• Dwarf Edition: 10e Monk

    Pinned 10e dwarf edition character class monk
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    ImmeralI
    Mastery of Body Tree Ability to concentrate mana from the manasphere into, and around, their body to enhance their physical attribute and abilities. Name Description Calculations Flurry of Blows https://obelisk.daerma.com/post/2191 Serious Punch By focusing your energy into a singular attack you sacrifice the ability to attack multiple times in a round for improved accuracy and damage. 1-5: + 5 atk/dmg, 6-10: +10 atk/dmg, 11-15: +15 atk/dmg, 16-20: +20 atk/dmg Wholeness of Body At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses. Inner Strength https://obelisk.daerma.com/post/2191 Fists of Power https://obelisk.daerma.com/post/2191 Mana Focus 1 https://obelisk.daerma.com/post/2193 Mana Focus 2 Mana Focus 3 Mana Focus 4 Mana Focus 5 Mana Shield 1 Manifest mana into physical form to protect user from harm. +2 AC Mana Shield 2 Manifest mana into physical form to protect user from harm. +4 AC Mana Shield 3 Manifest mana into physical form to protect user from harm. Further mastery of mana manipulation lets you use this ability in non-combat scenarios. E.g. - walking on air +6 AC Mana Shield 4 Manifest mana into physical form to protect user from harm. Further mastery of mana manipulation lets you use this ability in non-combat scenarios. E.g. - walking on air +8 AC Master of Body 15
  • Dwarf Edition: 10e Caster

    Pinned cleric 10e caster mage dwarf edition character class
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    halfgiantH
    Kargin - 10E Casting v1.5.xlsx Updated 10E Spell / Power Casting Tool. Not perfect by a long stretch, still some cost values that need to be discussed and not yet sure how to integrate level checks… and some other cats and dogs, but its a start.
  • Dwarf Edition: 10e Thief

    Pinned thief 10e dwarf edition character class
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    orcO
    So having talked about the thiefs ability to focus his anti magic at runes would they then be able to drop in behinde a magic user in stealth and focus his energy towards them ? Could this ability possiabley be a learned ability with level ? And whats the deal with stoneskins we ever get that worked out amd set in stone ?? And his true wish ability at will ( maybe you were not drunk enough for me to pull that one off yet )
  • Dwarf Edition: 10e Fighter

    Pinned 10e dwarf edition fighter character class
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    daermadmD
    Note for the future: Tier 2 Battle Tactic - Spirit Admixture I through IV Spirit Admixture allows you to mix 2 spirits at the same time. This does not affect the damage, just the types that each attack applies. Spirit Admixture I allows you to admix two spirit types that average their level to 4 (maybe??), like Disruption(7) and Mana (1) = 8/2 =4
  • Manacite

    house rule in flux
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    halfgiantH
    4/27/2025 8:49pm CT - Notes on refined manacite For every 10,000 years of refined manacite is equal to 1 spell point per pound, a 20,000 1lb of refined manacite is 2 spell points per pound a 10lb block of 20,000 year old manacite = 20 spell points, per round. The radius found in the floating city had a 5 lb block 20k refined manacite floating a platform 5 miles in diameter.
  • (2E) Chaotic Commands

    spells
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    halfgiantH
    Chaotic Commands Sphere: Protection Level: 5 Range: Touch Components: V, S Duration: 1 turn/level Casting Time: 5 Area of Effect: Creature touched Saving Throw: None Description: This spell renders the recipient immune to magical compulsions and commands that influence their actions. While under the effects of chaotic commands, the subject is completely protected from all charm, command, suggestion, domination, and similar mind-controlling effects, whether they originate from spells, spell-like abilities, or other magical sources. This protection includes immunity to enchantment/charm spells such as command, suggestion, domination, hypnotism, geas, quest, emotion, and fear, as well as psionic mind control powers. It also renders the subject immune to magical attempts to force verbal responses or obedience. Chaotic commands is often used to protect a party member in situations where enemy spellcasters or creatures with dominating powers are expected. The spell does not protect against illusions, physical attacks, or non-magical coercion. Only one creature may be protected per casting of this spell. References: Tome of Magic (https://adnd2e.fandom.com/wiki/Priest_Spell_List_(TOM)), Page 89
  • (2E) Pierce Any Shield

