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.

Revisiting All Bardic Music Feats

As i overhauled the Bardic Music ability i also had a look at the Bardic Music feats from Complete Adventure and Complete Scoundral, and found them unreasonably expensive in use or simply too weak to ever spend a feat on. Thus i redesigned ALL of them in a uniform manner consistent with the method of redesign i used for the standard Bardic Music abilities of the Bard.

In addition to the Bardic Music Feats, i also revisited the Lingering Song feat, which would have made no sense with the new Bardic Music style. The feat now provides the Lingering Effect of 5 rounds, where before there was non, but only to Bardic Songs that last indefinitely while maintaining them.

I also added another feat: Loud Musician. This feat (though technically not a Bardic Music feat) doubles the range of all Bardic Music abilities.

The New Feats PDF has been updated.

Shadow Dance Overhaul

So, in response of transforming the Bardic Music abilities, it was only a matter of time before i would start to transform the Shadow Dance abilities which are based on the same model into a similar fashion.

One of the first big changes was the Fascinate ability, i decided to replace it since it’s use wanes as the Shadow Dancer level progresses; the Bard receives Bardic Music: Suggestion at level 6 to enhance the use of Fascinate, where the Shadow Dancer does not receive this ability. Thus i’ve decided to replace Fascinate with Shadow Cover; which allows the Shadow Dancer to enhance ally’s hiding abilities by giving them the option to replace their Hiding roll results with the Shadow Dancer’s Performance roll result for as long as the Shadow Dancer keeps playing. This way the Shadow Dancer can extend their shadowyness to allies, making the party overall more capable of being stealthy. This seemed more preferable to the ability to fascinate which seems like a nice trick but is usually rendered useless once combat has broken out. Shadow Cover overall expands the ability to prevent combat from breaking out by keeping stealthy.

Other abilities have also been tinkered with in their duration and now stand more parallel to the Bardic Music system changes.

The Base Classes PDF has been updated.

Bardic Music Overhaul

So, after looking through Bardic Music once again, i noticed that it’s powers where expensive in use, but in return give not much more then the effects of average spells. After some complaints about it’s weakness compared to other modern rebuilds of the Bard, i decided to also make an overhaul and completely step away from the old Lingering system, which only served to encourage wasting Bardic Music uses in a rapid pace to get some kind of combat advantage. All the bardic musics that give simple bonuses can always be maintained as a move action or less, making the Bard able to perform standard actions and not spend their entire turn on their Bardic Music.While at the same time taking away the duration limit of all but the most powerful of Bardic Musics, making the Bard able to choose and play a single Bardic Music effect an entire day using only one charge.

Some of the details in the Musical Fighting and Combine Songs abilities have also been updated and clarified.

As a base part of Bardic Music the Bard can now  use the option to pause their Bardic Music for an entire round and even cast spells or perform other actions, as long as he then uses a standard action the next turn to resume the Bardic Music.

Where before i only reduced the maintaining cost of Inspire Courage, now Countersong has also been shortened in it’s maintenance time. Where before Inspire Greatness gave extra HP and some more bonuses (which practically delivers more bureaucratic hassle then combat advantages) has been transformed in the ability to give other characters extra actions. Song of Freedom has been greatly improved, now allowing everyone within 30 feet including the Bard to be the subject of the spell effect, and if the Bard is interrupted in the 10 round duration for the effect to build up it does not cost a Bardic Music Use… like with Suggestion; Song of Freedom only expending a charge upon a success.

The Base Classes PDF has been updated.

Standardized Poison + Rule Changes layout

So… i felt that Poison is one of those things in D&D that seems to elude balance whenever adventurers are confronted with it, be it in- or against their advantage, so to balance things out i’ve decided to pretty much do away with any old notion of how poison used by adventurers would be thus far and in it’s place make a system for it that is much more consistent and reliable for use as well as crafting.

No longer is the quality of poison that would come out of crafting it directly dependent on the creature or plant the components are extracted from as has been applied so far in D&D, but instead poison DC and damage stack in a linear fashion with the costs. Monsters that have poison as part of their natural attacks will of course retain their specific use of their poison, but when the poison is extracted from them the strength of it will be dependent on the costs (and thus crafting time) invested on perfecting the poisonous brew.

As the Poison neither fits nor seemed to belong in between the Equipment PDF, i have decided to implement it directly into the Rule Changes, and as i have noticed that the layout of that PDF pretty much lacked a layout, so i added it that as well.

The Rule Changes PDF has been updated!

New Magic Items

So, it has been a long time since i last updated T&T. I have designed several items, some of which are pretty powerful and expensive, but then i forgot about them.

Now having come across them once again i felt that they where worthy of adding them. The new items are: Handy Haver Sap, Holy Symbol of Guidance, Ioun Stone: White Translucent Sphere, Planewalker Boots, Ring of Safe Escape, and Sash of Dimensional Stability.

Equipment PDF has been updated.

Favored Enemy update

The Ranger’s Favored Enemy is a Classic that i have always refused to remove, but it’s setup was slightly confusing and interruptive, so i have decided to equalize all Favored Enemies to the highest bonus.

Also at level 10 the Favored Enemy ability changes to Mighty Favored Enemy and doubles the range in which the extra damage functions to 60ft.

Base Classes PDF has been updated.