House Rules of Sert d20 3.x

In no particular order (and to be better organized later), here is a smattering of house rules and additional sources of interest to Sert and d20 play. The one rule to keep in mind is this: typically, when we mix 3.0 and 3.x rules, we take the best of both worlds and the rules which end up with the most sensible / potent effect combined of the two. This occasionally leads to odd or broken interactions, but just ask about any particular one and we'll let you know. For instance: we use 3.0's haste and Tenser's transformation, but 3.5's heal and harm as those were probably much too powerful.

HP:
We reroll 1's on hit point dice.

Spells:
The 0th circle has the same number of bonus spells as the 1st circle spells.

I offer the following spells to be tested and enjoyed:

Arcane
Majeri’s Miniscule Manaburn

Evocation

Level: Sor/Wiz 0

Components: V, S

Casting Time: 1 action

Range: 20 ft.

Target: One creature

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

Channelling the aetherial forces, this spell sets up a tiny detonation of raw magical power inside the target, dealing 1 point of unresistable damage.

Majeri’s Moderate Manaburn

Evocation

Level: Sor/Wiz 3

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft. / 2 levels)

Target: One creature

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

Channelling the aetherial forces, this spell sets up a small detonation of raw magical power inside the target, dealing 4d6 unresistable damage.

Majeri’s Magnificent Manaburn

Evocation

Level: Sor/Wiz 6

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft. / 2 levels)

Target: One creature

Duration: Instantaneous; see text

Saving Throw: None

Spell Resistance: No

Not only does Majeri’s Magnificent Manaburn deal 8d6 unresistable damage from an aetherial explosion, it also slightly strips the target of spell resistance, lowering the creature’s SR by 1 point until it has had a chance to take an 8 hour rest. This effect stacks with multiple castings of the spell, lowering the SR of a creature temporarily.

Majeri’s Monumental Manaburn

Evocation

Level: Sor/Wiz 9

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft. / 2 levels)

Target: One creature

Duration: Instantaneous; see text

Saving Throw: None

Spell Resistance: No

This final spell in the series deals 12d6 unresistable damage, and lowers the subject’s SR by 2 points until it has a chance to rest for 8 hours. This effect stacks with multiple castings, lowering the subject’s SR by 2 each time.

It is thought that these spells hail from either the Age of Magic or the Age of Corruption to battle against nearly unassailable foes. While most spells from that period ceased to work entirely, these rare and ancient spells somehow survived the aether’s flow stemming down to a trickle. Who Majeri was, and how she developed these spells, remains a mystery.

Electro-Magnetic Field

Transmutation

Level: Sor/Wiz 4, Druid 4, Psion 4 (Psychokinesis)

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: See text

Area: See text

Duration: 1 round/level

Saving Throw: See text

Spell Resistance: Yes

Electro-Magnetic Field causes the caster’s soul to begin spinning rapidly, creating friction with the aether. This friction, in turn, makes an electro-magnetic field envelop the caster, and can be turned to different purposes. In any of these forms, when struck by an attacker using a natural or metal weapon, the attacker takes 1 electrical damage. Only one electro-magnetic field may be active per caster at one time.

Static Discharge: In this variation, the caster may choose to release a static blast every round as a free action (which doesn’t count against quickened spells), dealing 1d10 shocking damage to a single target in line of sight (Reflex for half). Alternatively, the caster may let the charge build for several rounds, dealing 1d10 for every round you’ve waited, extending the spell’s range by 10 feet for every extra round, and increasing the saving throw DC by 1. During this charge time, the caster may not cast any other spells but can move their base speed, and if struck must make a Concentration check or else the spell discharges, hitting the attacker if in range, or randomly hitting anything else in range otherwise.