    spells
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    halfgiantH
    Pierce Any Shield (S M V) Spell Level: 9 Class: Wizard School: Alteration, Metamagic Range: 0 Duration: 1 round Area of Effect: Special Casting Time: 1 round Saving Throw: None Requirements: Somatic, Material, Verbal Source: Wizard’s Spell Compendium Vol 3 Description A more powerful version of pierce magic resistance, this spell must be cast one round before an offensive spell. The spell cast immediately after Pierce Any Shield cannot be stopped by any known magical defenses, including magic resistance, spell turning, spell absorption, anti-magic shell, or counterspell immunity. The target of the subsequent spell can only attempt a saving throw if the spell allows one, and such saving throws suffer a -8 penalty. The Pierce Any Shield spell does not protect the caster from events that would normally disrupt the casting of the subsequent spell. The material component is a silver spike or knife. Notes Common in the Mystara setting; otherwise, very rare.
  • (2E) Lowers Resistance

    spells
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    halfgiantH
    Lowers Resistance Level: 5 Class: Wizard School: Abjuration, Alteration Range: 60 yards Duration: 1 turn + 1 round/level AOE: One creature Casting Time: 5 Save: None Requirements: Somatic (S), Material (M), Verbal (V) Source: Tome of Magic page 34, Wizard’s Spell Compendium Vol 2 Description This spell enables a wizard to attempt to reduce the magic resistance of a target creature. The target’s magic resistance applies to this spell but functions at only half its normal value. No saving throw is allowed beyond the magic resistance check. If the target has no magic resistance, the spell has no effect. If the spell successfully overcomes the target’s magic resistance, the creature’s magic resistance is reduced by a base of 16% plus an additional 1% per level of the caster. For example, a 9th-level caster would reduce the target’s magic resistance by 25% (16% base + 9% from level). Material Component A broken iron rod. Notes This is an uncommon spell, as noted in the Tome of Magic. The base reduction of 16% is substantially lower than in the spell’s originally published form.
  • Mage Armor, Superior

    spells epicspell
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    halfgiantH
    Mage Armor, Superior Conjuration (Creation) [Force] Level: Wiz 10 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) An invisible but tangible field of force surrounds the touched creature, granting a +12 armor bonus to Armor Class. This bonus does not stack with other armor bonuses, such as those from worn armor or shields, but it can stack with enhancement bonuses to armor or other bonus types (e.g., deflection or natural armor). Unlike mundane armor, greater mage armor imposes no armor check penalty, arcane spell failure chance, or speed reduction. Because it is composed of force, incorporeal creatures cannot bypass it as they can with normal armor. Note: Because 3.5 Epic spell system is very wonky, and overpriced, it was rewritten for 10th spell level. 3.5 Version can be found here.
  • Powermaster Spell: Veil of Absolute Deception

