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Ah'rem: where things are subtle

Started by SilvercatMoonpaw, July 30, 2006, 07:38:56 PM

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SilvercatMoonpaw

This all originally began on the WotC boards:

QuoteAfter some discussion on low-magic in the D&D General forum, an idea has started to form in my mind that a setting could be made where magic isn't rare but isn't flashy. I'm thinking about removing mostâ,¬'if not allâ,¬'spells that cause damage, either dropping them entirely or relegating them to a higher level or prestige classes. Also some other spells such as item creators and teleports would be moved up higher, maybe even past 9th level. I want to leave useful but harmless spells such as prestidigitation where they are.

Okay, now that I've been thinking about it here is my proposal for how to integrate magic into everyday life:
There are a few spells that I can never see the reason for using up spell slots: arcane mark and prestidigitation. I figure the most we need for these spells is one feat each that lets a person cast them at will.
Some other spells would take the Eberron route and be available 1/day via a feat, but as spells and not spell-like abilities. I think a good cap would be 5th [revised to 4th] level spells by 20th level, and even then the list would only include spells that weren't too disruptive.

Iâ,¬Â¦plan to cut out Conjuration summoning spells, and make planar ally and planar binding into something else entirely because that is something I'd like to preserve the original flavor of.

I want to concentrate on Illusion, Enchantment, Divination, and some Transmutation spells, and the bard is a pretty good chioce. I might take out the bardic music and make the bard my "mage-thief" character. I'd still want a more magic-focused character, but again I'd concentrate on trickery and detection.

[Quoting Golem011]"â,¬Â¦you could even make mages vow not to kill others, only subdue and imprison them. This could be the rule of the Mage's Guild."
Some mages won't belong to guilds.  But if you think about it your average population is not going to want to put up with mages that go around killing people.  I'd rather go for a twofold approach: "the best kind of magic is the kind you don't use" meaning that you don't want to rely on magic because it might fail on you, and "if there are a whole bunch of them, you spells can't stop them all" where if a mob comes after you your best bet is to distract and run.  But I suppose for legitimate mages that would work.  Maybe wizards have to wear all those funny robes so that people can easily tell them apart and be wary, kind of like the funny hat Jews had to wear in old Europe.

In this setting many people would be able to do at least little bits of magic (kind of like the magewrights in Eberron).  I was thinking that the mages who have the more useful spells would have to be identified: the guy who has shadow evocation for example, while the guy with something like unseen servant is okay.  Body markings would only be required if the mage had spells that dealt damage.

Okay, let me run through the base idea again:
Magic is common enough in certain forms that people aren't afraid of it any more than you're afraid of someone with a laptop computer. Generally magic produces harmless effects, generally from the Illusion, Enchantment, Divination, and Transmutation schools (I think I'll be eliminating schools of magic as well). Anyone should be able to learn spells somehow.
I am attempting to remove every spell that causes hit point damage, ability damage, energy drain, and anything which makes skills and/or actual strategy obsolete. If you have suggestions of what may be problematic, do not hesitate in the slightest to name them. If knock overshadows the rogue then knock must go, either thrown out or moved to a level at which (hopefully) it cannot compete with the Open Lock skill.
Magic items should only exist if they improve upon a mundane function (and possibly make it obsolete, subject to how likely this is to affect a player). For example, the ability to use mage hand at will probably isn't going to ruin the game.

[On how spells are regulated] Just "by evocation" leaves out harmless but useful spells like light. I think maybe spells of up to 3rd or 4th level would be okay without any overt identification (though you'd have to carry around papers or a seal to show you are legitimate) since that's the max non-spellcaster classes could access. Spellcasting classes would have to wear a badge of office or suffer fines and/or imprisonment, at least some of the time. I'm relegating damage spells to a prestige class, and the idea that they have to have very overt identification is a good one.

[Quoting Golem011]"How about this...

Damage Casters (or at least those with the sort of illusory damage such as non-real damage)

These would have shaved heads and tattoo marks, as well as licensed documents, signed by the ruler (after all, people with such spells would be sufficiently rare to merit attention from the monarchy...)."
I think that'll work for real damage casters.  Non-real damage is as bad as non-lethal damage, so some sort of badge, probably made out of a solid material.  They should certainly
[Quoting Golem011]"Summoners:

Those who concentrate on such spells as planar ally and planar binding.

I have some decent suggestions here that I'm mulling over... a prestige class, for instance. Planar ally could create a portal to a plane suitable to your alignment and you would have to barter and contract with the ally to bind him. In fact, we could even make it like binding."
I have to keep thinking whether binding and ally are available to non-prestige mages.  The thing is I'm going for a Victorian level of tech (you can say "steampunk" if you want, I just like trains and steamships), yet I don't want to have them burning coal.  You'd think if they did that some nature spirits would get really annoyed with all the smoke belching into the ait.  I either want them to use a smokeless substance (maybe their world has a magical "coal-like" subtance that produces heat but no smoke), or bound fire elementals.  For the latter the spell planar binding should be common enough for that application, or should have a lesser version that can only be used for the binding to objects.

Also, no alignment.  You can have fiends and celestials, but they have the same chance of being good or evil as everyone else, and there isn't an "energy" that you can detect to tell.

[Quoting Golem011]"Summoning prestige class would have access, through the levels, to either (or both) the equivalent of the summon monster spells up to V (or from III-VII, or whatever combination suited the prerequisites, there's no point in playing a class at 6th level that gains a spell that would normally be 1st level...) and metamagic only applyable to planar binding/planar ally. At certain levels they could choose between a planar spell and a summoning spell. The spells would be spell-like abilities, also."
Okay, a summoning prestige class would be okay.  You're probably right that the spells should be about what a character of that level could access.  We'll have to work on it, though, to make sure it's balanced with the new level of magic.  I don't want any class to have access to magic or creatures that there isn't a defence against.  Remember, I'm trying to lower the instance of magical "gear" so that we can concentrate on actual PC abilities.  Either the summoned monsters will have to be toned down, or we really do have to go with I-whatever.

I'm thinking a Thaumatergist with more levels.  Planar cohort is pretty neat, and if we stretch out the levels we won't have to worry too much about how powerful an ally it is.  It could even have it's own spellcasting progression and list so that non-spellcasters could benefit from it (your average mook should have a chance of summoning a problem they can't handle).

I'm going to cut out all the core casting classes and create my own (more or less; going to be using a class from another product). The spellcasting feats (slan's Circle feats) will only allow you to go up to 4th level spells by 20 HD (which I'm using to include monsters, but I mean level), but may allow this progression to go up to 5th and maybe even 6th beyond that (though only in rather epic levels). There are going to be maybe two "up to 6th by 20 HD" classes, one of which is the aformentioned Trickster, the other some sort of local community spellcaster (hedge witch), both of which will probably be able to go higher in spell levels after 20 HD. The full caster shall be the Professional Mage", the people who've been trained and have special authority but have to go around wearing identification. They'll only get up to 7th by 20 HD, but after that they'll get all the way up to 9th.

There will be prestige classes such as Golem011's Summoner, a warmage (with a bunch of damaging spells, but they have to be visibly tattooed), probably some sort of necromancer, and the Magehound (which is the spellthief turned into a prestige class). In the mundane area, I'm already thinking of making the Knight base class into a prestige class.

I've recently gone over the cleric spell list, and decided two things:
1: If I included clerics they'd be whimps pretty soon, since I had to remove most of their good spells. Some of their spells will be folded into the Professional Mage and witch.
2: I'm not going to have any casting classes that descernably get their power from faith. Maybe someone like the trickster or witch says "Oh, my power comes from [insert name of deity]", but there is no way to prove it. To give players some leway, that doesn't mean it isn't true, just that you can't convince people based on your spellcasting ability alone.

Most frequent poster is Golem011, but other contributors have been Luminous Crayon, FloppyLlama, Dipteran_Legacy, slan, Phoenix Knight, Elemental Elf, Lake
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

Here are the new base classes (which are not done):
Trickster

Hit Die: d6.

Class Skills
All skills are class skills for the Trickster.

Skill Points: 6 + Int modifier.