Magnetic Attraction: This form allows the caster to attract ferrous metal objects to them within the spell’s range, in an amount of 5 lbs./level for each individual object, and no more than 50 lbs./level in total. Unattended metal objects within the weight range automatically fly towards the caster, and the caster will take 1d6 damage for every 10 pounds of objects that hit them (Reflex save DC 15 for half). Weapons are different; they will deal their individual damage to the caster if they strike him, but if the caster beats the Reflex save by 5 or more he can choose to catch the weapon in his hands for no damage (provided he has a hand free). Attended metal objects get a reflex save to resist the caster’s pull. Ranged attacks using metal weapons in the area get a +8 bonus to hit the caster, and a –8 to hit anything else. Melee attacks with ferrous weapons take a –4 penalty in the area, unless directed at the caster, which then gain a +4 bonus to attack but become stuck like everything else (see below). Objects that have stuck to the caster require a Strength check (DC = saving throw) to pull back off. Attempting such an action provokes an attack of opportunity, in either the caster or another’s case. The caster gains a +4 bonus on grapple checks (except for escaping) vs. opponents in heavy armor made of ferrous metal, and a +8 bonus on grapple checks vs. creatures made entirely from ferrous metal (iron golems, etc.). If there are solid metal surfaces around the caster, the caster is attached to at least one of them. They may only move half speed because it is hard to move their feet, but it also allows them to walk up iron walls and ceilings. Casters on such a surface gain a +4 circumstance bonus to resist trip attacks or things in general that would cause them to fall down (such as grease).

Magnetic Repulsion: Ferrous metal within the spell’s range flies away from the caster, but it is more difficult to get this reaction and therefore the weight of metal is less. Each individual object cannot weigh more than 1 lb./level and the total repulsed cannot be more than 25 lbs./level. This is very good against most arrows and bolts (and sometimes bullets), causing ranged attacks to suffer a –8 penalty within the spell’s area, and melee attacks with ferrous weapons against the caster suffer a –4 penalty. The caster would be advised not to have any metal equipment before casting! Also, those wearing medium or heavy armor (made of metal) must make a Fortitude save or be unable to approach any closer; if this save is failed by 5 or more, they are blown back to the edge of the range. If a massive quantity of steel weighing more than the spell’s entire limit, such as an iron golem, approaches the caster, the caster will be repelled away from the golem. Finally, if the caster is standing on a metal surface when casting the repulsion form, he/she takes “flight”, and may hover anywhere within the spell’s range from the surface, flying at a speed of 30 ft. with clumsy maneuverability.

Chariot of Hands

Necromancy

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 action

Target: You

Duration: 10 minutes/level

The caster is buoyed up on the hands of spirits, and flies through the air surrounded by dozens of ghostly hands. The caster flies at a speed of 50 feet but only with normal maneuverability, since the spirits resent their servitude. The spirits still help the caster in other ways, providing one-half concealment (20% miss chance) and a +2 circumstance bonus to saving throws vs. necromancy spells and spell-like effects. Focus: A skeletal hand from a humanoid creature.

Arnek’s Everyday Repertoire

Universal

Level: Sor/Wiz 1, Brd 1, Clr 1, Drd 1

Components: V, S

Casting Time: 1 action; see text

Effect: You may reprepare or gain 3 temporary level 0 spells.

Duration: 24 hours

Arnek’s Everyday Repertoire allows any caster to regain some of their most basic spells to be used again. While most consider the 0-level spells to be very weak, in reality they can be used to great effect in getting an honest day’s work done in an honest hour. Arnek’s Everyday Repertoire can refill 3 spent 0-level spells, taking only a single action, or give you 3 temporary 0-level spell slots. However, if temporary spell slots open up and the caster must prepare their spells to use them, an additional 10 minutes is required to fill these new spell slots with spells.

Arnek’s Firestarter

Evocation

Level: Sor/Wiz 0, Drd 0

Components: V, S

Casting Time: 1 action

Range: Touch

Duration: 1 round/level

Saving Throw: None

Spell Resistance: Yes

While the name “Firestarter” implies fire damage, in reality the caster chooses each round what type of damage to deal – fire, electrical, or cold. Each round, the caster may make a touch attack. If successful, the caster deals 1 damage of the chosen type.