    powermaster spell
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    halfgiantH
    Veil of Absolute Deception School: Illusion (Glamer) [Mind-Affecting] / Abjuration Level: Clr 5 (True Cloak), Sor/Wiz 9 (Superior Invisibility), Psion 9 (Impenetrable Veil) Casting Time: 1 standard action Range: Personal or Touch (see text) Target: You or one creature or object touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless); see text Spell / Power Resistance: Yes (harmless) Amalgamated Spell Level Equivalent: 16th (Highest SL + Avg of the remaining) “In the shadowed halls of forgotten gods, where powermasters weave unseen threads and bend the fabric of thought, a secret was born—a veil so perfect that even the eyes of truth falter. The Veil of Absolute Deception cloaks its bearer in a tapestry of divine mystery, arcane illusion, and psionic denial, rendering them an enigma to all who seek them. To the world, they are a phantom, a lie so profound that reality itself bends to believe it.” Description: Veil of Absolute Deception is a powermaster spell masterful woven of divine, arcane, and psionic power, creating an unbreakable shroud that conceals the target from all forms of perception. This spell reverses the clarity of True Seeing to obscure truth, enhances Superior Invisibility’s total sensory concealment, and incorporates Impenetrable Veil’s psionic barrier to protect against mental and magical detection. The result is a near-perfect disguise that resists even the most potent divination and sensory abilities, making the target an unassailable phantom. Effect: When cast, Veil of Absolute Deception grants the following effects to the target: Total Sensory Invisibility: The target becomes invisible to all senses—sight, sound, smell, touch, and even magical detection—for the duration. This includes immunity to effects that normally reveaal invisibility, such as See Invisibility, Invisibility Purge, and Glitterdust. The target can attack, cast spells, or take other actions without breaking the invisibility, unlike standard invisibility spells. This effect extends to all gear carried or worn by the target, up to their maximum load. Divine Obfuscation: The spell creates a divine veil that obscures the target’s true nature from divination and supernatural senses. Spells and abilities such as True Seeing, Discern Location, Legend Lore, Scrying, and even True Seeing. Psionic Mental Barrier: The spell erects a psionic shield around the target’s mind and presence, rendering them immune to mind-affecting effects (e.g., Detect Thoughts, Dominate Person, or Mind Probe) and psionic detection powers (e.g., Detect Psionics, Clairvoyant Sense). Adaptive Illusion (Combined Effect): The caster can choose an alternate appearance for the target (e.g., a different creature, an object, or an empty space) that adapts dynamically to the observer’s expectations. This illusion affects all senses and is reinforced by the psionic and divine components, making it nearly impossible to disbelieve.
  • Powermaster Spell: Dimensional Ironskin

    powermaster spell
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    halfgiantH
    Name: Dimensional Ironskin Level: Cleric 7 (Irongaurd, Greater), Wizard 4 (2E Stoneskin), Psion 7 (2E Dimensional Blade) Combined Level: 10 School: Abjuration [Force, Psionic] Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute per level (D) Saving Throw: None Spell Resistance: No The spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a stoneskin spell cast by a 9th-level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four magic missiles would count as four attacks in addition to inflicting their normal damage. When cast “Your skin takes on a metallic sheen with a stone-like texture, faintly glowing with swirling patterns of planar energy. Metal weapons pass through you harmlessly, while mundane and dimensional melee attacks are absorbed or deflected by the spell’s layered defenses.” Effect: When you cast Dimensional Ironskin, your skin transforms into a shimmering, metallic-stone hybrid infused with faint ripples of planar energy. This spell grants the following protections: Damage Reduction: The affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake’s strike, etc. Immunity to Metal Weapons: You are immune to all damage from metal weapons (natural or manufactured), including melee and ranged attacks, as per Ironguard. This immunity persists for the full duration of the spell. Dimensional Protection: You are immune to melee attacks enhanced by dimensional or planar effects (e.g., a Dimensional Blade or similar psionic/arcane powers that bypass physical defenses by cutting through dimensions). This includes immunity to effects that teleport or sever your planar connection as part of a melee attack.
  • Powermaster Spell: Omniscient Sight