[table=Trickster]
[tr][th]Level[/th][th]BAB[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+0[/td][td]+2[/td][td]+2[/td][td]Minor Trick, Random Stuff, Familiar[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+0[/td][td]+3[/td][td]+3[/td][td]â,¬'[/td][/tr]
[tr][th]3[/th][td]+2[/td][td]+1[/td][td]+3[/td][td]+3[/td][td]Mind Trick[/td][/tr]
[tr][th]4[/th][td]+3[/td][td]+1[/td][td]+4[/td][td]+4[/td][td]â,¬'[/td][/tr]
[tr][th]5[/th][td]+3[/td][td]+1[/td][td]+4[/td][td]+4[/td][td]â,¬'[/td][/tr]
[tr][th]6[/th][td]+4[/td][td]+2[/td][td]+5[/td][td]+5[/td][td]Quick Trick[/td][/tr]
[tr][th]7[/th][td]+5[/td][td]+2[/td][td]+5[/td][td]+5[/td][td]â,¬'[/td][/tr]
[tr][th]8[/th][td]+6/+1[/td][td]+2[/td][td]+6[/td][td]+6[/td][td]â,¬'[/td][/tr]
[tr][th]9[/th][td]+6/+1[/td][td]+3[/td][td]+6[/td][td]+6[/td][td]Sneak Trick/Thought Trick[/td][/tr]
[tr][th]10[/th][td]+7/+2[/td][td]+3[/td][td]+7[/td][td]+7[/td][td]â,¬'[/td][/tr]
[tr][th]11[/th][td]+8/+3[/td][td]+3[/td][td]+7[/td][td]+7[/td][td]â,¬'[/td][/tr]
[tr][th]12[/th][td]+9/+4[/td][td]+3[/td][td]+8[/td][td]+8[/td][td]Escape Trick[/td][/tr]
[tr][th]13[/th][td]+9/+4[/td][td]+4[/td][td]+8[/td][td]+8[/td][td]â,¬'[/td][/tr]
[tr][th]14[/th][td]+10/+5[/td][td]+4[/td][td]+9[/td][td]+9[/td][td]â,¬'[/td][/tr]
[tr][th]15[/th][td]+11/+6/+1[/td][td]+4[/td][td]+9[/td][td]+9[/td][td]Improving Trick[/td][/tr]
[tr][th]16[/th][td]+12/+7/+2[/td][td]+5[/td][td]+10[/td][td]+10[/td][td]â,¬'[/td][/tr]
[tr][th]17[/th][td]+12/+7/+2[/td][td]+5[/td][td]+10[/td][td]+10[/td][td]â,¬'[/td][/tr]
[tr][th]18[/th][td]+13/+8/+3[/td][td]+5[/td][td]+11[/td][td]+11[/td][td]Adaptive Trick[/td][/tr]
[tr][th]19[/th][td]+14/+9/+4[/td][td]+6[/td][td]+11[/td][td]+11[/td][td]â,¬'[/td][/tr]
[tr][th]20[/th][td]+15/+10/+5[/td][td]+6[/td][td]+12[/td][td]+12[/td][td]â,¬'[/td][/tr]
[/table]

Weapon and Armor Proficiency

A trickster is proficient with all simple weapons (now includes sap).  Tricksters are proficient with light armor and shields (except tower shields).  A trickster can cast trickster spells while wearing light armor without incurring the normal spell failure chance.  However, like any other spellcaster, a trickster wearing medium or heavy armor or using a shield incurs a chance of spell failure if the spell in question has a somatic component (most do).  A multiclass trickster still incurs the normal spell failure chance for spells received from other classes.

Spells: Spells known and spells per day are the same as in the PHB entry for bard.  Primary spellcasting stat is Sense.

Random Stuff (Ex)
A trickster may make a special knowledge check with a bonus equal to his trickster level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.  (If the trickster has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful random stuff check will not reveal the powers of a magic item but may give a hint as to its general function. A trickster may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC    Type of Knowledge
10    Common, known by at least a substantial minority of the local population.
20    Uncommon but available, known by only a few people legends.
25    Obscure, known by few, hard to come by.
30    Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who donâ,¬,,¢t understand the significance of the knowledge.

Familiar: This functions as the sorcerer ability of the same name.

Trick (Ex):
1st: Minor Trick
Social Intuition (Ex): As the ability described in Race of Eberron for the changeling rogue.
Bonus Feat: Any feat for which the trickster qualifies.
Superior Synergy (Ex) (adapted from Szatanyâ,¬,,¢s Ultimate Rogue): A trickster gains better synergy bonuses from her skills. Whenever a skill with 5 or more ranks grants +2 synergy bonus to other skill or ability, this bonus increases to +3 at 10 ranks, +4 at 15 ranks, and to +5 at 20 ranks.

3rd: Mind Trick
[these abilities do not automatically increase by level]
Trap Sense (Ex): As rogue ability (created traps only).
Minor Lore (Ex): As the ability described in Race of Eberron for the changeling rogue.
Hazard Sense (Ex): As trap sense, but work only against natural terrain hazards (quicksand, etc.).
Focus 1/day (+4 Int and Cha; -4 Sen while in state; after focus -2 on all roles for rest of encounter)
The Zone 1/day (+4 Sen and Dex; if fail any check -2 on all roles for rest of encounter and Zone ends)
Aware Mind (Ex) (adapted from Szatanyâ,¬,,¢s Ultimate Monk): A tricksterâ,¬,,¢s mind is not easy to fool with deceptive spells. She gains a +4 bonus on saving throws against all illusion spells and effects.
Steady Mind (Ex) (adapted from Szatanyâ,¬,,¢s Ultimate Monk): Being a master of mind games herself, a trickster gains a +4 bonus on saving throws against enchantment spells and effects.
Spying Sight (Ex) (adapted from Szatanyâ,¬,,¢s Ultimate Rogue): A trickster can activate spying sight once per day. For five minutes, she gains +4 bonus on Decipher Script, Spot, and Search checks. Also, for 5 first round of the duration, a trickster can ignore effects of glamer effects and automatically detects magical sensors.

6th: Quick Trick:
Uncanny Dodge
Fast Movement

9th: Sneak Trick:
Non-descript (Ex): Increase the difficulty by one level to track a trickster with the Urban Tracking feat (villageâ,¬'>town, etc; above metropolis: DC 25, # checks 3d4+1).
Foxwalker (Ex): The trickster may move at full speed and still hide trail (as per the Track feat).

Thought Trick:
Still Mind
Thought Technique (Scholar class)

12th: Escape Trick
Evasion (Ex): Functions as the rogue ability of the same name.
Stubborn (Ex): Will save version of Mettle and Evasion.
Shield of Personality (Su): As paladinâ,¬,,¢s divine grace.
Keen Sight (Ex) (adapted from Szatanyâ,¬,,¢s Ultimate Wizard): With tricks being the tircksterâ,¬,,¢s lifeblood she knows them intimately.  A trickster add her Intelligence bonus on all Will saving throws against illusions.

15th: Improving Trick
â,¬Å"Iâ,¬,,¢m not here.â,¬Â (Su): A trickster may use its Bluff skill in place of its Move Silently and Hide skills.
Improved Uncanny Dodge
Any two: Sneak Trick, Thought Technique
Exposure (Ex): Immunity to all non-magical diseases.

18th: Adaptive Trick
Darkvision (Ex) (adapted from Szatanyâ,¬,,¢s Ultimate Druid): The trickster gains darkvision. If she already has darkvision, her existing darkvision range increases by 30 feet.
Pyrotechnics (Sp) (adapted from Szatanyâ,¬,,¢s Ultimate Druid): The trickster gains the spell-like ability to use pyrotechnics spell at will. She also gains â,¬' as a bonus language.
Aquatic Adaptation (Ex) (adapted from Szatanyâ,¬,,¢s Ultimate Druid): The trickster gains +4 competence bonus on all Swim checks. Her skin coloration turns green and blue, she gains +4 bonus on Hide checks when in water, and she can drink salt water as if it was drinking water. In addition, the trickster gains â,¬' as a bonus language.



Trickster Bonus Feats:
Fast Talk (fascinate)
Fast Talk (suggestion)
         Fast Talk (mass suggestion)
â,¬': Increase or (trap sense or hazard sense or minor lore) by 1.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Hibou

I like the idea of removing the flashy spells from the game. It's something that should probably be done a little more often, though not too much for fear of ruining its wonder. What are you going to do with Necromancy?
[spoiler=GitHub]https://github.com/threexc[/spoiler]

SilvercatMoonpaw

Revised Trickster Spells List: (any different discriptions are indications of a revised spell. creature type names will likely be change by final verison.)
Automatic (do not take up "spells known or spell slots") trickster spells:
* Prestidigitation [useable at will]: Performs minor tricks.

0-Level Trickster Spells
* Dancing Lights: Creates torches or other lights.
* Daze: Humanoid creature of 4 HD or less loses next action.
* Detect Magic: Detects spells and magic items within 60 ft.
* Flare: Dazzles one creature (-1 on attack rolls).
* Ghost Sound: Figment sounds.
*Detect Poison
* Light: Object shines like a torch.
* Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
* Mage Hand: 5-pound telekinesis.
* Mending: Makes minor repairs on an object.
* Message: Whispered conversation at distance.
* Open/Close: Opens or closes small or light things.
* Read Magic: Read scrolls and spellbooks.
* Summon Instrument: Summons one instrument of the casterâ,¬,,¢s choice.

1st-Level Trickster Spells
* Alarm: Wards an area for 2 hours/level.
* Animate Rope: Makes a rope move at your command.
* Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
*Charm Animal
* Charm Person: +6 on Diplomacy against one creature of your type, +3 if creature is a "person" (humanoid, monstrous humanoid, giant) but not your type.
* Confusion, Lesser: One creature is confused for 1 round.
* Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
*Detect Animals and Plants
* Disguise Self: Allows caster to overcome some limitations of the disguise skill.
*Endure Elements
* Erase: Mundane or magical writing vanishes.
* Expeditious Retreat: Your speed increases by 30 ft.
* Feather Fall: Objects or creatures fall slowly.
* Grease: Makes 10-ft. square or one object slippery.
*Hide from Animals
* Hideous Laughter: Subject loses actions for 1 round/ level.
* Hypnotism: Fascinates 2d4 HD of creatures.
* Magic Mouth M: Speaks once when triggered.
* Magic Aura: Alters objectâ,¬,,¢s magic aura.
* Obscure Object: Masks object against scrying.
*Obscuring Mist
* Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
* Silent Image: Creates minor illusion of your design.
* Sleep: Puts 4 HD of creatures into magical slumber.
* Unseen Servant: Invisible force obeys your commands.
* Ventriloquism: Throws voice for 1 min./level.