Arnek’s Construct

Conjuration

Level: Sor/Wiz 0, Brd 0

Components: V, S, M

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./ 2 levels)

Duration: 1 minute/level

Saving Throw: No

Spell Resistance: None

This spell brings into being a Tiny construct, with full construct traits. Its appearance may be whatever the caster chooses, but may look crude based on the caster’s Craft: Sculpting or Blacksmithing check. In any case, it is silver in color (as the coin used to make it), it usually has long, spindly limbs and weighs between 10 and 20 pounds (also your choice). It has 1 HP (1/8th d10), ability scores Str 2 (-4) (Heavy load 10 lbs.), Dex 6 (-2), Con -, Int -, Wis 1, Cha 1. AC 10, 10 ft. base movement speed, +0 fortitude save, -2 reflex save, -5 will save, and a slam, claw or bite attack (choose only one) with a –2 bonus that deals 1 damage. It acts immediately on the turn you summon it. Being tiny, it isn’t very useful for combat, however it can slip into places most can’t reach and fetch things for the caster, or trigger many traps.

Material Component: A silver coin.

Arnek’s Cantrip Quickening

Universal

Level: Sor/Wiz 0, Brd 0, Drd 0, Clr 0

Components: V

Casting Time: Free action; see text

Effect: The next 0-level spell you cast is affected as though by quicken spell.

Duration: 1 round

The next 0-level spell you cast is affected just as if by the quicken spell metamagic feat. As always, the normal rules apply (no more than one quickened spell per turn, etc.). If you cast no other cantrips within the duration, the spell is wasted.

Arnek’s Minor Replenishment

Universal

Level: Sor/Wiz 0, Brd 0, Drd 0, Clr 0

Components: S

Casting Time: 1 action

Effect: Refresh one spent cantrip of touched creature

Duration: Instantaneous

Saving Throw: Yes (harmless)

Spell Resistance: Yes (harmless)

You or a touched creature regain one spent 0-level spell. The creature affected chooses which cantrip to refresh (or, for sorcerers or bards, they simply gain back one 0-level cast). This spell has no effect if the touched subject has no spent cantrips, although this effect can refresh a spent spell-like ability.

Arnek’s Maid

Universal

Level: Sor/Wiz 0, Brd 0, Drd 0, Clr 0

Components: V, S, F

Casting Time: 1 action

Range: Long (400 ft. + 40 ft. / level)

Duration: 1 hour + 10 minutes / level

An illusory light cleans an area of one 10-ft. cube/level each round until duration expires. The light sheds no true illumination, but you can move it up to 40 ft. in a round to get it to another area that needs cleaning. You may set a programmed area to clean, so long as it doesn’t leave the spell’s range, or you can manually direct the cleaning through concentration.

Focus: A silk handkerchief.

Arnek’s Cantrip Countering

Abjuration

Level: Sor/Wiz 0

Components: V, S, M

Casting Time: Free action

Range: Medium (100 ft. + 10 ft. / level)

Duration: Instantaneous

Target: One 0-level spell being cast.

You counter any cantrip spell being cast within range. Not only is Arnek’s Cantrip Countering a free action, but you may respond to something performed on someone else’s turn: no readied action is necessary. This counts toward your quickened spell limit.

Material Component: A tiny pouch of broken glass, and a few drops of water.

Arnek’s Lesser Lifelink

Necromancy

Level: Sor/Wiz 0, Brd 0, Drd 0, Clr 0

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: One living creature

Duration: 1 round / level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

You forge a small link between your life essence and another creature. Whenever the affected creature would take damage (i.e., any damage that exceeds damage reduction or resistances), that damage is reduced by 1. You take all the damage that would have been dealt to the creature in this fashion when the spell ends, but the amount prevented cannot exceed 1 HP / caster level. If the warded creature dies, you suffer the full potential of prevented damage and the spell ends.