    powermaster spell
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    halfgiantH
    Spell/Power Details Name: Omniscient Sight Level: Cleric 6 (True Seeing), Wizard 6 (True Seeing), Psion 6 (Pierce the Veil) Combined Level: 9 School/Discipline: Divination (Cleric/Wizard) / Clairsentience (Psion) Casting Time/Manifestation Time: 1 standard action Range: Personal or Touch (see below) Target: You or one creature touched Duration: 1 minute/level (D) Saving Throw: None or Will negates (harmless) Spell Resistance/Power Resistance: No “When you invoke Omniscient Sight, your eyes glow with a radiant light suffused with arcane runes and psionic energy. The world around you unveils its secrets as divine insight merges with arcane mastery and psionic clarity. Illusions melt away, hidden truths stand revealed, and the veils of deception part before your omniscient gaze.” Description Omniscient Sight combines divine revelation, arcane precision, and psionic clarity to grant the caster or a touched creature an unparalleled ability to perceive reality. Upon casting or manifesting this spell/power, the subject’s senses are heightened to a supernatural degree, piercing all forms of deception and illusion. The subject gains the following benefits: True Vision: The subject sees through all illusions (including invisibility, blur, displacement, mirage arcana, and similar effects), magical darkness, and polymorph or shapechanging effects, perceiving the true form of creatures and objects within 360 feet. This includes seeing through mundane disguises and obfuscations (e.g., fog, smoke) as if they were not present. Enhanced Detection: The subject automatically detects the presence of magical auras (as per Detect Magic), psionic auras (as per Detect Psionics), and alignment auras (as per Detect Evil/Good/Law/Chaos, all four simultaneously) within 360 feet, with no concentration required. With a standard action, the subject can analyze these auras to determine their strength, school/discipline, and specific properties. Mental Clarity: The subject gains immunity to mind-affecting illusions (e.g., phantasmal killer, weird) and a +4 bonus on Will saves against other mind-affecting effects for the duration, reflecting the psionic influence of mental discipline. Spiritual Insight: The subject can perceive the spiritual essence of creatures, gaining knowledge of their alignment (good, evil, lawful, chaotic) and whether they are undead, outsiders, or elementals, without requiring a check.
  • Powermaster Spell: Dimensional Triad Anchor

    powermaster spell
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    halfgiantH
    Amalgamated Spell: Dimensional Triad Anchor Level: Cleric 4, Sorcerer/Wizard 4, Psion/Wilder 4 Combined Woven Spell Level: 8 School/Discipline: Abjuration (Divine), Abjuration (Arcane), Psychoportation (Psionic) Components: V, S (Verbal, Somatic) for Cleric/Wizard; Mental Focus (Psionic) Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature or object Duration: 1 minute/level (D) Saving Throw: None Spell Resistance/Power Resistance: Yes Description Dimensional Triad Anchor combines the divine authority of the gods, the arcane mastery of the multiverse, and the psionic manipulation of spacetime into a singular, potent effect. When cast, you emit a shimmering ray of energy that fuses radiant divine light, arcane glyphs, and a pulsating psionic resonance. This ray locks the target in place within the dimensional fabric, preventing all forms of extradimensional movement or travel. Effect The target is enveloped in a field of interlocking energies: a glowing divine aura, swirling arcane runes, and a subtle psionic hum. Dimensional Lock: The target cannot use any form of extradimensional travel or movement for the duration of the spell. This includes, but is not limited to: Teleportation effects (e.g., teleport, dimension door, greater teleport). Planar travel (e.g., plane shift, gate, astral projection). Ethereal or incorporeal movement (e.g., ethereal jaunt, etherealness). Psionic teleportation powers (e.g., psionic teleport, psionic dimension door). Universal Resistance: The caster level check (or manifester level check for psionic manifestation) is made at +4 to reflect the combined potency of the three traditions. Components Verbal (V): A resonant chant invoking divine authority, arcane precision, or psionic focus, depending on the caster’s tradition. Somatic (S): A gesture that traces a triangular sigil in the air, symbolizing the unity of divine, arcane, and psionic power. Mental Focus (Psionic): For psionic manifesters, the power requires intense concentration rather than verbal or somatic components, in line with psionic mechanics.
  • Touch AC