2nd-Level Trickster Spells
* Animal Messenger: Sends a Tiny animal to a specific place.
* Animal Trance: Fascinates 2d6 HD of animals.
* Blindness/Deafness: Makes subject blind or deaf.
* Calm Emotions: Calms creatures, negating emotion effects.
*Check Animal
*Check Person: Hold target at bay.
*Continual Flame
* Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
* Darkness: 20-ft. radius of supernatural shadow.
* Daze Monster: Living creature of 6 HD or less loses next action.
* Delay Poison: Stops poison from harming subject for 1 hour/ level.
* Enthrall: Captivates all within 100 ft. + 10 ft./level.
*Fog Cloud
* Glitterdust: Blinds creatures, outlines invisible creatures.
*Gust of Wind
* Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
* Invisibility: Subject is invisible for 1 min./level or until it attacks.
*Leomundâ,¬,,¢s Trap
* Minor Image: As silent image, plus some sound.
* Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
* Misdirection: Misleads divinations for one creature or object.
*Pass without Trace
* Pyrotechnics: Turns fire into blinding light or choking smoke.
*Rope Trick
* Scare: Panics creatures of less than 6 HD.
* Shatter: Sonic vibration damages objects or crystalline creatures.
* Silence: Negates sound in 20-ft. radius.
*Soften Earth and Stone
*Status
* Suggestion: Compels subject to follow stated course of action.
*Web
* Whispering Wind: Sends a short message 1 mile/level.
*Zone of Truth

3rd-Level Trickster Spells
* Charm Monster: As charm person, but affects all creature types.
* Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
* Confusion: Subjects behave oddly for 1 round/level.
* Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
* Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
* Daylight: 60-ft. radius of bright light.
* Deep Slumber: Puts 10 HD of creatures to sleep.?
* Dispel Magic: Cancels magical spells and effects.
* Fear: Subjects within cone flee for 1 round/level.
* Glibness: Your lies can escape magical discernment.
* Greater Disguise (Alter): Assume form of a similar creature.
*Helping Hand
* Illusory Script M: Only intended reader can decipher.
* Invisibility Sphere: Makes everyone within 10 ft. invisible.
* Major Image: As silent image, plus sound, smell and thermal effects.
*Meld into Stone
* Phantom Steed: Magic horse appears for 1 hour/level.
* Remove Curse: Frees object or person from curse.
* Sculpt Sound: Creates new sounds or changes existing ones.
* Secret Page: Changes one page to hide its real content.
* See Invisibility: Reveals invisible creatures or objects.
* Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
* Shout: Deafens all within cone.
*Sleet Storm
* Speak with Animals: You can communicate with animals.
*Tree Shape
* Tiny Hut: Creates shelter for ten creatures.
*Water Breathing

4th-Level Trickster Spells
* Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
* Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
* Detect Scrying: Alerts you of magical eavesdropping.
*Discern Lies
* Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
* Hold Person: Paralyzes one humanoid for 1 round/level.
*Illusory Wall
*Leomundâ,¬,,¢s Secure Shelter
* Modify Memory: Changes 5 minutes of subjectâ,¬,,¢s memories.
* Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
* Rainbow Pattern: Lights fascinate 24 HD of creatures.
* Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
* Secure Shelter: Creates sturdy cottage.
*Sending
* Shadow Conjuration: Mimics conjuring below 4th level, but only 20% and non-real.
* Speak with Plants: You can talk to normal plants and plant creatures.
*Tashaâ,¬,,¢s Hideous Laughter
* Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th-Level Trickster Spells
* Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
* Dispel Magic, Greater: As dispel magic, but +20 on check.
* Detect Thoughts: Allows â,¬Å"listeningâ,¬Â to surface thoughts.
*Dominate Animal
* Dream: Sends message to anyone sleeping.
* False Vision M: Fools scrying with an illusion.
* Mind Fog: Subjects in fog get -10 to Wis and Will checks.
* Mirage Arcana: As hallucinatory terrain, plus structures.
* Mislead: Turns you invisible and creates illusory double.
* Nightmare: Sends vision dealing 1d10 non-lethal damage, fatigue.
* Persistent Image: As major image, but no concentration required.
* Scrying F: Spies on subject from a distance.
* Seeming: Changes appearance of one person per two levels.
* Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
* Suggestion, Mass: As suggestion, plus one subject/level.
* Shout, Greater: Devastating yell stuns creatures.

6th-Level Trickster Spells
* Analyze Dweomer F: Reveals magical aspects of subject.
* Animate Objects: Objects attack your foes.
* Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
* Dominate Person: Controls humanoid telepathically.
* Eyebite: Target becomes panicked, sickened, and comatose.
* Freedom of Movement: Subject moves normally despite impediments.
* Hold Monster: As hold person, but any creature.
* Permanent Image: Includes sight, sound, and smell.
* Programmed Image M: As major image, plus triggered by event.
* Project Image: Illusory double can talk and cast spells.
*Repulsion
*Stone to Flesh
*Waves of Fatigue
* Veil: Changes appearance of group of creatures.

7th-level Trickster Spells:
*Charm Monster, Mass
*Guards and Wards
* Shadow Walk: Step into shadow to travel rapidly.
*True Seeing
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

Quote from: WitchHuntI like the idea of removing the flashy spells from the game. It's something that should probably be done a little more often, though not too much for fear of ruining its wonder. What are you going to do with Necromancy?
It gests put into a prestige class mostly.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

SilvercatMoonpaw

[Quoting Golem011]"Basics about the Summoner class:

HD: D4.

Requirements:

Feats: Summoning (perhaps allows you to summon a familiar or something once a day for a short amount of time...)

Skills: Knowledge (Arcana) 8, Knowledge (The Planes) 8.

Spellcasting: Must be able to cast level 2 spells.

Class skills: The same as Thaumaturgist, but replace Knowledge (Religion) with Knowledge (Arcane).

BAB, Fort, Reflex and Will increase in the same pattern as the thaumaturgist.

At level 1, he gains summon I, next level +1 to spellcasting, and so on."

I want the possibility of people with only spellcasting feats (the Circle feats) to have access, and that means they have to burn 3 feats already. I like the idea that some idotic person somewhere learns how to do this (I also plan on inforporating the "Incantation" mechanic from Unearthed Arcana in some ways so groups of non-spellcasters can occasionally do something spectacular) and then finds themselves a pawn or something. I'm planning the same thing for the necromancer when I get around to it.

Just for the reference, Knowledge can now be divided up into any category the player wishes, but there is a Knowledge (formal magic) for "civilized" and otherwise carefully catelogued magic, and Knolwedge (wild magic) for everything that hasn't been studied.

Here's how the Professional Mage progresses in spell levels:
Character Level: Spell level
1: 0, 1st
4: 2nd
7: 3rd
10: 4th
13: 5th
16: 6th
19: 7th
22: 8th
25: 9th
28: 10th

[Quoting slan]"Question (and maybe you haven't thought about this in detail yet): will monsters have the same restrictions on magic as PC races?"
I assume you are talking about their ability to duplicate spells through spell-like abilities, spellcasting equivalency, supernatural stuff, and/or extraordinary abilities.  If a monster has any of these things they should probably be bumped up a CR point or three.  In some instances I don't think it would be all that bad to let a monster have one attack that the PCs can't duplicate so long as we can be sure they still have a reasonable chance against it.  Spellcasting equivalency will be based on the new spellcasting classes.  But maybe you could be more clear on what you mean?

To be truthful I always think about PCs fighting NPCs than monsters.  This doesn't mean that the NPCs can't be "monsters", it's just that I always think of them as characters first.  Some of the more basic monsters, such as ogres, have even become "people" in the same way you'd see elves and humans.  It's quite stupid to my mind that all these creatures exist simply so the PCs have something to kill.  I'd rather create the idea that the PCs are up against actual people (even if they aren't person-shaped) most of the time, and maybe once and a while go up against a "filler" monster.  Remember, I want to move the game away from "How do we kill it?" to more "How do we avoid it?"

In that vein, I've decided to go with the variant healing magic rule:
Healing magic converts lethal damage into non-lethal damage, which then must go away on its own: magic cannot heal non-lethal damage.  Lethal and non-lethal damage stack for the purpose of determining whether a character is staggerd or unconcious.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

Automatic (does not take up â,¬Å"spells knownâ,¬Â or â,¬Å"spellslotsâ,¬Â) Mage spells:
* Arcane Mark [useable at will]: Inscribes a personal rune (visible or invisible).
* Prestidigitation [useable at will]: Performs minor tricks.

0-Level Mage spells (1)
* Cure Minor Wounds: Cures 1 point of damage.
    * Detect Magic: Detects spells and magic items within 60 ft.
    * Detect Poison: Detects poison in one creature or object.
* Light: Object shines like a torch.
    * Mending: Makes minor repairs on an object.
    * Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
    * Read Magic: Read scrolls and spellbooks.
* Daze: Humanoid creature of 4 HD or less loses next action.
* Dancing Lights: Creates torches or other lights.
* Ghost Sound: Figment sounds.
* Touch of Fatigue: Touch attack fatigues target.
* Mage Hand: 5-pound telekinesis.
* Message: Whispered conversation at distance.