Material Component: A piece of the creature to be warded, usually a nail clipping or a strand of hair.

Arnek’s Minor Telepathy

Enchantment [Mind-Affecting]

Level: Sor/Wiz 0, Brd 0, Drd 0, Clr 0

Components: F

Casting Time: 1 action

Range: Close (25 ft. + 5 ft. / 2 caster levels)

Target: One creature

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes (harmless)

You send a one-word message to a creature within range, but you must share a language with that creature or the word is meaningless garble. Alternately, you can send a brief flash of emotion, but it must be one you are currently feeling.

Focus: A transparent piece of rose quartz worth at least 1 gp.

Arnek’s Cantrip Identification

Divination

Level: Sor/Wiz 0, Brd 0, Drd 0, Clr 0

Components: V, S, M

Casting Time: 1 action

Range: Personal

Area: Close emanation (25 ft. + 5 ft. / 2 caster levels)

Duration: 10 minutes / level

You instantly identify all 0-circle spells being cast within the area of this spell; no spellcraft check is necessary. You know the spell’s name, school, subschools, and general effect, as well as any decisions that needed to be made upon casting. A thin sheet of lead, an inch of steel, a foot of stone or wood or six feet of earth block this emanation.

Material Component: A few drops of artificially colored water.

Arnek’s Voice Projection

Illusion

Level: Sor/Wiz 0, Brd 0

Components: V

Casting Time: 1 action

Range: Touch

Target: One creature

Duration: 10 minutes / level

Saving Throw: Will (disbelief, harmless)

Spell Resistance: Yes (harmless)

A more potent version of Ghost Sound, but only useful for magnifying one creature’s voice. Excellent for speech givers. Full description later.

Arnek’s Lesser Equilibrium

Transmutation

Level: Sor/Wiz 0, Brd 0, Drd 0, Clr 0

Components: V, S

Casting Time: 1 swift action

Range: Touch

Target: Creature touched

Duration: 1 minute / level

Saving Throw: None

Spell Resistance: Yes (harmless)

As a swift action, you can bolster a movement-based skill check on you or a creature within hand’s reach. The next movement-based skill check that character makes during the spell’s duration gains a +2 circumstance bonus, or a +1 circumstance bonus on their next Reflex save (your body’s equilibrium is more attuned).

Arnek’s Wish

Universal

Level: Sor/Wiz 0

Components: V, S, XP

Casting Time: 1 action

Range: Personal

Duration: Instantaneous

You may immediately cast a 0-circle spell from any other spell list as a free action. This does not count against quickened spells. Treat it as though it were a spell from your own list (save uses your ability modifier, spell uses your caster level, etc.).

XP Cost: 1 XP for any spell from an arcane list; 2 XP for any spell from a divine list.

Arnek’s Lesser Cantripstorm

Transmutation

Level: Sor/Wiz 2, Brd 2

Components: V, S

Casting Time: 1 action

Range: Personal

Effect: A steady stream of cantrips flurries out from you.

Duration: 1 minute / level

Each round of the duration, you gain an extra standard action that may only be used to cast a 0-circle spell.

Arnek’s Greater Cantripstorm

Transmutation

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 action

Range: Personal

Effect: A storm of cantrips rains down from you.

Duration: Instantaneous

You can immediately cast a number of 0-circle spells equal to your caster level as free actions.

Balek’s Armament

Conjuration

Level: Sor/Wiz 1

Components: V, S

Casting Time: 1 action

Target: You

Duration: 1 minute/level

Never wanting to lack for a weapon, Balek crafted this spell to ensure his lasting success in battle. The caster may choose any simple or martial melee weapon to summon, gaining proficiency with the chosen weapon. Additionally, the weapon is a masterwork weapon and counts as magical for purposes of bypassing damage reduction. Every 6 caster levels, the weapon gains a +1 enhancement bonus, or the equivalent in special abilities, set up however the caster wishes. If you drop the weapon or hand it off, it dissipates, although you can will it into being again as a free action on your turn.

