Ranger’s Extraplanar Tracking

I’ve decided to split up the Track Across The Planes ability, allowing the Ranger to already gain approximate location knowledge of the teleportation/planeshifting of tracks at level 13, but without the ability to follow it without external magical assistance. At level 17 with the Extraplanar Tracking ability they get the Omniport-alike ability to personally be able to follow those tracks to their destination. The Ranger can now also use this ability to get back to their location of origin.

The Base Classes PDF has been updated.


WotEE update & Seize Hostilities spell

It’s been a while, but after having tested the Word of the Elder Evil spell, i concluded that it was too powerful for both adventurer and opponent so i sized down the duration of the fear effects. It is now similar to the level 4 Fear spell; unsaved duration 1 round per level, saved duration 1 round.

Also i am introducing another non-Sorcerer/Wizard spell; Seize Hostilities. This mid-high level Bard/Cleric/Paladin plot driving and story changing spell is designed specifically to halt combat within a very large area, and even large battles and bypasses normal mind affecting immunities, as well as provide no save or spell resistance. It is designed not to be abused and through circumstances cause enemies to not be able to survive.

New Spells PDF has been updated.

Shadow Dancing uses/day

I decided to change the amount of Shadow Dance uses per day a Shadow Dancer has should be increased to 1 + 1 per 2 levels, instead of 1 + 1 per 3 levels. The 1 per 3 levels made the use of Shadow Dancing abilities incredible scarce, compared to the Bardic Music which is 1 per level and abundant. So now it seems more balanced.

Base Classes PDF has been updated.

The Shopkeeper Mage Prestige Class

I’ve designed the Shopkeeper Mage and was at first hestitant to make it part of the official Prestige Classes line of T&T, but after about half a year of looking upon it’s concept, i felt that it was indeed time to make it part of the official T&T repetoir of Prestige Classes.

The Shopkeeper Mage is an Arcane spellcaster class that focuses on advanced item creation and maintaining a localized store. It sacrifices spell development for this. A player character will not likely choose a Shopkeeper Mage as a prestige class as it prohibits them from adventuring freely, and will more likely be attained by NPC’s and characters that are retiring from adventuring.

The Prestige Classes PDF has been updated.

Glitterdust revisited

So… i decided to add some options to Glitterdust that enables the target to remove the Glitter from their eyes and body. It’s a simple addendum that can make a world of difference. The spell still remains utterly powerful, but at least the targets will now have a chance to do something against the non-spell resistance blinding effect and the entirely non-spell resistance non-save hide penalty effects of the spell.

The New Spells PDF has been updated.

New Lesser Caster Spells

So i designed 4 new spells meant specifically for lesser casters: Turret, Security Measures, Soul Hostage and Greater Soul Hostage.

These spells will assist stealth based Lesser Caster classes to hold off heavy area attacks, put up temporary automated magical defenses and create some negotiation leverage against more powerful parties.

The New Spells PDF has been updated.

Familiar Update

So, after some of my players pointed out to me that the Familiar in T&T seemed incomplete due to no saves or HP where even mentioned in the text i could not help but agree, and once again (after having already integrated Old Mage Knight elements) rethink the Familiar.

In contrast to the Animal Companion which gains HP, Natural Armor and stat increases, the familiar does not gain as much HP, but instead (besides already having the Hideout ability that guarentee’s its safety as long as it hides on it’s master) it now gains Blood Bond and Damage Reduction.

Because at high level the meager amount of HP the Familiar has would tend to get it instantly killed as soon as it would get involved in combat the Blood Bond now transfers the damage it receives directly to the caster, technically adding it’s Master’s entire HP reserve to the effective HP count of the Familiar. On top of this it’s damage reduction ability (that increases similar to the Barbarian) cuts down on the damage it would receive and thus transfer to it’s master. As soon as the Master’s HP would go below 0 the Blood Bond will be suspended and the Familiar becomes vulnerable up until the point it’s master is healed back to consciousness.

There is now also more clarity about Familiars using items. It is allowed to wear 3 items. 1 Ring, 1 Necklace or Collar and it can carry around 1 item which can range from a pouch to a wand, scroll or potion and cannot overstept the Familiar’s carrying capacity. The Familiar can also use Continuous Magic items and will activated magic items. At level 5 the Speak with Master ability now also clarifies that the Familiar can use verbal spell components and use scroll as an arcane caster of its master’s level.

Base Classes PDF has been updated.