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Theodore01
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Forum formatting seems messed up now

Unread post by Theodore01 »

what happened ?
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Zanniej
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Re: Forum formatting seems messed up now

Unread post by Zanniej »

I happened, sorry bout that.
Please post the links here and I'll fix them when I've got the time.

For some reason the formatting was wrong to start with, but worked nevertheless. However, when I changed something, it started to fall apart.

EDIT: The one you posted in the image should be fine now again.
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Theodore01
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Re: Forum formatting seems messed up now

Unread post by Theodore01 »

thxs Zanniej

so far only two more ;)

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Steve
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Re: Forum formatting seems messed up now

Unread post by Steve »

The Custom Classes looks good in a PM/Post, but the original page is screwed up.

Subject: Custom and New Classes
DM Cradh wrote:[table]
[th]Image[/th][th]Image[/th][tr][td]Anointed Knight[/td][td]
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Anointed Knight

The anointed knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable combatant. Armed with an ancestral weapon, she searches for obscure lore, consults with alchemists and sages, and communes with the powers of good. Her unquenchable thirst for knowledge is matched only by her extraordinary combat prowess.

An anointed knight crafts and draws power from magically created oils. By anointing herself with these oils, she unlocks new supernatural powers within her being. She also coats her ancestral weapon with special oils that bestow additional qualities upon the weapon.

Anointed knights are typically paladins or fighters with one or more wizard or cleric levels. Occasionally, an anointed knight emerges from the ranks of single-class wizards, sorcerers, clerics, or bards.

Requirements:

Feats: Iron will.
Base Attack Bonus: +5
Alignment: Any good.
Skills: Craft Alchemy 3, Lore: Arcana 3, Spellcraft 1.

Class Features:

- Hit Die: d10
- Base Attack Bonus: High.
- High Saves: Fort, Will.
- Weapon Proficiencies: All simple and martial weapons.
- Armor Proficiencies: All types of armor and all types of shields.
- Skill Points: 4 + Int modifier.
- Class Skills: Concentration, Craft Weapon, Craft Armor, Craft Alchemy, Diplomacy, Heal, Lore: Arcana, Lore: Local, Lore: Religion, Lore: The Planes, Parry, Spellcraft, Tumble.

Class Abilities:

Level 1: Anoint Self (Holy Sight)
Level 2: --
Level 3: Anointed Weapon+1
Level 4: Anoint Self (Celestial Strategy)
Level 5: --
Level 6: Anoint Self (Call to Battle)
Level 7: Unbroken Flesh
Level 8: --
Level 9: Bonus Feat
Level 10: Bonus Feat, Anointed Weapon+1d4

- Anoint Self: An anointed knight concocts a magical oil with which to anoint herself. Once the oil is applied, the anointed knight permanently gains a new supernatural ability listed below.

Level 1: Holy Sight (Bonus Feat: Blind-Fight)
Level 4: Celestial Strategy (Bonus Feat: Toughness)
Level 6: Call to Battle (Bonus Feat: Alertness)

- Anoint Weapon: An anointed knight concocts a magic oil with which to coat her ancestral weapon. Once the oil is applied, the ancestral weapon gains a new supernatural ability chosen from the list below for 2 hours per level. This ability can be used once per day.

List of Choices, Level 3-9:
Flaming (1 Fire)
Frost (1 Cold)
Shock (1 Electricity)
Massive Criticals (1d6)

List of Choices, Level 10:
Flaming (1d4 Fire)
Frost (1d4 Cold)
Shock (1d4 Electricity)
Massive Criticals (1d8)

- Unbroken Flesh: The anointed knight uses a special concoction of magical oils to apply to her flesh at 7th-level granting permanent damage reduction of 3/-.

- Bonus Feat: At 9th and 10th level, the anointed knight gains a bonus feat. This feat must be drawn from the following feats and the warrior of darkness must meet all the prerequisites for it: Armor Specialization (Heavy), Armor Specialization (Medium), Cleave, Combat Expertise, Deflect Arrows, Dodge, Elemental Archer's Improved Elemental Storm, Epic Ability increases, Epic Toughness, Exotic Weapon Proficiency, Fiery Fist, Fiery Ki Defense, Great Cleave, Greater Two-Weapon Defense, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Knockdown, Improved Two-Weapon Fighting, Improved Unarmed Strike, Indomitable Soul, Knockdown, Mobility, Oversized Two-Weapon Fighting, Penetrating Shot, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Steadfast Determination, Stunning Fist, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Mastery (Ranged), Weapon Mastery (Unarmed), Weapon Specialization, Whirlwind Attack.
[/td][/tr][tr][td]Archmage[/td][td]
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Archmage


WARNING/NOTE: This class can only cross class with the following: Arcane Scholar, Frost Mage, Pale Master, Red Wizard, Harper agent, Blood Magus, Sorcerer, Shadow Adept, Thaumaturgist or Wizard

WARNING/NOTE:High Arcana feats cost spellslots to use! Spellslots are memorized / known spells and are sacrificed alphabetically. Metamagic prepared spells are not checked. Not sacrificing a spell slot for an ability incurs a one time 5 casterlevels and 2 DC penalty. Make sure you memorize a non-metamagic spell to lose at the levels you incur a spell slot loss.