    touchac
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    halfgiantH
    When calculating a character’s AC for a touch attack you don’t include the character’s armor, shield, or natural armor bonus. Instead, you use the character’s size modifier, Dexterity modifier, and deflection bonus.
  • 0 Votes
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    halfgiantH
    Things That Modify, or are Affected by the Critical Multiplier [Elemental] Burst (Dungeon’s Master Guide&Magic Item Compendium) For all intents and purposes, these abilities are all the same thing, with the only difference being the damage type. Dessicating Burst and Psychokinetic burst have slightly smaller damage dice, but they also have damage types that are much more versatile than the standard flaming, icy, and shocking enchantments. Collision (Magic Item Compendium) It’s a bit odd to say this, but this is probably my favorite enchantment. While at first, a simple +5 damage doesn’t seem like a lot, but as a flat bonus, this enchantment is affected by your critical multiplier, which can rack up fast enough when you use this handbook. Fiercebane (Magic Item Compendium) Remember Sting from Lord of the Rings? It had this enchantment on it. A weapon with this enchantment glows when an enemy of the specified bane type comes within 60 ft of the wielder, even without line of sight, and will deal additional d10’s of damage based on your critical damage multiplier. Maiming (Magic Item Compendium) When you score a critical hit with a maiming weapon, it deals additional d6’s of damage based on your critical damage multiplier. Claws of the Ripper (Draconomicon) These enchanted scythe-like rings can be worn by any Dragon-type creature of Large size or bigger. When worn, this magic ring increases the critical multiplier of the dragon’s claws to x4. Dragondoom feat (Draconomicon) When a character with this feat makes an attack roll against a creature with the Dragon type, their critical multiplier increases as indicated on the relevant chart. Bow of the Mighty Dragonhunter (Draconomicon) This +2 dragonbane composite longbow gains a x5 multiplier when used against a creature of the Dragon type. Initiate of the Draconic Mysteries 9 (Draconomicon) The Deadly Strike ability increases the Initiate’s critical multiplier with unarmed strikes to x3. Weapon of Energy spell (Spell Compendium) This spell gives a weapon one of the elemental burst abilities, which stacks with any pre-existing versions of the enchantment what might be already present, assuming that the elements match. Claws of Energy power (Expanded Psionics Handbook) This Psychic Warrior power adds one of the elemental burst enchantments to the user’s claw attacks. Riding Boots (Dungeon Master’s Guide II) If you are mounted and wielding a lance, these magical boots increase your critical multiplier to x4 instead of x3. Master Thrower 1 (Complete Warrior) The Deadeye Shot ability increases the critical multiplier of any thrown weapon you wield by 1, and does not stack with any similar effect. Enlightened Fist 6 (Complete Arcane) From 6th-level onwards, the Fist of Energy ability grants you the flaming or shocking burst abilities if you expend a stunning strike attempt. Flame of Faith spell (Complete Divine) This 3rd level spell adds the flaming burst enchantment to any non-magical weapon that the caster uses it on. Disciple of Thrym 8 (Frostburn) As a move action, you can grant use the Icy Greataxe ability to give your greataxe the Icy Burst enchantment. Sacred/Profane Burst (Libris Mortis) These two enchantments are yet again [Elemental] Burst clones, dealing positive and negative energy damage respectively. Of note is that Sacred Burst appears to allow you to critical hit undead without jumping through any other hoops. Kaorti Resin (Random Encounters) For the low cost of an Exotic Weapon Proficiency feat, this weapon special material increases your critical damage multiplier to x4 if your weapon deals piercing or slashing damage. Obviously this will not stack with any other special materials or material-dependent effects. Manyfang Dagger (Forgotten Realms - Serpent Kingdoms) This +1 Dagger deals x4 damage on every hit, and on a critical hit, it deals x5 damage instead. Harrowheart (Book of Vile Darkness) This +2 Rapier deals x3 damage instead of x2 damage when used to crit Good-aligned creatures. Tiger Fang (Tome of Battle) This magical kukri’s critical damage multiplier increases as the wielder gains affinity with it over their career, ending with a x4 multiplier at level 20. Sakkratar’s Triple Strike (Forgotten Realms - Lost Empires of Faerun) This fifth level sorcerer/wizard spell grants the designated targets the ability to make two additional attacks on their full attack action for the duration of the spell. However, what we care about is that the weapons of anyone affected by this spell gains the keen and flaming burst properties for the duration of the spell. Overwhelming Critical feat (Epic Level Handbook) This feat grants you additional d6’s of damage based on your weapon’s critical multiplier. [Elemental] Blast (Epic Level Handbook) These more powerful versions of the elemental burst enchantments deal increases damage on a critical hit. [Alignment] Power (Epic Level Handbook) These alignment based weapons deal 3d6 damage and one negative level on every normal hit, both of which are multiplied when you roll a crit. Mark of Avernus feat (Fiendish Codex II: Tyrants of the Nine Hells) In addition to automatically confirming your critical hits, this feat grants a +4 (untyped!!) bonus to your attack and damage rolls, which will multiply based on your weapon’s critical multiplier just like your strength damage and the collision enchantment. Deepwood Sniper 2, 7 (Masters of the Wild: A Guidebook to Rangers, Druids, and Barbarians) 3.0 Material The archery prestige class increases the critical multiplier of any projectile weapon you wield by 1 at second level, then increases it again at level 7. (So that Greatbow I mentioned up above now has a critical multiplier of x5!) Forest Master 6 (Forgotten Realms - Faiths and Pantheons) Beginning at sixth level, this prestige class allows you to treat any maul wielded by the Forest Master as a +2 Icy or Shocking Burst weapon, determined by the wielder round by round. Silverstar 9 (Forgotten Realms - Faiths and Pantheons) Beginning at the 9th level of this prestige class, the Silverstar treats any heavy mace they wield as a +2 Shocking Burst weapon. Stormlord 8 (Complete Divine) From 8th level in this prestige class onwards, any spear or javelin wielded by the Stormlord counts as a shocking burst weapon. Dragonhunter (Magic Item Compendium) This enchantment increases the critical multiplier of any projectile weapon affected by it by 1 when targeting a creature of the dragon type. Sadly the strength damage dealt by this weapon doesn’t multiply, and if you put the keen enchantment or use the bless weapon spell on a weapon with this enchantment it doesn’t work. Burning Sword spell (Spell Compendium) A weapon that has this spell cast on it becomes a flaming burst weapon for the duration. Great Bite feat (Eberron Campaign Setting) A Longtooth Shifter with this feat increases the critical multiplier of their natural bite attack to x3 instead of only x2.
  • Things that Increase Critical Threat Range