Balek’s Battlecry

Abjuration

Level: Sor/Wiz 2

Components: V

Casting Time: 1 action

Target: You

Duration: 2 rounds/level

Balek was a dwarf determined to prove that wizards had a place on the battlefield. By crafting a peculiar line of spells to aid the caster in combat, Balek began to prove his point, although he never quite got past all the jokes and ribbing people gave him for it.

The caster gains a +2 morale bonus on attack and damage rolls, a +2 resistance bonus on fortitude and reflex saves, a +2 deflection bonus to AC and a 10% miss chance on attacks made against him.

Balek’s Battlegear

Conjuration

Level: Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Target: You

Duration: 1 minute/level

A shimmering suit of armor and shield adorns the caster, being of any type allowed by the DM. This armor and shield has no weight, no armor check penalties, no arcane spell failure, and the caster is considered proficient in its use. Furthermore, the armor is useful against brilliant energy and ghost touch weapons, and is indestructible (except to disintegration or dispel effects). The armor does not protect against touch attacks. You cannot physically remove the armor in any way.

Divine
Cleanse the Unnatural

Evocation

Level: Druid 3

Components: V, S, DF

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One unnatural being

Duration: Instantaneous

Saving Throw: Fortitude (half)

Spell Resistance: Yes

This spell allows druids to effectively destroy unnatural beings. Cleanse the Unnatural does one die per level in damage (maximum 10 dice) with the type of die rolled depending on the creature type. If the creature falls into more than one category, use the higher of the two.

Outsider (provided the material plane is not their home) – d6

Aberration or Ooze – d8

Undead or Construct – d10

Shield of Autumn

Abjuration

Level: Druid 1

Components: V, S, M, DF

Casting Time: Free action

Target: You

Duration: 1 minute/level

You are enveloped by a whirling sphere of fallen leaves, partially masking you from vision but leaving your own sight clear. You gain one-half concealment (20% miss chance) and a +1 circumstance bonus to your AC. By electing to have the spell immediately end, the whirling leaves can also grant you a +2 bonus on one Reflex save by either shielding you partially from a blast (the leaves catch part of a fireball) or steadying the ground surface around your feet (covering a grease spell partially, for instance).

Material Component: A fistful of fallen leaves.

Life in the Balance

Necromancy

Level: Druid 6, Cleric 6

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One being every round that has any life essence (including undead)

Duration: 1 round/level

Saving Throw: Fortitude (harmless) or Fortitude

Spell Resistance: Yes (harmless) or Yes

The caster focuses her being to look into the spirit realm and manipulate one being’s life essence every round. A caster may bring health or harm through this process, and may change between the two. The caster may use the spell’s effect once every round as a free action that doesn’t count against quickened spells. Only one life in the balance spell may be active per caster at one time.

Healing: The target is infused with positive life energy, healed for 8. This effect damages undead creatures.

Harming: The target is affected by negative life energy, taking 8 damage. This effect heals undead creatures.

A Ranger, Spell?

Illusion [Figment] {So Frank Won’t Complain}

Level: Ranger 4

Components: V, S, M, DF, XP, WMXP

Casting Time: 1 action

Range: Long (400 ft. + 40 ft. / caster level)

Area: One 10-ft. cube per caster level

Duration: 1 minute / level

Saving Throw: Will (disbelief)

Spell Resistance: No (it has SPELL in the name, after all)

Within the area of A Ranger, Spell?, you create the illusion of a team of rangers working with spelling. It could be a spelling bee, proofreading documents, or being scolded by a teacher as they misspell things terribly at a blackboard.