The highest art is magic, often referred to simply as 'the Art'. Its most advanced practitioners are frequently archmages, persons who can weave spells in ways unimaginable to other spellcasters. An archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability in order to master these arcane secrets. Most archmages are pure wizards or sorcerers rarely multiclassed, choosing instead to concentrate on perfecting their arcane skills. Archmages in urban areas often hold positions of power in magic-focused organisations. Their pursuit of arcane excellence and their familiarity with High Arcana places them above most of their peers. Some archmages choose a more solitary path, often eschewing society to study in solitude.

Requirements:
Cross Class: Must be Arcane Scholar, Frost Mage, Pale Master, Red Wizard, Harper agent, Blood Magus, Sorcerer, or Wizard.
Race: Any
Alignment: Any.
Skills: Spellcraft 15 ranks, Lore: Arcana 15.
Feats: Skill Focus Spellcraft and Two spell focus feats of any school (but not the same school), Once you have the two spell focus feats you will be given a qualifying feat for archmage. You still need to get Skill focus Spellcraft however.
Spellcasting: Able to cast 7th-circle arcane spells.


Class Features:
- Hit Die: d4
- Base Attack Bonus: Low.
- High Saves: Will
- Weapon Proficiencies: Archmages gain no weapon proficiencies.
- Armor Proficiencies: Archmages gain no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Lore: Arcana, Lore: Architecture and Engineering, Lore: Dungeoneering, Lore: History, Lore: Local, Lore: Nature, Lore: Nobility and Royalty, Lore: Religion, Lore: The Planes and Spellcraft.


Class Abilities:
Level 1: Spellcasting+1
Level 2: Spellcasting+2, High Arcana feat selection
Level 3: Spellcasting+3
Level 4: Spellcasting+4, High Arcana feat selection
Level 5: Spellcasting+5
Level 6: Spellcasting+6, High Arcana feat selection
Level 7: Spellcasting+7
Level 8: Spellcasting+8, High Arcana feat selection
Level 9: Spellcasting+9, ,
Level 10: Spellcasting+10, High Arcana feat selection


Spells per Day/Spells Known: When a new Archmage level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in the wizard or sorcerer base class. Archmage arcane spell progression cannot be applied to other classes, such as bards.


High Arcana feats: The Archmage can take high arcana feats. All these feats cost one spellslot each and are sacrificed as you rest.


High Arcana: Spellpower 1
Specifics: At the cost of one 5th level spell your spellpower increases by one (+1 for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: Automatic


High Arcana: Spellpower 2
Specifics: At the cost of one 7th level spell your spellpower increases by one. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: Automatic


High Arcana: Spellpower 3 (requires 8 level of Archmage)
Specifics: At the cost of one 9th level spell your spellpower increases by one. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: Automatic


High Arcana: Mastery of Shaping
Specifics: At the cost of one 6th level spell you gain the ability to shape your spells in such a manner that they only harm hostile creatures. Your understanding of magic has deepend to the point where you can use this ability at will. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off


High Arcana: Mastery of the Elements (requires 8 levels of Archmage)
Specifics: At the cost of one 8th level spell you gain the ability convert spells from one element into another. This ability can be used at will. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell. Note that this won't enable a Frostmage to use their piercing cold ability on spells that aren't cold-based to begin with.
Use: On / Off


High Arcana: Arcane Fire
Specifics: At the cost of one 9th level spell you gain the ability convert spells of any level into Arcane Fire. This ability can be used at will. Arcane fire requires a ranged touch attack to hit and does 1d6 magic damage for every level of the spell converted and an additional 1d6 magic damage for every Archmage level with the possibility of a critical hit. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off


High Arcana: Spell-Like Ability
Specifics: An archmage who selects this type of high arcana can use one of her arcane spell slots to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day (for level 7-9), three times per day (for level 4-6) or four times per day (for level 1-3).
[/td][/tr][tr][td]Battlerager[/td][td]
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Battlerager


Dwarven battleragers, or kuldjargh ("axe idiots"), are legendary berserker warriors who can enter a battle frenzy through ritualistic singing. They are believed to have been touched by the dwarven gods of battle, who taught them that if they die in battle, they will return to Faerûn stronger than before as a just reward. Therefore, they have no fear of death. They are given to drinking, rowdy and boisterous singing, and drunken dancing. Battleragers command grudging, if fearful, respect within dwarven society, where they are known to have coined such philosophically complex dwarven maxims like "head first" and "if it moves, kill it." Most live short, glorious lives.

While enraged, a battlerager's face becomes distorted and twisted. His teeth grind together as spittle flies from his mouth and dribbles down his beard. His eyes enlarge, bulge, and become bloodshot. Charging into battle, he bellows forth his clan or holy war song, throwing his hammers and axes all the way, before cleaving his foes with his mighty dwarven waraxe. In short, he becomes almost unstoppable. Battleragers are often covered from head to toe in body art, from tattoos to brands to ritual scars. They prefer to wear spiked armor, and some of them ride specially trained boars into battle.