    threat range criticals
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    halfgiantH
    Things that Increase Critical Threat Range Disciple of Dispater 4, 8 (Book of Vile Darkness) 3.0 MaterialWhen wielding an iron or steel weapon, the natural threat range of the Disciple of Dispater’s weapon doubles, then at level 8 it triples instead. This ability stacks with the Improved Critical* feat, but not the Keen property. Requires Evil alignment to take. “Streetfighter” Barbarian 7 (Cityscape Web Enhancement) When a Streetfighter Barbarian makes a charge attack or attacks a flat-footed opponent, their threat range increases by 1. This ability stacks with the Improved Critical feat and the keen enchantment only. If you don’t want to get murdered by the DM, the polite thing to do is apply this threat range increase after the doubling effect. Critical Strike spell (Complete Adventurer) As a swift action, you gain 1d6 damage, double your weapon’s critical threat range (as Keen Edge) and gain a +4 bonus to confirm critical hits. Not bad for a first level spell, and handy for those who just want to dabble in the fine art of fishing for crits. Andras, the Grey Knight (Tome of Magic) Andras’ Sure Blows power grants you the benefit of the Improved Critical feat with any weapon that you can wield. If you already have the Improved Critical feat with a specific weapon, this ability gives you a +4 bonus to confirm the critical hit. Divine Monk (Forgotten Realms - Faiths and Pantheons) If you somehow ascend to godhood, this ability grants your Monk character the keen, lawful, and vorpal qualities in addition to a few other abilities. Divine Weapon Mastery (Forgotten Realms - Faiths and Pantheons) A character with this particular divine ability gains the benefits of Weapon Focus, Weapon Specialization, and Improved Critical with any simple and martial weapons that they wield. Impact (Magic Item Compendium) This enchantment functions as the keen weapon enchantment, however it only affects bludgeoning weapons. Dolorous Blow (Spell Compendium) This 3rd-level spell doubles the threat range of any weapon affected by it and automatically confirms any critical hits rolled by the affected weapon. The increased threat range does not stack with any similar effects, and the automatic confirmation effect does not stack with any other spells that affect critical hits. This spell cannot be used on a natural weapon. Jagged Tooth (Spell Compendium) This Ranger and Druid spell doubles the threat range of one natural weapon, selected by the caster. This spell does not stack with any other effect that increases critical threat range. Thayan Gladiator 2 (Forgotten Realms - Champions of Ruin) At the second level of this prestige class, you gain the benefit of the Improved Critical feat with the natural weapon you selected for your Improved Natural Attack at the first level. Sakkratar’s Triple Strike (Forgotten Realms - Lost Empires of Faerun) This fifth level sorcerer/wizard spell grants the designated targets the ability to make two additional attacks on their full attack action for the duration of the spell. However, what we care about is that the weapons of anyone affected by this spell gains the keen and flaming burst properties for the duration of the spell. Keen Strike feat (Epic Level Handbook) The user’s unarmed strikes become slashing keen weapons, with a 19-20 threat range. Favored Critical feat (Masters of the Wild) 3.0 Material When character with this feat makes an attack roll against a favored enemy, the threat range of their weapon is doubled. This feat explicitly stacks with the keen weapon enchantment, but not the Improved Critical feat. Power Critical feat (Masters of the Wild) 3.0 Material Once per day, if the user of this feat has the Improved Critical feat, they may automatically declare a single attack to be a critical threat. It must still be confirmed however. Weapon of Impact spell (Forgotten Realms - Magic of Faerun) This spell functions as keen edge but for Bludgeoning weapons. Incarnum Weapon spell (Magic of Incarnum) This spell manifests an independent weapon that attacks enemies independent of the caster. This weapon does not gain any benefit from your own feats or class features, however each point of essentia that the user invests in the spell increases the threat range of the weapon by one. Hero’s Blade spell (Eberron Campaign Setting) This spell doubles your weapon’s critical threat range as per the Keen Edge spell, and explicitly does not stack with that spell nor the keen enchantment for weapons. However, it is called out as stacking with Improved Critical and provides a whole host of critical hit-related abilities, so expect this spell to show up quite a few times in this