moment of prescience; 9th�time stop.

Cold Domain
0�ray of frost; 1st�chill touch; 2nd�chill metal (as 2nd-level druid spell); 3rd�sleet storm; 4th�wall of ice; 5th�cone of cold; 6th�freezing sphere; 7th�delayed blast frostball (as delayed blast fireball, but deals cold damage instead of fire damage); 8th�polar ray; 9th�comet swarm (as meteor swarm, but deals cold damage instead of fire damage).

Conjuration Domain
0�acid splash; 1st�mage armor; 2nd�web; 3rd�stinking cloud; 4th�summon monster IV; 5th�wall of stone; 6th�acid fog; 7th�summon monster VII; 8th�maze; 9th�gate.

Divination Domain
0�detect magic; 1st�detect secret doors; 2nd�see invisibility; 3rd�arcane sight; 4th�arcane eye; 5th�prying eyes; 6th�true seeing; 7th�greater arcane sight; 8th�discern location; 9th�foresight.

Enchantment Domain
0�daze; 1st�charm person; 2nd�hideous laughter; 3rd�suggestion; 4th�confusion; 5th�hold monster; 6th�greater heroism; 7th�insanity; 8th�mass charm monster; 9th�dominate monster.

Evocation Domain
0�light; 1st�magic missile; 2nd�flaming sphere; 3rd�lightning bolt; 4th�shout; 5th�wall of force; 6th�forceful hand; 7th�mage's sword; 8th�telekinetic sphere; 9th�crushing hand.

Fire Domain
0�flare; 1st�burning hands; 2nd�scorching ray; 3rd�fireball; 4th�wall of fire; 5th�cone of fire (as cone of cold, but deals fire damage instead of cold damage); 6th�summon monster VI (fire creatures only); 7th�delayed blast fireball; 8th�incendiary cloud; 9th�meteor swarm.

Illusion Domain
0�ghost sound; 1st�disguise self; 2nd�invisibility; 3rd�major image; 4th�phantasmal killer; 5th�shadow evocation; 6th�mislead; 7th�mass invisibility; 8th�scintillating pattern; 9th�shades.

Necromancy Domain
0�disrupt undead; 1st�ray of enfeeblement; 2nd�false life; 3rd�vampiric touch; 4th�fear; 5th�waves of fatigue; 6th�circle of death; 7th�control undead; 8th�horrid wilting; 9th�energy drain.

Storm Domain
0�ray of frost; 1st�obscuring mist (as 1st-level cleric spell); 2nd�gust of wind; 3rd�lightning bolt; 4th�ice storm; 5th�control winds (as 5th-level druid spell); 6th�chain lightning; 7th�control weather; 8th�whirlwind (as 8th-level druid spell); 9th�storm of vengeance (as 9th-level cleric spell).

Transmutation Domain
0�mage hand; 1st�expeditious retreat; 2nd�levitate; 3rd�haste; 4th�polymorph; 5th�baleful polymorph; 6th�disintegrate; 7th�reverse gravity; 8th�iron body; 9th�shapechange.

-Adapted from Unearthed Arcana (OGC)

[edit] Wizard (Necromancer) Variant: Undead Servant

A 1st-level necromancer using this variant can begin play with an undead servant (a human warrior skeleton). Obtaining this servant takes 24 hours and uses up magical materials that cost 100 gp.

This creature is a loyal servant that follows the necromancer's commands and accompanies him on adventures if desired. If the undead servant is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed him to obtain his first servant.

At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. Consult the table below for details.

Necromancer	HD	NA bonus	Str Bonus	Special
Level
1-2		1	+0		+0		-
3-4		2	+1		+1		-
5-6		3	+1		+1		-
7-8		4	+2		+2		-
9-10		5	+2		+2		-
11-12		6	+3		+3		-
13-14		7	+3		+3		-
15-16		8	+4		+4		-
17-18		9	+4		+4		-
19-20		10	+5		+5		-

A necromancer using this variant permanently gives up the ability to obtain a familiar.

- Adapted from OGC by Animus

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