1st-Level Mage Spells (1)

* Alarm: Wards an area for 2 hours/level.
* Animate Rope: Makes a rope move at your command.
* Calm Animals: Calms (2d4 + level) HD of animals.
* Charm Person: Makes one person your friend.
* Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
* Charm Animal: Makes one animal your friend.
* Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
* Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
* Deathwatch: Reveals how near death subjects within 30 ft. are.
* Detect Animals or Plants: Detects kinds of animals or plants.
* Detect Undead: Reveals undead within 60 ft.
* Disguise Self: Changes your appearance.
* Endure Elements: Exist comfortably in hot or cold environments.
* Erase: Mundane or magical writing vanishes.
* Expeditious Retreat: Your speed increases by 30 ft.
* Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
* Feather Fall: Objects or creatures fall slowly.
* Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
* Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
* Grease: Makes 10-ft. square or one object slippery.
* Hide from Animals: Animals canâ,¬,,¢t perceive one subject/level.
* Hide from Undead: Undead canâ,¬,,¢t perceive one subject/level.
* Hold Portal: Holds door shut.
* Hypnotism: Fascinates 2d4 HD of creatures.
* Magic Aura: Alters objectâ,¬,,¢s magic aura.
* Obscuring Mist: Fog surrounds you.
* Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
* Silent Image: Creates minor illusion of your design.
* Sleep: Puts 4 HD of creatures into magical slumber.
* Speak with Animals: You can communicate with animals.
* Mount: Summons riding horse for 2 hours/level.
* Unseen Servant: Invisible force obeys your commands.
* Ventriloquism: Throws voice for 1 min./level.

2nd-Level Mage Spells (4)

* Animal Messenger: Sends a Tiny animal to a specific place.
    * Animal Trance: Fascinates 2d6 HD of animals.
* Calm Emotions: Calms creatures, negating emotion effects.
*Check Animal
*Check Person: Hold target at bay.
* Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    * Darkness: 20-ft. radius of supernatural shadow.
* Darkvision: See 60 ft. in total darkness.
* Daze Monster: Living creature of 6 HD or less loses next action.
* Delay Poison: Stops poison from harming subject for 1 hour/level.
* Enthrall: Captivates all within 100 ft. + 10 ft./level.
* Fog Cloud: Fog obscures vision.
* Gentle Repose: Preserves one corpse.
* Glitterdust: Blinds creatures, outlines invisible creatures.
* Greater Disguise (Alter): Assume form of a similar creature.
* Gust of Wind: Blows away or knocks down smaller creatures.
* Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
* Longstrider: Your speed increases by 10 ft.
* Magic Mouth M: Speaks once when triggered.
* Minor Image: As silent image, plus some sound.
    * Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
    * Misdirection: Misleads divinations for one creature or object.
* Obscure Object: Masks object against scrying.
* Phantom Trap M: Makes item seem trapped.
* Pyrotechnics: Turns fire into blinding light or choking smoke.
* Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
* Rope Trick: As many as eight creatures hide in extradimensional space.
* Scare: Panics creatures of less than 6 HD.
* See Invisibility: Reveals invisible creatures or objects.
* Shatter: Sonic vibration damages objects or crystalline creatures.
    * Shield Other F: You take half of subjectâ,¬,,¢s damage.
    * Silence: Negates sound in 20-ft. radius.
* Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
* Status: Monitors condition, position of allies.
* Tree Shape: You look exactly like a tree for 1 hour/level.
* Web: Fills 20-ft.-radius spread with sticky spiderwebs.
* Zone of Truth: Subjects within range cannot lie.
* Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
* Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Mage Spells (7)

* Arcane Sight: Magical auras become visible to you.
* Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
* Contagion: Infects subject with chosen disease.
    * Continual Flame M: Makes a permanent, heatless torch.
* Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    * Daylight: 60-ft. radius of bright light.
* Deep Slumber: Puts 10 HD of creatures to sleep.
    * Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
    * Dispel Magic: Cancels spells and magical effects.
* Entangle: Plants entangle everyone in 40-ft.-radius.
* Helping Hand: Ghostly hand leads subject to you.
* Illusory Script M: Only intended reader can decipher.
* Invisibility: Subject is invisible for 1 min./level or until it attacks.
* Invisibility Purge: Dispels invisibility within 5 ft./level.
* Major Image: As silent image, plus sound, smell and thermal effects.
* Meld into Stone: You and your gear merge with stone.
* Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
* Nondetection M: Hides subject from divination, scrying.
    * Obscure Object: Masks object against scrying.
* Phantom Steed: Magic horse appears for 1 hour/level.
* Quench: Extinguishes nonmagical fires or one magic item.
* Ray of Exhaustion: Ray makes subject exhausted.
* Remove Disease: Cures all diseases affecting subject.
* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
* Secret Page: Changes one page to hide its real content.
* Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
* Shrink Item: Object shrinks to one-sixteenth size.
* Sleet Storm: Hampers vision and movement.
    * Speak with Plants: You can talk to normal plants and plant creatures.
* Stinking Cloud: Nauseating vapors, 1 round/level.
* Suggestion: Compels subject to follow stated course of action.
* Tiny Hut: Creates shelter for ten creatures.
* Water Breathing: Subjects can breathe underwater.

4th-Level Mage Spells (10)

* Arcane Eye: Invisible floating eye moves 30 ft./round.
* Charm Monster: Makes monster believe it is your ally.
* Command Plants: Sway the actions of one or more plant creatures.
* Confusion: Subjects behave oddly for 1 round/level.
* Control Water: Raises or lowers bodies of water.
* Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
    * Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
* Detect Scrying: Alerts you of magical eavesdropping.
* Dimensional Anchor: Bars extradimensional movement.
    * Discern Lies: Reveals deliberate falsehoods.
    * Dismissal: Forces a creature to return to native plane.
* Fear: Subjects within cone flee for 1 round/level.
* Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
* Hold Animal: Paralyzes one animal for 1 round/level.
* Hold Person: Paralyzes one humanoid for 1 round/level.
* Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
* Imbue with Spell Ability: Transfer spells to subject.
* Invisibility Sphere: Makes everyone within 10 ft. invisible.
* Rainbow Pattern: Lights fascinate 24 HD of creatures.
* Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
* Sending: Delivers short message anywhere, instantly.
* Secure Shelter: Creates sturdy cottage.
* Shadow Conjuration: Mimics conjuration below 4th level, but only 20% and non-real.
* Shout: Deafens all within cone.
    * Solid Fog: Blocks vision and slows movement.
* Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside (no cold damage).

5th-Level Mage Spells (13)

* Awaken X: Animal or tree gains human intellect.
* Control Winds: Change wind direction and speed.
* Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
* Detect Thoughts: Allows â,¬Å"listeningâ,¬Â to surface thoughts.
* Dominate Animal: Subject animal obeys silent mental commands.
* Dream: Sends message to anyone sleeping.
* False Vision M: Fools scrying with an illusion.
* Mageâ,¬,,¢s Faithful Hound: Phantom dog can guard, attack.
* Mageâ,¬,,¢s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
* Mark of Justice: Designates action that will trigger curse on subject.
* Mind Fog: Subjects in fog get -10 to Wis and Will checks.
* Mirage Arcana: As hallucinatory terrain, plus structures.
* Nightmare: Sends vision dealing 1d10 non-real damage, fatigue.
* Permanency X: Makes certain spells permanent.
* Persistent Image: As major image, but no concentration required.
* Prying Eyes: 1d4 +1/level floating eyes scout for you.
* Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
* Seeming: Changes appearance of one person per two levels.
* Sending: Delivers short message anywhere, instantly.
* Shadow Evocation: Mimics evocation below 5th level, but only 20% and non-real.
* Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
* Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
* Telepathic Bond: Link lets allies communicate.
* Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
    * Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
* Waves of Fatigue: Several targets become fatigued.

6th-Level Mage Spells (16)

* Analyze Dweomer F: Reveals magical aspects of subject.
    * Animate Objects: Objects attack your foes.
* Banishment: Banishes 2 HD/level of extraplanar creatures.
* Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
* Contingency F: Sets trigger condition for another spell.
* Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
    * Dispel Magic, Greater: As dispel magic, but up to +20 on check.
* Dominate Person: Controls humanoid telepathically.
* Eyebite: Target becomes panicked, sickened, and comatose.
* Freedom of Movement: Subject moves normally despite impediments.
* Hold Person: Paralyzes one humanoid for 1 round/level.
* Move Earth: Digs trenches and builds hills.
* Mislead: Turns you invisible and creates illusory double.
    * Permanent Image: Includes sight, sound, and smell.
    * Programmed Image M: As major image, plus triggered by event.
* Raise Dead M: Restores life to subject who died as long as one day/level ago.
* Remove Curse: Frees object or person from curse.
* Repel Wood: Pushes away wooden objects.
* Repulsion: Creatures canâ,¬,,¢t approach you.
* Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
* Scrying F: Spies on subject from a distance.
* Spider Climb: Grants ability to walk on walls and ceilings.
* Suggestion, Mass: As suggestion, plus one subject/level.
* Symbol of Fear M: Triggered rune panics nearby creatures.
    * Symbol of Persuasion M: Triggered rune charms nearby creatures.
* True Seeing M: Lets you see all things as they really are.
* Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
* Veil: Changes appearance of group of creatures.
* Wall of Stone: Creates a stone wall that can be shaped.
* Wind Wall: Deflects arrows, smaller creatures, and gases.

7th-Level Mage Spells (19)

* Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
* Animate Plants: One or more plants animate and fight for you.
* Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
* Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
* Control Weather: Changes weather in local area.
    * Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
* Guards and Wards: Array of magic effects protect area.
* Insanity: Subject suffers continuous confusion.
* Mageâ,¬,,¢s Magnificent Mansion F: Door leads to extradimensional mansion.
* Plane Shift F: As many as eight subjects travel to another plane.
* Protection from Energy
* Project Image: Illusory double can talk and cast spells.
* Regenerate: cures 4d8 damage +1/level (max +35).
* Sequester: Subject is invisible to sight and scrying; renders creature comatose.
* Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% and non-real.
* Symbol of Stunning M: Triggered rune stuns nearby creatures.
* Control Weather: Changes weather in local area.
* Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
* Heal: Cures 10 points/level of damage, all diseases and mental conditions.
* Warp Wood: Bends wood (shaft, handle, door, plank).
* Waves of Exhaustion: Several targets become exhausted.