handbook! Shifter Savagery feat (Eberron - Races of Eberron) This feats doubles the threat range of all your natural weapons and increases your damage dice by two size categories. Unfortunately, it only functions if you are a Shifter(Were-Touched) and are Raging as the Barbarian ability. Bloodlust (Eberron - Forge of War) This shield enchantment can cast keen edge on a single weapon you carry once per day. Gloves of Deadly Casting (Eberron - Forge of War) These gloves double the threat range of any ray and touch spells that the user casts. Explicitly does not stack with the Improved Critical feat. Green Hunter 6 (Dragon Magazine 295) At sixth level, this prestige class gives you Improved Critical (Spiked Gauntlet) Brawler 2 (Dragon Magazine 295) From 2nd level, this PrC is able to select Improved Critical (Improvised Weapons) (among other Weapon Focus-ish feats). Acolyte of the Fist 7 (Dragon Magazine 296) At 7th level, this PrC gets Improved Critical (Unarmed Strike). Vengeance Sworn (Dragon Magazine 296) At 10th level, this PrC’s critical threat range is doubled when it makes attacks against a creature of the dragon type. Explicitly stacks with Improved Critical and keen. Orc Blademaster 4 (Dragon Magazine 299) At 4th level in this PrC, the character adds +1 to their critical threat range with a bastard sword. This stacks with any other sources of extended threat range, but this bonus must be added last. Sniper (Dragon Magazine 310) This special ability of the Targeteer variant of the Fighter allows the user to sacrifice their iterative attacks from their Full Attack routine in order to increase the base threat range of their weapon by 1 for each attack they give up. It is important to note that a character cannot give up all of their attacks to fuel this ability, they still need to make at least one attack roll. Shark Cultist 8 (Dragon Magazine 315) At 8th level of this hilarious PrC out of Taladas in Dragonlance, a Shark Cultist gets Improved Critical (Sharktooth Gauntlet) and Improved Critical (Bite) where the bite comes from a natural attack or a natural attack accessed via Wild Shape or similar. Shen 4 (Snake Variant) (Dragon Magazine 319) At 4th level in this monk-ish PrC, a Shen of the Snake school gains Improved Critical (Unarmed Strike). Bowman Charger (Dragon Magazine 325) At 9th level of this mounted-archery based PrC, the character gains Improved Critical (Composite Shortbow). Huma’s Legacy spell (Dragonlance - Holy Orders of the Stars) Similar to Hero’s Blade above, this spell grants the benefits of the keen enchantment in addition to numerous other critical hit-related benefits that stacks with the Improved Critical feat but not the keen ability or the keen edge spell. Gladiator 10 (Kingdoms of Kalamar - Player’s Guide) At 10th level, the gladiator base class receives the Critical Focus ability. While the gladiator is facing only a single opponent, their critical threat range is doubled (does not stack with anything else) and their critical damage multiplier is increased by 1. Glaive of Azharadian 5 (Dragon Magazine 293) 1/day wielder can apply keen quality to a longsword or battleaxe for class level/rounds, does not stack Mauling Gauntlets soulmeld(Magic of Incarnum) While bound to the Arms chakra, these soulmeld doubles the threat range of any melee weapon wielded by the user. Does not stack with any other ability that increases critical threat range. Wintervein Dwarves affiliation (Player’s Handbook II) With an affiliation score of 30 or higher, a character automatically gains the Improved Critical feat for the Dwarven Waraxe and Dwarven Urgrosh as bonus feats. Serrated weapon quality (Mercenaries by Alderac Entertainment Group) Third-Party Content This non-magical weapon quality increases a weapon’s critical threat range by 1 for 300 gp. This is separate from the Masterwork quality and it does not stack with any other improvements to the critical threat range. Psychic Weapon Master 7 (The Mind’s Eye Archives) At seventh level, the Psychic Weapon Master gains the Psionic Critical ability, which gives them the Improved Critical feat with their specified weapon for free. If the Psychic Weapon Master already has the Improved Critical feat, this ability instead increases their critical threat range by 2 (and though it isn’t specified, the polite thing to do is apply this bonus after the effect of Improved Critical, lest the dread Rocks Fall occurs.) Weapon Master 7 (Oriental Adventures) Like the psionic version above, at 7th level, the Kensei weapon master gains Improved Critical as a bonus feat, and again, if they already have the feat, they get a +2 bonus to their threat range (which is specifically stated to be applied last.)
  • Plotting against the ManaVerse