Battleragers are usually single classed barbarians before taking the prestige class, though multiclass barbarian/fighters are also common. Barbarians/rangers and barbarian/clerics (known as "vindicators") are not uncommon as well. Other multiclass combinations are almost unheard of.

The battlerager fills a particular niche in dwarf society and culture. He is a fearless and impulsive warrior, able to enter into an insane rampage. Battleragers are ruthlessly used by dwarf generals for their shock power against attacking armies. NPC battleragers often come from a familial clan made up predominantly of battleragers. These clans often form guilds or halls within dwarven society, though these "guilds" are often more akin to a family or fraternal order. Regardless, battlerager guilds are often located on the fringes of dwarven society, kept out of view and away from easily influenced dwarven children, who often hear of the kuldjarghs' fearlessness but rarely their folly. While heroic battle is honored in dwarven society and battleragers often excel in this, more often than not they also epitomize lives wasted in stupid rage, something most dwarves realize they cannot afford in a world filled with orcs and goblins.


Requirements:
Race: Dwarf
Alignment: Any non-lawful
BAB: +5
Skills: Intimidate 8, Lore: Religion 2, Perform 2 ranks
Feats: Cleave, Rage, Power Attack


Class Features:
- Hit Die: d12
- Base Attack Bonus: High
- High Saves: Fortitude
- Weapon Proficiencies: Battle ragers gain no weapon proficiencies.
- Armor Proficiencies: Battleragers are proficient will all types of armour except shields.
- Skill Points: 2 + Int Modifier.
- Class Skills: Intimidate, Craft Weapon, Lore: Local, Lore: Religion, Listen, Perform, Tumble, Survival.
- Spells per Day/Spells Known: This class offers no spell progression.


Class Abilities:
1: Gruff, Rock Gut
2: Fearless
3: Improved Unarmed Strike, Powerful Charge
4: Great cleave, Reckless Offensive
5: Natural Armor + 2, Extended Rage, Dire Charge


Gruff
Type of Feat: Class
Prerequisites: Battlerager 1
Specifics: Battleragers are known to be rude, uncouth and violent. They suffer a -4 penalty on all Charisma ability checks and Charisma-based skill checks, except for Intimidate. Battleragers receive a +2 bonus on all Intimidate checks.
Use: Automatic


Rock Gut
Type of Feat: Class
Prerequisites: Battlerager 1
Specifics: A Battlerager's natural resistance to poison is stronger than most dwarves. At 1st level his +2 racial saving throw against poisons increases to +4.
Use: Automatic


Fearless
Type of Feat: Class
Prerequisites: Battlerager 2
Specifics: At 2nd level Battleragers receive a +2 morale bonus on their saving throws against mind-effecting spells while also becoming immune to fear.
Use: Automatic


Reckless Offensive
Type of Feat: Class
Prerequisites: Battlerager 4
Specifics: At 4th level a battlerager gains the Reckless Offensive, irregardless of meeting the requirements. On your action, before making attack rolls for a round, you may choose to take a -4 penalty to your AC during the round to gain a +2 competence bonus on all melee attacks in the same round. The penalty to AC and bonus on melee attacks apply until your next action. You cannot use Reckless Offensive with ranged attacks.
Use: Automatic


Natural AC + 2
Type of Feat: Class
Prerequisites: Battlerager 5
Specifics: At 5th level a Battlerager's natural AC increases by +2. This bonus stacks with everything.
Use: Automatic
[/td][/tr][tr][td]Bear Warrior[/td][td]
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Bear Warrior

Many people, particularly those in the "uncivilized" regions of the world, revere bears as symbols of the warrior's strength and battle prowess.
By adopting the bear as a totem anima, warriors of these people hope to tap into some of the bear's strength.
Bear warriors, through a sepcial relationship with bear spiritis, literally adopt a bear's strength in the rage of battle, actually transforming into bears while they fight.
Only characters who can already tap into a spiriftual powr of rage can heighten that power to become bear warriors.


Requirements:
Base Attack Bonus: +7
Feats: Rage, Power Attack

Class Features:
- Hit Die: d12
- Base Attack Bonus: High.
- High Saves: Fortitude.
- Weapon Proficiencies: None.
- Armor Proficiencies: None.
- Skill Points: 4 + Int Modifier.
- Class Skills: Intimidate, Listen, Lore: Local, Lore: Nature, Survival, and Taunt.


Class Abilities:
Level 1: Knockdown, Bear shape: Black Bear
Level 2:
Level 3: Scent
Level 4: Extend Rage I
Level 5: Bear shape: Brown Bear
Level 6:
Level 7: Extend Rage II
Level 8:
Level 9:
Level 10: Bear shape: Dire Bear, Improved Knockdown.


- Bear Form: A bear warrior who goes into a rage will automatically transform into a bear. At 1st level she will become a small bear, at 5th level she changes into a full grown brown bear and at 10th level she gains a dire bear form.
While in those forms the bear warrior regains all her ability scores as well as the normal will save bonus and AC penalty from rage. This ability otherwise functions as the polymorph spell. The ability bonuses (that replace the normal rage ability bonuses) are as follows:

Black Bear: +8 strength, +4 constitution, +2 dexterity, +2 natural armor, +2 Will saves, and Fast Regen +2 . All claw and bite attacks have +2 enchantment. Base AC 20.