Additionally, you can have the rangers proofread a document for you, or simply tell you how to spell something each round. The number of words they will spell correctly is 1 / round (so 10 per minute). This effect will not work with truename magic.

Finally, you may expend the spell to have the rangers attack a single enemy, bombarding them with bottles of ink, quill pens, pieces of charcoal and chalk, scrolls, books, school supplies, etc. The subject has a Will save to disbelieve it, and if unsuccessful takes 1d6 damage / caster level (Reflex save for half).

Material Component: A bottle of ink, a quill pen, a sheet of parchment, bat guano, sand, ashes, and chalk dust.

XP Cost: 1 XP / minute of duration and/or 1 XP / 1d6 of damage dealt.

Weird Mage XP: You gain 1 Weird Mage XP whenever you cast this spell (and no, you can’t spend that for the XP cost). When you gain 1000 Weird Mage XP, you gain a level of weird mage.

Feats:
Energy Substitution applies to any element, not just one. Energy Admixture still must be taken separately for each element.

I offer the following feats below to be tested and enjoyed:

Spell Improvement Prerequisites: Spell known, access to spell’s circle and an ability score high enough to access that circle. Effect: You are a master of one particular spell. This spell gains +2 on saving throw DCs, SR checks, and spellcraft and concentration checks made involving it. You can always tell when this spell is being cast: no spellcraft check is needed. If you are a wizard, you are considered to have this spell permanently memorized and do not require a spellbook to prepare it.

Greater Spell Improvement Prerequisites: Spell Focus: (school of chosen spell), Spell Improvement, spell known, access to spell’s circle and an ability score high enough to access that circle. Effect: You gain two bonus spell slots for the circle of the chosen spell, which can only be used to cast the chosen spell (much like a domain spell). This rule applies even to sorcerers and bards.

Improved Flurry of Blows Prerequisites: Flurry of Blows class feature, base attack bonus +4 or more. Effect: When you activate flurry of blows, you may opt to increase it to this version, adding another attack at your full attack bonus but taking an additional –3 to all attack rolls during the round.

One-Handed Style Prerequisites: Base Attack +1 or more Effect: When using a one-handed weapon with nothing in the offhand, add +1 dodge bonus to your AC.

Improved One-Handed Style Prerequisites: One-Handed Style, base attack +1, Expertise, Int 13+ Effect: When using a one-handed weapon with nothing in the offhand and using the fight defensively, expertise, or total defense combat action, you gain an additional +2 dodge bonus to your armor class.

One-Handed Master Prerequisites: One-Handed Style, Improved One-Handed Style, base attack +3, Expertise, Int 13+, Dodge, Dex 13+, Mobility, Spring Attack, Blind-Fight, Uncanny dodge class feature. Effect: When using a one-handed weapon with nothing in the offhand, you gain a +3 Insight bonus to your reflex saves, +2 Insight bonus to your AC, and anyone you wish that is adjacent to you gains a +1 Insight bonus to their AC and reflex saves.

Master Quarterstaff Prerequisites: Ambidexterity, Dex 15+, Two-Weapon Fighting, Improved Two-Weapon Fighting, Base Attack Bonus +8 or better, Weapon Focus: Quarterstaff, Improved Critical: Quarterstaff, Power Attack, Str 13+, Combat Reflexes, Expertise, Int 13+. Effect: When you use a quarterstaff, you gain +4 Dodge AC, and upgrade the staff’s damage die by one (d6 becomes d8, etc.). When making the full attack action, add an additional attack at your full base attack bonus.

Might Prerequisites: Strength 13+ Effect: You count your carrying capacity and lift over head, lift, and push/pull/drag scores as if your Strength were 1 point higher. Additionally, you get a +1 bonus on all Strength checks, including those made to break items. You may take this feat multiple times. Its effects stack.

Strength of Titans Prerequisites: Might, Strength 13+ Effect: Double your carrying capacity. You get a +2 bonus on all Strength checks, and a +2 bonus on all grapple checks.