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    dwarfD
    @orc oh, it did once that useless waitress left… a gal who’d waited on us previously took over and never let us run dry
  • Metamagic Feat: Generation Casting

    metamagic feats
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    halfgiantH
    @daermadm said in Metamagic Feat: Generation Casting: aermadm DM 3 days ago While I have no problem with this feats abilities in general, there are way too many missing detail here. Was there more detail in the source? Nope that’s all it gave us.
  • Metamagic Feat: Compressed Spell

    metamagic feats spell
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    halfgiantH
    Compressed Spell [Mongoose Publishing; Ulltimate Feats; Page 13] You are able to reduce the area of effect of a spell in order to increase its damage. Prerequisites: Arcane Spellcaster 1+, Spellcrafting 8 ranks. Benefit: You are able to reduce the radius of a spell’s area by five feet to increase its damage by two dice. Spells affected by this feat use up a spell slot two levels higher than the spell’s actual level. Only spells with a radius listed in the area of effect can benefit from this spell.
  • Special Ability Types

    special abilities
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    halfgiantH
    Table: Special Ability Types Extraordinary Spell-Like Supernatural Dispel No Yes No Spell resistance No Yes No Antimagic Field No Yes Yes Attack of Opportunity No Yes No Dispel: Can dispel magic and similar spells dispel the effects of abilities of that type? Spell Resistance: Does spell resistance protect a creature from these abilities? Antimagic Field: Does antimagic field or similar magic suppress the ability? Attack of Opportunity: Does using the ability provoke attacks of opportunity the way that casting a spell does?