Brown Bear: +10 strength, +8 constitution, +2 dexterity, +5 natural armor, +2 Will saves and Fast Regen +3. All claw and bite attacks have +3 enchantment. Base AC 25.

Dire Bear: +12 strength, +8 constitution, +2 dexterity, +7 natural armor, +2 Will saves and Fast Regen +4. All claw and bite attacks have +4 enchantment. Base AC 30.

When polymorphed, items transfer in the same manner as in wildshape. Further info is found under CUSTOM CHANGES (Additional Changes section)

- Weapon Focus Unarmed, Weapon Specialization Unarmed, as well as their Greater and Epic variants will work while in bear form on all your attacks. So if you have those feats, they transfer to bear form.

Note that Bear Warrior may not multiclass with Druids, as listed under RULES.
[/td][/tr][tr][td]Blackflame Zealot[/td][td]
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Black Flame Zealot


The Order of the Black Flame is the hidden blade of their faith, a secret society of holy slayers devoted to the worship of a dark deity of fire and destruction. Trained in unholy rites, the black flame zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to their god. Even great rulers are not above the deity's wrath, since the Order is a sanctioned and respected means for the wealthy and powerful to pursue vendettas.

Clerics and particularly devout rogues or fighters most often become black flame zealots. A small number of the order's members are high-ranking clerics who keep an eye open for fellow devotees who seem like suitable candidates.

Requirements:

Alignment: Any nongood.
Spellcasting: Able to cast 2nd level divine spells.
Skills: Hide 8 ranks, Lore: Religion 8 ranks, Move Silently 8 ranks.
Feats: Iron Will, 1d6 Sneak Attack damage

<color=Gold>Class Features:</color>

- Hit Die: d6
- Base Attack Bonus: Medium.
- High Saves: Reflex, Will.
- Weapon Proficiencies: None.
- Armor Proficiencies: None.
- Skill Points: 4 + Int modifier.
- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Hide, Listen, Lore: Local, Lore: Religion, Move Silently, Open Lock, Search, Sleight of Hand, Spellcraft, Spot, and Tumble

Class Abilities:

Level 1: Zealous Heart, Spellcasting Progression Feat
Level 2: Poison Use
Level 3: Spellcasting+2, +1d6 Sneak Attack
Level 4:
Level 5: Spellcasting+3
Level 6: +2d6 Sneak Attack
Level 7: Spellcasting+4, Sacred Flame
Level 8:
Level 9: Spellcasting+5, +3d6 Sneak Attack
Level 10:

- Divine Spellcasting: At each odd-numbered black flame zealot level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level.

- Zealous Heart: A black flame zealot is immune to fear, magical or otherwise. Unlike a paladin's aura of courage, this confers no special benefits on his companions. A Black Flame Zealot gains this ability at first level.

- Poison Use: At 2nd level, a black flame zealot gains the ability to use poison safely, as the assassin ability.

- Sneak Attack: At 3rd level, the black flame zealot gains sneak attack. This ability adds to the rogue's sneak attack ability, adding an extra 1d6 points of damage. This bonus rises to +2d6 at 6th level, and +3d6 at 9th level..

Sacred Flame: Beginning at 7th level, at will, a black flame zealot can command the melee weapons in his possession to burn with a black, deadly fire. The weapons gain the flaming ability, dealing 2 points of fire damage per successful attack in addition to its normal weapon damage.

- Death Touch: Avengers and Black Flame Zealots gain a death touch ability (1 minute cooldown). This ability takes 2 rounds to cast and rolls 1d6 for each level of Avenger, BFZ, and Assassin and compares that to the target's health. If the roll is higher, the creature dies (if not immune to death magic and crits). This is a replacement ability to make up for the loss of DC on Death Attack (it doesn't account for class levels).
[/td][/tr][tr][td]Bloodmagus[/td][td]
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Blood Magus

Taught in the shadow, Blood Magi practice the art of fueling spells with the essence of life, blood. A Blood Magus is a powerful individual, schooled in the profane and knowledgeable of the darkest secrets of magic. A powerful Blood Magus is capable of extending her life, sacrifice her lifeforce or the lifeforce of others to power her spells and an array of bloody rituals. In civilized areas the use of such magic is frowned upon and considered barbaric as well as dangerous because of the harm its diciples often inflict upon others to fuel their horrid spells and rituals. Students of this profane form of magic often do so in isolation for fear of discovery although the ability itself it is not innately evil. The most common forms of blood magic encountered are monstrous rituals of sacrifice practiced by Orcs and Goblins or the more benign forming of blood bonds and promises between warriors by cutting their hands and shaking it or by consuming their comrade's blood. In some backward regions it is also still custom to sign important contracts and deeds in blood or to drink the blood of slain enemies to take their strength. Blood has always been indelibly linked to the supernatural. It represents fertility, strength and life itself. The giving up of life force or life energy, whether voluntary or not, is a sacrifice of great potency.