Giant’s Build Prerequisites: Might, Strength of Titans, Str 15+ Effect: You count as being one size category larger for most purposes, including carrying capacity, +4 grapple/bull rush/etc. checks, wielding larger weapons, but NOT any extended reach or the negative penalties to attack and AC for actually being larger.

Minor Spell Storage Prerequisites: Access to 0-level spells. Effect: You gain two additional 0-level spell slots. Special: You may take this feat multiple times.

Spell Storage I Prerequisites: Minor Spell Storage Effect: You gain an additional 1st level spell slot.

Spell Storage II Prerequisites: Minor Spell Storage, Spell Storage I	Effect: You gain an additional 2nd level spell slot.

Spell Storage III – IX Much as before, each step up requires the previous step.

Epic Spell Storage Prerequisites: Minor Spell Storage, Spell Storage I – IX, Epic Spellcasting Effect: You gain an additional epic spell slot to prepare epic spells in.

Craft Artifact Prerequisites: Int 15+, Wis 15+, Cha 15+, Scribe Scroll, Brew Potion, Craft Wondrous Item, Craft Wand, Craft Magic Arms and Armor, Craft Rod, Forge Ring, Craft Staff, Scribe Epic Scroll, Craft Epic Wondrous Item, Craft Epic Magic Arms and Armor, Craft Epic Rod, Forge Epic Ring, Craft Epic Staff, Knowledge: Arcana 35 ranks, Spellcraft 35 ranks, Epic Spellcasting, Efficient Item Creation: (any one), and Special: Caster must unlock the secret of the Aether barrier. Effect: You can craft artifacts. Of course, creation of an artifact is not an everyday occurrence, and artifacts are made for special reasons. Much like the crafting of a rod to a greater scale, the DM will have to use careful discretion to determine what can and cannot be made. Keep in mind, NO artifacts are made in a cut-and-dry assembly line fashion; it will require extremely rare components, a special purpose, and often some additional sacrifice of the caster. It may not always be a measure of money to make the item: instead it may take additional weeks or components, favor of a particular god or goddess, etc.

EXALTED FEATS
True Blade Prerequisites: Any other exalted feat, good alignment Benefit: When fighting creatures of an opposed nongood alignment, you gain a +1 bonus on melee attack rolls. For instance, a chaotic good barbarian would get the bonus against lawful neutral, lawful evil, neutral evil or chaotic evil opponents, since all of these oppose him on at least one axis and are nongood. If an opponent opposes you on both alignments (in the previous example, lawful evil would oppose chaotic good on both alignment axis), you instead get a +2 bonus on melee attack rolls.

True Bow Prereqs: Any other exalted feat, good alignment Benefit: When fighting creatures of an opposed nongood alignment, you gain a +1 bonus on attack rolls with ranged weapons. For instance, a chaotic good barbarian would get the bonus against lawful neutral, lawful evil, neutral evil or chaotic evil opponents, since all of these oppose him on at least one axis and are nongood. If an opponent opposes you on both alignments (in the previous example, lawful evil would oppose chaotic good on both alignment axis), you instead get a +2 bonus on ranged attack rolls.

Biting Blade Prereqs: Any other exalted feat, True Blade, good alignment Benefit: When fighting creatures of an opposed nongood alignment, you gain a +1 bonus on melee damage. For instance, a chaotic good barbarian would get the bonus against lawful neutral, lawful evil, neutral evil or chaotic evil opponents, since all of these oppose him on at least one axis and are nongood. If an opponent opposes you on both alignments (in the previous example, lawful evil would oppose chaotic good on both alignment axis), you instead get a +2 bonus on melee damage.