8th-Level Mage Spells (22)

* Antipathy: Object or location affected by spell repels certain creatures.
* Baleful Polymorph: Transforms subject into harmless animal.
* Clone M F: Duplicate awakens when original dies.
* Control Plants: Control actions of one or more plant creatures.
    * Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
* Demand: As sending, plus you can send suggestion.
* Hold Monster: As hold person, but any creature.
* Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
* Maze: Traps subject in extradimensional maze.
* Mind Blank: Subject is immune to mental/emotional magic and scrying.
* Power Word Stun: Stuns creature with 150 hp or less.
* Resurrection M: Fully restore dead subject.
* Screen: Illusion hides area from vision, scrying.
* Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
* Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% and non-real.
* Shout, Greater: Devastating yell stuns creatures.
* Symbol of Insanity M: Triggered rune renders nearby creatures insane.
    * Sympathy F: Object or location attracts certain creatures.
* Temporal Stasis M: Puts subject into suspended animation.
* Telekinesis: Moves object, attacks creature, or hurls object or creature.
* Teleport: Instantly transports you as far as 100 miles/level.
* Whirlwind: Cyclone can pick up creatures.

9th-Level Mage Spells (25)

* Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
* Diminish Plants: Reduces size or blights growth of normal plants.
* Dominate Monster: As dominate person, but any creature.
* Ethereal Jaunt: You become ethereal for 1 round/level.
* Flesh to Stone: Turns subject creature into statue.
* Freedom: Releases creature from imprisonment.
* Heal, Mass: As heal, but with several subjects.
* Imprisonment: Entombs subject beneath the earth.
* Mageâ,¬,,¢s Disjunction: Dispels magic, disenchants magic items.
* Plant Growth: Grows vegetation, improves crops.
* Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
* Refuge M: Alters item to transport its possessor to you.
* Repel Metal or Stone: Pushes away metal and stone.
* Shades: As shadow conjuration, but up to 8th level and 80% and non-real.
* Stone to Flesh: Restores petrified creature.
* Sympathy M: Object or location attracts certain creatures.

10th-level Mage spells (28)
* Binding M: Utilizes an array of techniques to imprison a creature.
* Gate X: Connects two planes for travel or summoning.
* Teleportation Circle M: Circle teleports any creature inside to designated spot.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

Basics of Ah'rem:

A sort of Victorian times thing, with people moving from the country into the cities to work at the new factories. Overcrowding, social strata, etc. The power for all the steam comes from a magical coal-like substance (burns with a magical flame that gives off no CO2, no soot, no impurities, none of that bad stuff), which is a hotly contested resource (doesn't mean it's expensive, just that everyone wants more). Modes of transportation include trains and steamships.

However no guns, no cannons. Nothing dealing with an explosive powder (fireworks will be accomplished another way). This means that things aren't so one-sided in the conflicts between peoples with different levels of technology. Add to that the fact that magic is generally useless in combat, means that most countries prefer to use diplomacy and covert operations to achieve their aims.

Don't know how many civilizations I want. Need one Victorian England, ruled by half-elves. Probably also some resembling China (probably ruled by dragons), India, and Africa (Africa had some pretty good civilizations in its time). There will be things like colonialismâ,¬'not as extensive, due to the fact conflicts are a bit more levelâ,¬'and racism, but not as much as D&D typically gives you. Certain creatures that are considered "monsters" under the core rules are fully integrated members of society.

Secret temples hidden in high mountains or deep jungles. A desert area. Secret societies.

Prestige Classes:
Death Master (necromancer)
Blaster (damaging spells)
Summoner [provided by Golem011]

Base Classes:
Trickster (not done) (illusion magic and skills)
Witch (still have to design) (healing magic and social skills)
Professional Mage (magic)
Guard (more skilled, less combat-oriented fighter)
Expert (temporary title) (basically like the NPC class, only better)
Scholar (knowledge-focused class)
Ranger (Scout base class)
Fighter (core class)
Rogue (Szatany's Ultimate Rogue)
Shapeshifter (temporary title) (Wildshape without spellcasting)
Kicka** Barmaid [I am not joking](brawler/streetfighter)

Did I mention that there is no arcane/divine devide here? I did say I didn't want any classes to get powers clearly from faith, but I also think we don't need any more of this arcane/divine schtik. Magic is magic. All creatures with hands need to move their appendages precisely to weave the lines of power flowing through the world, and anything that restricts your movements means you might fail. Spell failure chance for armor. The trickster class gets a break because they are tricky, their magic comes from the ability to manipulate things and so they can adjust their gestures somewhat to compensate for light armor. "What about non-humanoids?" you ask. I did include cats and dogs on the race list. No worries. If your body type is different you weave differently and so have different rules. If you don't have hands you wave something else, usually your tail. I might even grant a small bonus based on this different weaving method.

Okay, I've been thinking about somatic and verbal components, and I think I'm going to rule that they are absolutely required for a spell. Instead there are feats that allow casting of spells in certain levels of armor (like what the bard and the warmage get). The reason for this idea is that gestures and words don't make sense from a non-human point-of-view unless they have a scientific function (I would like to note for all those of you about to post something about how D&D and fantasy or whatnot is intended for human sensibilities or anything like that: I know, and I do not care).

So like above moving of a body or object influences the flow of the world's magical power. Everything does this any time it moves or changes. Mages just know how to tangle the flows into a temporaryu knot. Then the verbal component it all about releasing the knot so that the power flows outwards. this bring up an interesting option that one does not have to actually speak words: the release could be a battle yell, a clap, or snapping the fingers, any "strong and clear" sound. Also note that by removing the specific requirement that a creature needs to have appendages and/or be able to speak more creatures can now be made mages.

Gods:
Ah-ha: creator. God (please note that I use the word "god" for male, female, dual-gendered, and genderless deities) of puzzles. Normally shown as a minotaur made out of words.

King Crow: God of death and decay. Viewed as an okay, if creepy, god.

Female nature god usually portrayed as a mother bear.

Planes:
A plane of perpetual night (not a plane of shadow, which is different) where the chief pantheon is defined by the Eight Colors of black.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

Races of Ah'rem (note not done): (Sen refers to the Sense stat, which, along with Will, replaces the Whisdom stat)
Cat
Abilities: Str -8, Dex +4, Sen +2 (+0 LA)
Size/Type: Tiny Animal. (? LA)
Movement: land 30 ft. (6 squares). (+1 LA)
Special Qualities: Low-light vision, Scent. (+1 LA)
Drawbacks: No hands. (-1 LA)
Cats have two claws and one bite as natural weapons.  Each claw does 1d2-1 points of non-lethal damage to creatures of Small size or larger, except on a critical hit (20/x2) when they deal lethal damage, and they may use their Weapon Finesse feat.  They deal 1d2-1 points of lethal damage with a bite (20/x2) to any creatures of Small size or larger, or 1d3 to any Tiny sized or smaller.
Feats: Cats have Weapon Finesse as a bonus feat.
Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks.  Cats have a +8 racial bonus on Balance checks.  They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. (+1 LA)
Level Adjustment: +3?.

Dog
Abilities: Str +4, Dex +4, Con +4, Sen +2 (+1 LA)
Size/Type: Medium Animal.
Movement: land 40 ft. (8 squares). (+1 LA)
Special Qualities: Low-light vision, Scent. (+1 LA)
Drawbacks: No hands. (-1 LA)
Dogs have a bite attack that does 1d6 points of lethal damage (20/x2).
Feats: Track (scent only).
Skills: Dogs have a +4 racial bonus on Survival checks when tracking by scent. (+1/2 LA)
Level Adjustment: +2.5.


Races:
Humans: Never got much off the ground. Their greatest claim to fame is that they share blood with the Enoc (see below). "Human" as a single race is dead, but variants survive:
1* A race with orange skin and tiger stripes prowls the jungles.
Abilities: +2 Dex, -2 Int.
Size/Type: Medium Elvi.
Movement: land 30 ft.
Special Qualities: Gift of the Tiger (shifter traits: razorclaw, â,¬', longstride)
Drawbacks: â,¬'
Feats:
Skills: +2 racial bonus on Hide and Move Silently checks (counts as the feat Stealthy)
2* Swamp race descended from hybrids with lizardfolk.
Abilities: +2 Sen, -2 Int.
Size/Type: Medium Elvi.
Movement: land 30 ft.
Special Qualities: +4 racial saving throw bonus against exposure to hot climates, Croc Attack: gains +1 on attack rolls when surprising opponent and made from hiding, +1 racial bonus on grapple checks
Drawbacks: -2 racial saving throw penalty against exposure to cold climates
Feats:
Skills: +4 racial bonus on Swim checks (counts as the feat Skill Focus (swim))

Enoc: Descended from the now-extinct elves, Enoc claim the former adaptability of humans, with some elven abilities for good measure.
Abilities: No adjustments.
Size/Type: Medium Elvi.
Movement: land 30 ft.
Special Qualities: Low-light vision, Elven Blood: for the purposes of magic enoc count as elves.
Drawbacks: â,¬'
Feats: One extra at 1st level.
Skills: +2 racial bonus on Spot and Search checks.
Favored Class: Highest level.