Blood Magic can be exceptionally evil and corrupting because of the 'easy' power it offers, for this reason it is outlawed and shunned in all civilized societies regardless of alignment. Those that have attempted to regulate the practice have historically ended up with power crazed cabals of Blood Magi which (attempt to) sacrifice their patrons, apprentices, colleagues and other Mages. Another notable drawback to the practice of this profane form of magic is that it only works creatures that have blood. In light of this the position of Blood Magic in the realms has been relegated to being both exotic and dangerous in favor of the reliable traditional tenets of Arcane study. Finding a practicing Blood Magus can be considered extremely rare as they have almost always given in to the inherent malign-capriciousness their abilities promote.

Practicing any sort of visible Blood Magic means consenting to be killed on sight by other players and civilzed NPCs regardless of their heritage or alignment. It does not give licence to kill others however, the Blood Magus must still observe the PvP rules.
Exceptions to discovery are: Blood Component because it is a tiny pin-prick, Scarification and passive abilities. Use of Bloodwalk or Bloodseeking spell is almost guaranteed to end in being 'outted'.


Requirements:
Race: Any
Alignment: Any non Lawful
Skills: Concentration 4 ranks
Feats: Toughness
Spelllevel: Able to cast Arcane 3rd Circle spells or higher


Class Features:
- Hit Die: d6
- Base Attack Bonus: Low
- High Saves: Fortitiude
- Weapon Proficiencies: A blood magus gains no weapon proficiencies.
- Armor Proficiencies: A blood magus gains no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Bluff, Craft Alchemy, Concentration, Disguise, Heal, Lore: Arcana, Lore: Local, Lore: The Planes, Spellcraft
- Spells per Day/Spells Known: At every level except 5th the Blood Magus gains more spells per day. If a character had more than one spellcasting class before becoming a blood magus, he must decide which class he adds the new level for purposes of determining spells per day.

- Class Feats
Level 1: Blood Component, Skill Focus Concentration
Level 2: Scarification
Level 3:
Level 4: Blood Draught
Level 5:
Level 6: Blood Seeking Spell
Level 7: Thicker Than Water
Level 8: Awaken Blood
Level 9: Infusion
Level 10: Bloodwalk


Blood Component
Type of Feat: Class Ability
Prerequisites: Blood Magus 1st level
Specifics: A blood magus may use a drop of his own blood as a spell's material component. The pinprick to draw the requisite blood is a free action that becomes a normal part of casting the spell. Using this ability deals the blood magus 1 point of damage but raises spell's save CL by 1.
Use: Selected



Scarification
Type of Feat: Class Ability
Prerequisites: Blood Magus 2nd level
Specifics: The blood magus learns to inscribe spells on his own skin for future use. Effectively, he gains the Scribe Scroll feat using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Likewise, "reading" a scar follows the same rules as reading a scroll, but only a blood magus can decipher his own scars. A blood magus may only have six active scars at any one time. Scars store the Blood Magus' full casterlevel.
Use: Selected


Blood Draught
Type of Feat: Class Ability
Prerequisites: Blood Magus 4th level
Specifics: The blood magus learns how to store spells of up to 3rd level in his own blood. Effectively, he gains the Brew Potion feat using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once "brewed", a blood draught remains in circulation within the magus's body. The maximum number of draughts stored at one time is equal to his levels of blood magus plus his Constitution score, but if he is slain, they are all immediately ruined.
Use: Selected


Bloodseeking Spell
Type of Feat: Class Ability
Prerequisites: Blood Magus 6th level
Specifics: The Blood Mague can imbue his spells with the ability to draw blood from their targets. To use this ability, a blood magus must inflict a wound upon himself; this is a free action that deals 3 points of damage to the blood magus and becomes a normal part of casting the spell. Damage reduction doesn't apply. A bloodseeking spell fuels itself on the blood of it's target increasing the casterlevel by 2. This ability is positively reviled throughout civlized lands because it is almost always associated with the ritual sacrifice of unwilling victims. Orcs and other monstrous races are known to practice such profane forms of magic but power crazed cabals are not unheard of in human domains either. Bloodseeking spells are an easy way to gain power but they start the Blood Magus down a path of profane corruption. Use of this ability marks the Blood Magus as having consented to be killed on sight by civilized races of any alignment.
Use: Selected


Thicker than Water
Type of Feat: Class Ability
Prerequisites: Blood Magus 7th level
Specifics: The blood magus's vital fluids are partially under his conscious control. When he is injured, his blood withdraws from the wound, preventing 1 point of damage. Effectively, the blood magus has a "hardness" of 1. (Damage reduction 1/0)
Use: Automatic


Awaken Blood
Type of Feat: Class Ability
Prerequisites: Blood Magus 8th level
Specifics: The blood magus gains the supernatural ability to bestow momentary consciousness on an opponent's blood. Once per day, he can make a melee touch attack against a living foe. If he hits, the opponent's blood attempts to get free - all at once. The hydrostatic pressure disrupts the victim's tissues, dealing 10d10 points of damage. If he misses, the blood magus can try again until he is successful against an opponent. "Conscious" blood returns to its natural state after 1 round.
Use: Selected


Infusion
Type of Feat: Class Ability
Prerequisites: Blood Magus 9th level
Specifics: The blood magus prepares a special one time distillation of his own blood. Partaking of the infusion, he permanently gains 2 points of Constitution.
Use: Automatic