Biting Bow Prereqs: Any other exalted feat, True Bow, good alignment Benefit: When fighting creatures of an opposed nongood alignment, you gain a +1 bonus on damage with ranged weapons. For instance, a chaotic good barbarian would get the bonus against lawful neutral, lawful evil, neutral evil or chaotic evil opponents, since all of these oppose him on at least one axis and are nongood. If an opponent opposes you on both alignments (in the previous example, lawful evil would oppose chaotic good on both alignment axis), you instead get a +2 bonus on ranged damage.

Pact of Saint Pilikas Prerequisites: Nimbus of Light, Cha 15+, Holy Radiance, Stigmata, Sacred Vow, Vow of Obedience, Wis 13+ Benefit: You gain a special pool of exalted points equal to 3 + the number of exalted feats you have. Each round, you may spend no more than 1 point as a free action to gain one of the following benefits:


 * Gain 1 hit point


 * Gain a +1 insight bonus to either AC, attack rolls, damage rolls, or saving throws


 * Transfer up to 5 hit points from yourself to an ally within 30 feet, wounding you in the process and healing your ally for a like amount

Also, by spending six points and doing no other use of exalted points in the same round, you may choose one of the following as a free action:


 * Reroll any one die roll, taking the result even if worse than the original roll


 * Duplicate any 0 or 1st level divine spell, with a spell save DC equal to 10 + the spell’s level + your Wisdom modifier and a caster level equal to your hit dice. For each additional 2 points you put into this effect, you may duplicate a spell of one higher circle (2nd for 8 points, 3rd for 10 points, etc.).

Special: You must have made a pilgrimage to the Rift of St. Pilikas, prayed at the shrine and left an offering to take this feat.

Vow of Truth Prerequisites: Sacred Vow Benefit: You gain a +2 bonus on Will saves, and a +4 perfection bonus to Sense Motive. Special: To fulfill your vow you cannot lie, nor can you even mislead people with your words. It is acceptable to maintain silence or refuse to answer compromising questions. You may still feint in combat, but most other uses of Bluff will be lost. If you break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell.

Burnt by Devils Prerequisites: Any other exalted feat Benefit: You gain fire resistance 5 against effects generated by evil outsiders. This resistance stacks with any other permanent, nonmagical resistance you possess. Special: You must have taken fire damage from a devil to take this feat.

Shocked by Demons Prerequisites: Any other exalted feat Benefit: You gain electricity resistance 5 against effects generated by evil outsiders. This resistance stacks with any permanent, nonmagical resistance you possess. Special: You must have taken electricity damage from a demon to take this feat.

Pure Mind Prerequisites: Int 13+ Benefit: You gain a +1 bonus on Will saves. Also, whenever an aberration subjects you to a Will saving throw, if you succeed on your save, no detrimental effects befall you and the aberration must make a Fortitude save (DC = 10 + ½ your level + your Intelligence modifier) or be stunned for one round. In addition, any creature attempting to eat your brain (swallowing you whole counts as well) must make the same Fortitude save or be stunned for one round, causing their attempt to fail. Special: You must have had at least one terrible encounter with one or more aberrations in your past in order to take this feat.

Might of Ents Prerequisites: Str 15+, able to speak Sylvan Benefit: Your Strength counts as being +4 higher for purposes of carrying capacity, Strength checks, and grapple checks. You deal an extra 1d8 damage to objects and 1d4 to constructs. Special: You must have met an ent and been taught some measure of patience in order to take this feat.

Skills
We use the 3.0 rules for the Jump skill.

Items
All characters in my campaigns start play with the following equipment for free (called basic gear):


 * backpack
 * bedroll
 * winter blanket
 * flint and steel
 * 7 days' worth of trail rations
 * 50 ft. of hemp rope
 * 3 torches
 * two full waterskins

Characters may NOT trade this gear in at creation for money, though they may be able to find a merchant once play begins to sell some of their equipment to. This gear represents the most basic needs of survival for an adventurer, and many characters are prone to carry more rather than less (iron pots for cooking, tents or canvas for shelter and crowbars and hammers for innumerable purposes are also popular).