Dwarf/Elf:
Abilities: No Adjustments.
Size/Type: Medium Elvi.
Movement: land 30 ft.
Special Qualities: Low-light vision, Elven Blood: for the purposes of magic â,¬' count as elves.
Drawbacks: â,¬'
Feats:
Skills: +2 racial bonus on Listen and Search checks.  +1 skill point at each level beyond 1st.
Favored Class: Highest level.

Dwarves: The dwarves of this world were never keen on the underground. Instead they come from the cold north, where their small, stocky bodies protect them against the extremes.
Abilities: +2 Constitution, -2 Dexterity.
Size/Type: Medium Elvi.
Movement: land 20 ft.  However dwarves may move at this speed while wearing medium or heavy armor or carrying a medium or heavy load.
Special Qualities: Low-light vision, Stability: +4 racial bonus against being bull rushed or tripped (only when standing on a surface), +4 racial saving throw bonus against exposure to cold climates and a +2 bonus against cold damage.
Drawbacks: -2 racial saving throw penalty against exposure to hot climates
Feats: Endurance.
Skills:

Halflings:
Abilities: -2 Str, +2 Dex.
Size/Type: Small Elvi.
Movement: land 20 ft.
Special Qualities: +1 racial bonus on all saving throws
Drawbacks: â,¬'
Feats:
Skills: +2 racial bonus on Climb, Jump, and Tumble checks

A race of tiny fairy dragons.
Abilities: -4 Str, +2 Sen, -2 Will
Size/Type: Tiny Dragon (lesser). (+1/2 LA)
Movement: land 30 ft (+1/2 LA).  Slow fall (+1/2 LA).
Attacks: Bite 1d4
Special Qualities: â,¬'
Drawbacks: unusual shape (armor cost x2)
Feats:
Skills:
Level Adjustment: +2.5

Half-gnolls:
Abilities: â,¬'
Size/Type: Medium Elvi.
Movement: land 30 ft.
Special Qualities: Low-light vision, lesser scent, Elven Blood.
Drawbacks: -2 penalty against spells with the sonic descriptor, -2 penalty against scent-based attacks
Feats:
Skills: +2 racial bonus on Scent and Listen checks

Half-were:
Abilities: Dependant upon animal
Size/Type: Medium â,¬'
Movement: land 30 ft
Attacks: One natural weapon 1d4 (may be used as secondary attack with weapon)
Special Qualities: low-light vision, lesser scent, animal form
Drawbacks: -2 penalty against spells with the sonic descriptor, -2 penalty against scent-based attacks
Feats: â,¬'
Skills: Dependant upon animal
   Animal Abilities:
Wolf: +2 Sen, -2 Will; +2 Scent and Diplomacy
Wolverine: +2 Will, -2 Int; +2 Intimidate and Survival
Bear: +2 Str, -2 Dex; +2 Swim and
Deer: +2 Dex, -2 Con; +2 Jump and Sense Motive
Sable: +2 Dex, -2 Str; +2 Escape Artist and Climb
Cougar: +2 Cha, -2 Int; +2 Jump and Move Silently
Boar: +2 Con, -2 Dex; +2 Intimidate and Search

A race of medium-sized flightless dragons.
Abilities: â,¬'
Size/Type: Medium Dragon (lesser). (+1/2 LA)
Movement: land 30 ft, swim 30 ft (+1/2 LA).
Attacks: Bite 1d6 (may be used as secondary attack with weapon)
Special Qualities: water breathing (+1/2 LA), +1 natural armor (+1 LA), may dive to twice the depth as a land-dwelling creature
Drawbacks: unusual shape (armor cost x2)
Feats:
Skills:
Level Adjustment: +2.5

Yuan-ti Hatchling:
Abilities: â,¬'
Size/Type: Medium â,¬'.
Movement: land 30 ft
Attacks: Bite 1d6 (may be used as secondary attack with weapon)
Special Qualities:
Drawbacks:
Feats:
Skills:
Level Adjustment: +

A species of striking black and red rabbit-like creatures. Their origin may even lie off world.
Abilities: -4 Str, +2 Dex -2 Con
Size/Type: Tiny Magical Beast. (+1/2 LA)
Movement: land 40 ft. (+1 LA)
Attacks: Bite 1d-
Special Qualities: Startle, low-light vision
Drawbacks: unusual shape (armor cost x2), light sensitivity
Feats: â,¬'
Skills: +3 racial bonus on Listen checks, +2 on Jump checks.  They use their Dexterity modifier instead of their Strength modifier for Jump checks.
Level Adjustment: +1.5
Racial Levels:
1: +1 Cha, +1 Sen
2: Attach
3: +1 Will, +1 Sen
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

Here's the unfinished witch class.  Basically this is a strong (not necessarily) community herder (i.e. nice manipulator) and healer who's greater powers come from pure conviction and stubborness.

Witch:

Hit Die: d6

Skill Points: 6 + Int
Class Skills: Animal Empathy, Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate, Perform, Listen, Spot, Heal, Sense Motive, Spellcraft, Survival, Profession, Craft, Knowledge (local, wild magic, nature, animals, magical beasts, fey. spirits), Search, Climb, Jump, Swim, Ride

[table=Witch]
[tr][th]Level[/th][th]BAB[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special [/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+2[/td][td]+2[/td][td]+2[/td][td] Social Intuition [/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+3[/td][td]+3[/td][td]+3[/td][td]Secrets of the Trade[/td][/tr]
[tr][th]3[/th][td]+1[/td][td]+3[/td][td]+3[/td][td]+3[/td][td]â,¬'[/td][/tr]
[tr][th]4[/th][td]+2[/td][td]+4[/td][td]+4[/td][td]+4[/td][td]Full Confidence[/td][/tr]
[tr][th]5[/th][td]+2[/td][td]+4[/td][td]+4[/td][td]+4[/td][td]Still Mind[/td][/tr]
[tr][th]6[/th][td]+3[/td][td]+5[/td][td]+5[/td][td]+5[/td][td]â,¬'[/td][/tr]
[tr][th]7[/th][td]+3[/td][td]+5[/td][td]+5[/td][td]+5[/td][td]Aura of Conviction, Skill Focus[/td][/tr]
[tr][th]8[/th][td]+4[/td][td]+6[/td][td]+6[/td][td]+6[/td][td]Stubborn[/td][/tr]
[tr][th]9[/th][td]+4[/td][td]+6[/td][td]+6[/td][td]+6[/td][td]Way with Words[/td][/tr]
[tr][th]10[/th][td]+5[/td][td]+7[/td][td]+7[/td][td]+7[/td][td]â,¬Å"Iâ,¬,,¢m not here.â,¬Â[/td][/tr]
[tr][th]11[/th][td]+5[/td][td]+7[/td][td]+7[/td][td]+7[/td][td]Aware Mind[/td][/tr]
[tr][th]12[/th][td]+6/+1[/td][td]+8[/td][td]+8[/td][td]+8[/td][td]Skill Mastery[/td][/tr]
[tr][th]13[/th][td]+6/+1[/td][td]+8[/td][td]+8[/td][td]+8[/td][td]Judge of Character[/td][/tr]
[tr][th]14[/th][td]+7/+2[/td][td]+9[/td][td]+9[/td][td]+9[/td][td]â,¬'[/td][/tr]
[tr][th]15[/th][td]+7/+2[/td][td]+9[/td][td]+9[/td][td]+9[/td][td]Skill Mastery[/td][/tr]
[tr][th]16[/th][td]+8/+3[/td][td]+10[/td][td]+10[/td][td]+10[/td][td]Slippery Mind[/td][/tr]
[tr][th]17[/th][td]+8/+3[/td][td]+10[/td][td]+10[/td][td]+10[/td][td]â,¬'[/td][/tr]
[tr][th]18[/th][td]+9/+4[/td][td]+11[/td][td]+11[/td][td]+11[/td][td]A Thousand Faces[/td][/tr]
[tr][th]19[/th][td]+9/+4[/td][td]+11[/td][td]+11[/td][td]+11[/td][td]â,¬'[/td][/tr]
[tr][th]20[/th][td]+10/+5[/td][td]+12[/td][td]+12[/td][td]+12[/td][td]Pacifying Presence[/td][/tr]
[/table]

Weapons and Armor: All simple, no armor.

Spellcasting: As bard, from witch spellcasting list.

Social Intuition (Ex): As trickster ability of the same name.

Secrets of the Trade (Ex) (adapted from Szatanyâ,¬,,¢s Ultimate Rogue): Witches cannot gain respect unless they know what they are going.  A witch gains Skill Focus feat and can reroll any failed skill check once per day.

Full Confidence (Ex) (adapted from Szatanyâ,¬,,¢s Ultimate Rogue): At 4th level, a witch gains an ability to add her Charisma bonus to any check, roll, or save, once per day.  She also learns one extra language.

Still Mind (Ex): The witch gains a +2 bonus on all saving throws against enchantment spells and effects.

Aura of Conviciton (Su): Function as either Aura of Courage or Aura of Freedom.  The player must choose one upon reaching 7th level.  The choice may not be changed.

Skill Focus (Ex): In one of the following: Diplomacy, Gather Information, Handle Animal, Heal, Sense Motive, Profession, Craft, Knolwedge (local).

Stubborn (Ex): Functions as trickster ability of the same name.

Way with Words (Ex) (adapted from Szatanyâ,¬,,¢s Ultimate Rogue): At 9th level, a witch suffers only â,¬'5 penalty when making rushed Diplomacy checks (see Playerâ,¬,,¢s Handbook, page 72), and when she is bluffing, the lie never provides more than a +5 bonus on opposed Sense Motive check.