Bloodwalk
Type of Feat: Class Ability
Prerequisites: Blood Magus 10th level
Specifics: The blood magus attains the supernatural ability to transport himself over great distances via the blood of living creatures. Once per day, as a standard action, he can seamlessly enter any one living creature whose size equals or exceeds his own and pass any distance to another living creature in a single round, regardless of the distance separating the two. If he desires, the blood magus may attempt to make a "bloody" exit from the destination creature. He bursts forth explosively from the creature's body, dealing 16d6 points of damage unless the target passes a fortitude save. (15 + Class Level + Blood Magus's con modifier)
This ability can be used to mark a person, to travel to this person as if by teleport or to attack a person.
Use: Selected
[/td][/tr][tr][td]Breach Gnome[/td][td]
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Breach Gnome

A breachgnome is a mighty gnome who is skilled in fighting in cramped conditions. A high-level breachgnome in the right position can hold off a superior force for as long as his strength holds out. Such gnomes are trained to fight alone, and they excel at doing so.

Most breachgnomes are fighters, rangers, paladins, or barbarians - combatants who are well-suited to the demands of the position and can benefit most from the capabilities of the class. Rogues and bards sometimes take this class, but both they and sorcerers, wizards, and druids are normally better off avoiding hand-to-hand combat, so it is rare.

NPC breachgndmes sometimes work in small units, prepared to block off a number of different passages so that their fellows can either get into a better position or even escape. They are almost exclusively found in gnome villages or towns. A PC breachgnome can sometimes be found wandering along, searching for fellow gnomes in need of his unique skills.

Requirements:
Race: Gnome
Alignment: Any non-chaotic
BAB: +4
Skills: Spot 5, Listen 5 ranks
Feats: Dodge, Improved Initiative, Lightning Reflexes


Class Features:

- Hit Die: d10
- Base Attack Bonus: High
- High Saves: Reflex
- Weapon Proficiencies: Breach Gnomes are proficient with all simple and martial weapons.
- Armor Proficiencies: Breach Gnomes are proficient with all types of armor and shields.
- Skill Points: 2 + Int Modifier.
- Class Skills: Bluff, Concentration, Craft Weapon, Hide, Listen, Lore: Local, Lore: History, Spot.
- Spells per Day/Spells Known: This class offers no spell progression.

- Class Feats
1: Seal the breach (AC)
2: Uncanny Dodge
3: Bonus Feat
4: Seal the breach (Dexterity)
5: Seal the breach (BAB)

- Bonus Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Blind Fight, Combat Expertise, Improved Combat Expertise, Improved Critical, Disarm, Improved Disarm, Knockdown, Improved Knockdown.

Abilities:

Seal the Breach
Type of Feat: Class
Prerequisites: Breach Gnome 1
Specifics: When fighting with unwalkable terrain on his flank the Breach Gnome excels. At 1st level he gains a dodge AC bonus of + 2, at 4th level he gains a dexterity bonus of +2 and at 5fth level he gains a BAB bonus of +2. The bonuses apply for as long as the Breach Gnome occupies the breach. The bonuses are doubled if the Breach Gnome is fighting in a position flanked on both sides by unwalkable terrain.
Use: Automatic


Uncanny Dodge
Type of Feat: Class
Prerequisites: Breach Gnome 2
Specifics: The Breach Gnome gains uncanny dodge at level 2, irregardless of meeting the requirements.
Use: Automatic
[/td][/tr][tr][td]Cavestalker[/td][td]
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CaveStalker


The Underdarks most dangerous predators are not its horrific monstrosities, crawling and festering in the darkest of grottoes. Rather, they are the deadly cavestalkers, moving effortlessly through a jungle of living rock and none are as much at home in these caverns as the drow. Just as a surface ranger feels at peace in the heart of a virgin forest, so too is a cavestalker is at home in the wilds of the Underdark. Yet even in his most familiar environment, he is aware of the ever-present danger that surrounds him. It is in the task of surviving this endless peril that he finds peace away from so-called civilized folk.

Rangers and druids are natural candidates for the cavestalkerclass. Underdark races that choose the path of the druid or ranger find little use for the abilities of those classes that are attuned to the wilderness of the surface. The cavestalker class augments and hones those abilities, making them more suitable for use in the endless night and providing a true advantage for those that live away from the light. Rogues occasionally become cavestalkers, since their high skill point allotment allows them to achieve the requirements more easily than other classes. Other classes might enjoy the benefits of becoming a cavestalker, but would likely fi nd meeting the requirements to be prohibitive. Regardless of class, only individuals who have natural darkvision can achieve the affinity with the lightless depths necessary to become a cavestalker.



Requirements:
Race: Any
Alignment: Any
Skills: 8 survival, 4 Lore: Dungeoneering
Feats: Track, Darkvision
Base Attack Bonus: +3


Class Features:
- Hit Die: d8
- Base Attack Bonus: High
- High Saves: Fortitude, Reflex
- Weapon Proficiencies: Cavestalkers gain no weapon proficiencies.
- Armor Proficiencies: Cavestalkers gain no armor proficiencies.
- Skill Points: 4 + Int Modifier.
- Class Skills: Heal, Hide, Listen, Lore: Dungeoneering, Lore: Geography, Lore: Local, Lore: Nature, Move Silently, Search, Sense Motive, Survival, and Tumble.
- Spells per Day/Spells Known: No spell progression.


Class Abilities:
Level 1: Advanced spelunker
Level 2: Underdark affinity and hide of stone +1
Level 3: Bonus Feat
Level 4: Cavesense
Level 5: Expert spelunker
Level 6: Gaseous form and hide of stone +2
Level 7: Bonus Feat
Level 8: Blindfight
Level 9: Void in space
Level 10: Master spelunker and hide of stone +3.

Bonus feats from the ranger feat list

Vermin Shape
Type of Feat: Class Ability
Prerequisites: Underdark Affinity and Wildshape
Specifics: You transform into a phase spider. As you grow in power you vermin shape also increases, gaining 4 strength, 3 constitution and dexterity every 4 levels.(lowest is 10,10,10) Growth progressions at level 6 and is based of both your Druid and Cavestalker levels even if no spell progression was gained at the relevant Cavestalker levels. This ability consumes one wild shape and uses the amount wildshapes you have per day.
Use: Selected

Underdark Affinity
Type of Feat: Class Ability
Prerequisites: Cavestalker 2nd level,
Specifics: Your adaptation to the Underdark allows you to use your nature-themed class abilities in natural subterranean surroundings as well. These include the druid and ranger abilities of camoufl age, hide in plain sight, trackless step, and woodland stride. If you already have wild empathy, you can now use it to affect vermin. If you have the wild shape ability, add vermin to the types of creatures you can become (subject to all the size and frequency limitations provided by that ability). If you do not already have these underlying abilities, Underdark affinity does not grant them to you; it only augments those you already have.
Use: Automatic

Advanced Spelunker
Type of Feat: Class Ability
Prerequisites: Cavestalker 1st level
Specifics: As a cavestalker, your familiarity with the environs of the Underdark allows you to move through it comfortably, even in the most difficult conditions. As a result, you gain +2 Survival and Tumble Ranks while in natural subterranean surroundings. (The skill bonus does not count against your skill bonus limit but does not stack with other spelunking feats)
Use: Automatic

Expert Spelunker
Type of Feat: Class Ability
Prerequisites: Cavestalker 5th level
Specifics: Specifics: As a cavestalker, your familiarity with the environs of the Underdark has grown to allow you to move through it easily, even in the most difficult conditions. As a result, you gain a +1 Dexterity circumstance bonus +2 Tumble and +4 Survival Ranks in natural subterranean surroundings. (The skill bonus does not count against your ability bonus limit but does not stack with other spelunking feats)
Use: Automatic

Master Spelunker
Type of Feat: Class Ability
Prerequisites: Cavestalker 10th level
Specifics: As a cavestalker, your familiarity with the environs of the Underdark has grown to allow you to move through it effortlessly, even in the most difficult conditions. As a result, you gain a +2 Dexterity circumstance bonus +2 Tumble and +7 Survival Ranks in natural subterranean surroundings. (The skill bonus does not count against your ability or skill bonus limit but does not stack with other spelunking feats)
Use: Automatic

Gaseous Form
Type of Feat: Class Ability
Prerequisites: Cavestalker 6th level
Specifics: you gain the ability to traverse the treacherous and confined terrain of the Underdark by assuming gaseous form once per day. While in this form your ability to fight is impaired but you are also very hard to hit and injure. For all intents and purposes you have polymorphed into an Incorporeal cloud of barely detectable gas.
Use: Selected

Hide of Stone
Type of Feat: Class Ability
Prerequisites: Cavestalker 2nd level
Specifics: As you gain levels in the cavestalker class, your body embraces the rigors of the Underdark and takes on something of its hue and toughness. Your skin hardens and becomes flinty, granting you a natural armor bonus in addition to a circumstance bonus on Hide checks when in natural subterranean surroundings. These bonuses increase with +1 AC and +1 Hide as you progress through the cavestalker class, at 2nd level, at 6th level and finally again at 10th level.
Use: Automatic

Cavesense
Type of Feat: Class Ability
Prerequisites: Cavestalker 3rd level
Specifics: Due to your familiarity with the acoustic qualities of the Underdark, you so gain a +2 competence bonus on Listen checks made in subterranean surroundings. Another +2 competence bonus is gained at the 8th Cavestalker level.
Use: Automatic

Void in Space
Type of Feat: Class Ability
Prerequisites: Cavestalker 9th level
Specifics: Your attunement to the particular atmosphere of the Underdark allows you to warp the shadows, sounds, scents, and vibrations you give off, rendering you difficult to hear and see. You gain Displacement 8% and a +2 bonus to hide and move silently
Use: Automatic
[/td][/tr][tr][td]Daggerspell Mage[/td][td]
Hidden: show
Daggerspell Mage

In a reclusive monastery in the heart of an ancient forest, a varied group of druids and arcane spellcasters train together. The adherents of this monastery work to perfect a unique fighting and spellcasting style that relies on wielding a pair of daggers at all times.