â,¬Å"Iâ,¬,,¢m not here.â,¬Â (Su): Functions as trickster ability of the same name.

Judge of Character (Ex) (adapted from Szatanyâ,¬,,¢s Ultimate Rogue): By 13th level a witch is very good at judging people. If she listens to anyone talking for at least 1 minute, she learns that personâ,¬,,¢s general demeanor and mental scores, and also gains +4 circumstance bonus on Diplomacy and Sense Motive checks against that person for one year.

Aware Mind (Ex) (adapted from Szatanyâ,¬,,¢s Ultimate Rogue): A witchâ,¬,,¢s mind is not easy to fool with deceptive spells. She gains a +4 bonus on saving throws against all illusion spells and effects. 600

Skill Mastery (Ex): As rogue ability of the same name.

Slippery Mind (Ex): Same as rogue ability of the same name.

A Thousand Faces (Su): The witch may change her appearance at will as if subject to the greater disguise (alter) spell.

Pacifying Presence (Su): May either act as Frightful Presence or cam emotions, functioning continously.  The witch chooses what the aura functions as at any given time, and may supress it as a free action (however, reactivating it is a move-equivalent action).  Any creature that makes a Will save (DC 10 + _ witchâ,¬,,¢s class level + witchâ,¬,,¢s Charisma modifier)â,¬'whether or not it can see the witchâ,¬'is immune to that witchâ,¬,,¢s Pacifying Presence for 24 hours.  Any creature affected by the Frightful Prescence aspect is not cannot be affected by the calm emotions aspect for 24 hours.

Witch Spells:
Automatic (does not take up â,¬Å"spells knownâ,¬Â or â,¬Å"spellslotsâ,¬Â) Witch spells:
* Prestidigitation [useable at will]

0-Level Witch spells (1): Cure Minor Wounds, Detect Magic, Detect Poison, Light, Purify Food and Drink, Dancing Lights, Ghost Sound, Mage Hand, Message

1st-Level Witch Spells (2): Alarm, Animate Rope, Calm Animals, Charm Person, Charm Animal, Cure Light Wounds, Deathwatch, Detect Animals or Plants, Detect Undead, Disguise Self, Endure Elements, Expeditious Retreat, Faerie Fire, Feather Fall, Goodberry, Grease, Hide from Animals, Hide from Undead, Hypnotism, Obscuring Mist, Remove Fear, Silent Image:, Sleep, Speak with Animals, Ventriloquism

2nd-Level Witch Spells (4): Animal Messenger, Animal Trance, Calm Emotions, Cure Moderate Wounds, Delay Poison, Enthrall, Fog Cloud, Gentle Repose, Greater Disguise (Alter), Gust of Wind, Hypnotic Pattern, Magic Mouth, Minor Image, Mirror Image, Misdirection, Obscure Object, Phantom Trap, Pyrotechnics, Remove Paralysis, See Invisibility, Shield Other, Silence, Soften Earth and Stone, Status, Tree Shape, Zone of Truth, Whispering Wind

3rd-Level Witch Spells (7): Arcane Sight, Clairaudience/Clairvoyance, Continual Flame, Cure Serious Wounds, Deep Slumber, Dispel Magic, Helping Hand, Major Image, Meld into Stone, Neutralize Poison, Nondetection, Obscure Object, Quench, Remove Disease, Lesser Restoration, Shrink Item, Sleet Storm, Speak with Plants, Stinking Cloud, Suggestion, Tiny Hut

4th-Level Witch Spells (10): Arcane Eye, Charm Monster, Command Plants, Confusion, Control Water, Cure Critical Wounds, Detect Scrying, Discern Lies, Entangle, Hallucinatory Terrain, Illusory Wall, Invisibility, Invisibility Purge, Rainbow Pattern, Repel Vermin, Sending, Secure Shelter, Solid Fog

5th-Level Witch Spells (13): Awaken, Control Winds, Cure Light Wounds, Mass, Detect Thoughts, Dismissal, Dominate Animal, Dream, False Vision, Mageâ,¬,,¢s Private Sanctum, Mark of Justice, Mind Fog, Mirage Arcana, Persistent Image, Prying Eyes, Secret Chest, Seeming, Sending, Symbol of Sleep, Telepathic Bond, Transmute Mud to Rock, Transmute Rock to Mud

6th-Level Witch Spells (16): Analyze Dweomer, Contingency, Mass Cure Moderate Wounds, Greater Dispel Magic, Dominate Person, Move Earth, Mislead, Permanent Image: Includes sight, sound, and smell, Programmed Image, Remove Curse, Scrying, Symbol of Persuasion, Undeath to Death, Veil

7th-Level Witch Spells (20): Animate Plants, Greater Arcane Sight, Banishment, Bestow Curse, Break Enchantment, Control Weather, Mass Cure Serious Wounds, Guards and Wards, Insanity, Mageâ,¬,,¢s Magnificent Mansion, Sequester, Mass Suggestion, Heal, True Seeing

The witch is a local healer generally more accessable than a professional mage healer (think hedge witch), but also a healer of community spirits. Their mentality is to keep everything "healthy" and that includes the community. The trickster is the rogue-mage class.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

The Shapeshifter

A mage may be able to cast spells, but a Shapeshifter is truely one with the weave of magic. Her form changes with each passing day, shifting from creature to creature as if blown by the wind. As a Shapeshifter grows more powerful, she can take on even greater forms.

HD: D8.
Class Skills:
The Shapeshifter's class skills (and the key ability for each skill) are Animal Empathy (Cha), Concentration (Con or Will), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Int), Knowledge (nature) (Int), Listen (Sen), Profession (varies), Ride (Dex), Spot (Sen), Survival (Int), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

[table=Shapeshifter]
[tr][th]Level[/th][th]BAB[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special [/th][th]Natural Unarmed Damage[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]Nature Sense,, Sen bonus to SC (as monk), Animal Forms, Natural Fighter[/td][td]1d6[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]Uncanny Dodge[/td][td]1d6[/td][/tr]
[tr][th]3[/th][td]+2[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]Minor Shift (1/day), Minor Animal Aspect[/td][td]1d6[/td][/tr]
[tr][th]4[/th][td]+3[/td][td]+4[/td][td]+4[/td][td]+2[/td][td]Minor Shift (2/day)[/td][td]1d8[/td][/tr]
[tr][th]5[/th][td]+3[/td][td]+4[/td][td]+4[/td][td]+2[/td][td]Minor Shift (3/day)[/td][td]1d8[/td][/tr]
[tr][th]6[/th][td]+4[/td][td]+5[/td][td]+5[/td][td]+3[/td][td]Wild shape (1/day; same size or one smaller)[/td][td]1d8[/td][/tr]
[tr][th]7[/th][td]+5[/td][td]+5[/td][td]+5[/td][td]+3[/td][td]Wild Shape (2/day)[/td][td]1d8[/td][/tr]
[tr][th]8[/th][td]+6/+1[/td][td]+6[/td][td]+6[/td][td]+4[/td][td]Wild Shape (3/day)[/td][td]1d8[/td][/tr]
[tr][th]9[/th][td]+6/+1[/td][td]+6[/td][td]+6[/td][td]+4[/td][td]Wild shape (one size larger)[/td][td]1d10[/td][/tr]
[tr][th]10[/th][td]+7/+2[/td][td]+7[/td][td]+7[/td][td]+5[/td][td]Wild Shape (4/day)[/td][td]1d10[/td][/tr]
[tr][th]11[/th][td]+8/+3[/td][td]+7[/td][td]+7[/td][td]+5[/td][td]Wild Shape (two sizes smaller), Animal Aspect[/td][td]1d10[/td][/tr]
[tr][th]12[/th][td]+9/+4[/td][td]+8[/td][td]+8[/td][td]+6[/td][td]Wild Shape (plant)[/td][td]2d6[/td][/tr]
[tr][th]13[/th][td]+9/+4[/td][td]+8[/td][td]+8[/td][td]+6[/td][td]Major shift (1/day), Selfchange (Greater), System Shock Resistance[/td][td]2d6[/td][/tr]
[tr][th]14[/th][td]+10/+5[/td][td]+9[/td][td]+9[/td][td]+7[/td][td]Wild Shape (5/day)[/td][td]2d6[/td][/tr]
[tr][th]15[/th][td]+11/+6/+1[/td][td]+9[/td][td]+9[/td][td]+7[/td][td]Wild Shape (two sizes larger)[/td][td]2d6[/td][/tr]
[tr][th]16[/th][td]+12/+7/+2[/td][td]+10[/td][td]+10[/td][td]+8[/td][td]â,¬'[/td][td]2d8[/td][/tr]
[tr][th]17[/th][td]+12/+7/+2[/td][td]+10[/td][td]+10[/td][td]+8[/td][td]Major Shift (2/day)[/td][td]2d8[/td][/tr]
[tr][th]18[/th][td]+13/+8/+3[/td][td]+11[/td][td]+11[/td][td]+9[/td][td]â,¬'[/td][td]2d8[/td][/tr]
[tr][th]19[/th][td]+14/+9/+4[/td][td]+11[/td][td]+11[/td][td]+9[/td][td]Major Shift (3/day)[/td][td]2d8[/td][/tr]
[tr][th]20[/th][td]+15/+9/+4[/td][td]+12[/td][td]+12[/td][td]+10[/td][td]â,¬'[/td][td]2d10[/td][/tr]
[/table]


Weapons and Armor: The shapeshifter gains no proficiency with any weapons or armor.  However they do gain Improved Unarmed Strike as a bonus feat.