Daggerspell mages see the quick movements of their deadly daggers as an attendant part of their spellcasting. These sometimes reclusive figures remain spellcasters first and melee combatants second. Daggerspell mages are closely related to the daggerspell shapers, but where the shaper is quiet and calculating, a daggerspell mage is wild and impulsive.

This class provides spellcasting progression in Arcane and Invocation based casters.

Requirements:
Alignment: Any nonevil.
Caster level: 5th (for wizard, this means 5th level wizard as an example)
Feats: Weapon Focus (dagger), Two-Weapon Fighting
Required Base Class: Bard, Sorcerer, Warlock, or Wizard
Skills: Concentration 8.
Special: Sneak Attack 1d6 (or equivalent)


Class Features:
- Hit Die: d6
- Base Attack Bonus: Medium.
- High Saves: Ref, Will.
- Weapon Proficiencies: None.
- Armor Proficiencies: None.
- Skill Points: 6 + Int modifier.
- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Heal, Hide, Intimidate, Listen, Lore: Arcana, Lore: Local, Lore: Nature, Move Silently, Spellcraft, Spot, Survival, Tumble, and Sense Motive.


Class Abilities:
Level 1: Daggercast, Spellcasting Progression
Level 2: [NO SPELL PROGRESSION AT LEVEL 2]
Level 3: Sneak Attack +1d6
Level 4: Arcane Throw (Right Hand)
Level 5: Double Daggercast
Level 6: Sneak Attack +2d6
Level 7: Arcane Infusion
Level 8: Arcane Throw (Right and Left Hand)
Level 9: Sneak Attack +3d6
Level 10: Improved Two-Weapon Fighting

- Spellcasting: Beginning at 1st level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane or invocation based spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or invocation spellcasting class before becoming a daggerspell mage, you must decide which class to progress in.
The class does progress eldritch blast damage for warlocks if you pick warlock casting.
This class advances 9 spell levels. It does not gain spells at level 2.


- Sneak Attack: Beginning at 3rd level, a daggerspell mage deals an extra dice of sneak attack. It increases to two dice at 6th level and three dice at 9th level.

- Daggercast: Daggerspell mages seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell mage delivers melee touch attack spells with a dagger attack (adding the base dagger damage plus any enhance bonus from the right hand).

- Double Daggercast: As a daggerspell mage advances in level, the connection between his spellcasting abilities and his two-dagger fighting style strengthens. At 5th level or higher, a daggerspell mage delivers melee touch attack spells with both of his daggers (adding the base dagger damage plus any enhance bonus from each dagger).

- Arcane Infusion: Arcane Infusion: At 7th level and higher, a daggerspell mage can infuse arcane spell power into his daggers, temporarily enabling them to deal extra energy damage. The daggers deal an extra 1d6 points of magic damage for a number of rounds equal to their class level and has a 5 minute cooldown.

- Arcane Throw: At 4th level and higher, a daggerspell mage can imbue arcane spell power into his thrown daggers. The mage can deliver a ranged touch attack spell with one of his daggers, adding it's damage to that of the spell (adding the base dagger damage plus any enhance bonus from the right hand). The dagger returns to the mage automatically.
At 8th level, a dagger spell mage adds his/her left hand dagger to ranged touch attack spell damage as well. This adds your base dagger damage plus any enhance bonus from each dagger to ranged touch attack spells.
[/td][/tr][/table]

As well, the page comes off as NOT SECURE:

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Essar Arkae

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Zanniej
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Re: Forum formatting seems messed up now

Unread post by Zanniej »

That's odd. I fixed them, and they un-fixed themselves . . .

I'll look into this, as well as a possible better solution.

If you've got possible ideas about making it easier Chambordini, please send them to me (no matter how outrageous). It might help me come up with a better solution. Even if you just send me ideas of how you think it would work better.

EDIT: Concerning the "unsafe" warning, I still got to fix the avatars in the database. Some avatars are still loaded from bgtscc1.com/forum. That invalidates the certificate.
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Steve
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Re: Forum formatting seems messed up now

Unread post by Steve »

If I was involved in making Tables for the Forum, I'd use Excel and then export simple HTML for the code, then finesse online.

https://www.extendoffice.com/documents/ ... -html.html

That way changes can be made easily offline, then replaced via a copy/paste job.

Of course none of what I said helps if the Forum itself is having a hard time parsing Table code. :|

Essar Arkae

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Zanniej
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Re: Forum formatting seems messed up now

Unread post by Zanniej »

Steve wrote:If I was involved in making Tables for the Forum, I'd use Excel and then export simple HTML for the code, then finesse online.

https://www.extendoffice.com/documents/ ... -html.html

That way changes can be made easily offline, then replaced via a copy/paste job.

Of course none of what I said helps if the Forum itself is having a hard time parsing Table code. :|
And the latter seems to be the issue right now.

Your suggestion is a good one though. Makes creating tables a lot more manageable. I will however still look for an easier way. The way it is now it's hell if you make one mistake. Try finding it in the mass of followed up tags without whitespaces! :roll:
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Re: Forum formatting seems messed up now

Unread post by Zanniej »

The darned tables look fine in preview too . . .
Gah :|
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