Animal Forms (Su): The shapeshifter may take on the form of any animal, except that it retains all it normal abilities and gains only one attack of the animals (as bite one size category smaller).  This grants a +6 shapechange bonus on disguise checks to look like the animal in quesiton, unless you assume an animal form that is not the same size category as your own.

Nature Sense (Ex): At first level, a Shapeshifter gains a +2 bonus on Knowledge (Nature) and Survival.

Natural Fighter (Ex): A shapeshifter gains Improved Unarmed Strike and increased unarmed damage as a core monk equal to her shapeshifter level.

Minor Animal Aspect (1, 5, 9) (Ex): (adapted from Szatanyâ,¬,,¢s Ultimate Ranger)
Aquatic Traveler (Ex): A shapeshifter is accomplished diver. He can hold his breath for a number of minutes equal to his Constitution score and gains +2 competence bonus on Swim checks. In addition, he gains +1 competence bonus on attack rolls against aquatic creatures.
Bog Dweller (Ex): A shapeshifter feels at home on the swamps. He gains +2 bonus on saving throws against poison and disease and is treated as one size smaller (or having half body weight) when traveling swamps. In addition, he gains +1 competence bonus on attack rolls against creatures that normally inhabit swamps.
Crawler (Ex): A shapeshifter can move at normal speed while lying. He cannot run while lying however. He also suffers only â,¬'2 penalty (instead of normal â,¬'4) to AC against melee attack while lying.
Desert Strider (Ex): A shapeshifter feels at home in the desert. He only needs half the normal amount of water to survive and gains +1 competence bonus on attack rolls against creatures that normally inhabit deserts. In addition, a shapeshifter gains +2 bonus on saving throws against all fire and heat-related spells and effects (including all spells causing fire damage, spells with fire descriptor, saves to resist hot weather, lava, and so on).
Highlander (Ex): A shapeshifter is at home in the mountains. He suffers no ill effects from high altitude and gains +4 competence bonus on Climb checks. In addition, he gains +1 competence bonus on attack rolls against creatures that normally inhabit mountains.
Nocturnal (Ex): A shapeshifter is a creature of the night. He needs only 4 hours a day of sleep (elves do not benefit from this part of nocturne ability) and he gains +2 bonus on initiative rolls and reflex saves during nighttime.
Northerner (Ex): A shapeshifter feels at home in the arctic lands. He suffers no penalties when moving on ice and gains +1 competence bonus on attack rolls against creatures that normally inhabit arctic lands. In addition, a shapeshifter gains +2 bonus on saving throws against all cold-related spells and effects (including all spells causing cold damage, spells with cold descriptor, saves to resist cold weather, cold water, and so on).
Survivalist (Ex): A shapeshifter can fend for himself in nearly any environment. When in natural environment, a shapeshifter gains a +8 competence bonus to Survival checks when trying to forage for food.
Swift Tracker (Ex): A shapeshifter can move at his normal speed while following tracks without taking the normal â,¬'5 penalty. He takes only a â,¬'10 penalty (instead of the normal â,¬'20) when moving at up to twice normal speed while tracking. Same as in Playerâ,¬,,¢s Handbook.
Trackless Step (Ex): A shapeshifter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if he so desired. Same as in Playerâ,¬,,¢s Handbook. To take trackless step, shapeshifter must have 5 shapeshifter levels.
Tunneller (Ex): A shapeshifter is accomplished spelunker. He does not lose speed when moving through tight or low spaces (but no smaller than 1/2 of his space and no lower than half his height) and retains his Dexterity bonus to AC while doing so. All penalties for fighting in narrow or low places are halved.

Minor Shift (Su): Beginning at 3rd level, the Shapeshifter may choose one of the following Minor Shifts to use. Each shift lasts for 10 mins + 10 more per shapeshifter level + wisdom modifier. Each one has a visual display that cannot be repressed.

Minor Shifts:
Eyes of the Hawk: The Shapeshifter gains a +6 bonus on spot checks, but the pupils of her eyes turn yellow.
Scent of the Beast: The Shapeshifter gains the Scent special quality. Her nose takes on a snoutlike appearance.
Ears of the Bat: The Shapeshifter gains a +6 bonus on listen checks. Her ears grow slightly, and gain a soft coating of fur.
Eyes of the Owl: The Shapeshifter gains Darkvision and Low-Light vision. Her eyes appear as an owl's.
Claws of the Cat: The Shapeshifter gains a natural claw attack dealing 1D3 damage. One of her hands becomes pawlike, covered in fur and with a claw at the end of each finger. She suffers no penalties because of this.
Legs of the Horse: The Shapeshifter gains +10ft to her movement speed. Her legs are covered with a downy fur.

Lesser Selfchange (Su) (At will): The Shapeshifter may alter up to two aspects of her self. For instance, she can change the sound of her voice, or the colour of her eyes, or the shape of her nose. She may NOT change gender, race etc. This gives a +4 bonus to disguise and bluff checks for the purposes of appearing as another individual that the Shapeshifter has mimicked, or can give a +4 bonus to Perform (vocals) checks etc. This ability lasts for ten minutes +10 more per shapeshifter level.

Wild Shape (Su): At 5th level, a Shapeshifter gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph template. The effect lasts for 1 hour per shapeshifter level, or until she changes back. Changing form (to animal or back) is a standard action and doesnâ,¬,,¢t provoke an attack of opportunity.
The form chosen must be that of an animal the shapeshifter is familiar with.
A shapeshifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A shapeshifter can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level.. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new formâ,¬,,¢s Hit Dice canâ,¬,,¢t exceed the characterâ,¬,,¢s shapeshifter level.
At 12th level, a shapeshifter becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A shapeshifter canâ,¬,,¢t use this ability to take the form of a plant that isnâ,¬,,¢t a creature.)

Animal Aspect (Ex): (adapted from Szatanyâ,¬,,¢s Ultimate Barbarian and Ultimate Ranger)
Ape: The shapeshifter gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval).
Boa: The shapeshifter. gains +4 bonus on all grapple checks.
Bull: When charging, a shapeshifter deals +4 damage with successful melee attack.
Horse: The shapeshifter never grows tired when walking or running and gains Run feat for free.
Wolverine: While on negative hit points, the shapeshifter can act normally, stabilizes automatically, and gains +4 bonus to Strength and Dexterity.
Crocodile: If shapeshifter can catch an opponent unprepared, he can strike for extra damage. Any time the shapeshifterâ,¬,,¢s opponent is denied his Dexterity bonus to AC, shapeshifter deals extra 3d6 points of damage. If a shapeshifter scores critical hit, this damage is not multiplied. Creatures immune to sneak attacks or critical hits are immune to this ability. The shapeshifter may use ambush attack with ranged weapons if the range is 30 feet or less.
Hawk: Once per day, he can take an additional standard action during each round, for two rounds. A shapeshifter can only have one totem ability.
Mountain Goat: A shapeshifter is exceptional hiker and does not tire. He becomes immune to fatigue (even magical), and effects or spells that cause exhaustion fatigue him instead.
Mole: The shapeshifter gains darkvision ability with a range of 30 feet.
Otter: The shapeshifter gains swim speed 20
Owl: The shapeshifter gains low-light vision ability and Alertness feat for free.
Spider: The shapeshifter gains +4 bonus on all Climb checks, can climb perfectly smooth, flat and vertical surfaces that normally cannot be climbed (DC 30), and ignores +5 DC modifier for slippery surfaces.
Wolf: A shapeshifter gains the scent ability permanently.

Greater Selfchange (Su): At 13th level, a Shapeshifter gains the ability to change her appearance at will, as if using the greater disguise (alter) spell, but only while in her normal form. Each lasts for 20 mins +10 mins per caster level + wisdom modifier.

Major Shift (Su): Beginning at 13th level, a Shapeshifter gains the ability to use minor shifts at will. She can also use the following major shifts.  The shapeshifter may have only one major shift active at any time.

Wings of the Hawk: A pair of wings spread from the Shapeshifter's back, granting him a 40ft (Average) fly speed.
Muscles of the : You gain a bonus of +4 to your strength.
Toughness of the Bull: You gain a bonus of +4 to your constitution.
Awarness of the Owl: You gain a bonus of +4 to your sense.
Flexibility of the Snake: You gain a bonus of +4 to your dexterity.
Mind of the Monkey: You gain a bonus of +4 to your intelligence.
Will of the Wolverine: You gain a bonus of +4 to your will (score).
Presence of the Tiger: You gain a bonus of +4 to your charisma.
Armour of the Lizard: Scales cover the Shapeshifter's body, granting her a +6 natural armour bonus.
Roar of the Lion: The Shapeshifter may use the spell Cause Fear at will with a caster level equivalent to her Shapeshifter level, accompanied by a loud roar of about the volume of a shout.

System Shock Resistance (Ex)(adapted from Szatanyâ,¬,,¢s Ultimate Barbarian): A shapshifterâ,¬,,¢s mutable body can change to spread out damage.  He does not need to make Fortitude save when taking massive damage, unless he takes twice the amount of massive damage listed for his size (see Playerâ,¬,,¢s Handbook, page 145).  In addition, he gains +2 bonus on Fortitude saves when trying to avoid death from massive damage.

Improved Uncanny Dodge (Ex): A shapeshifter can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker.  He can no longer be flanked.  This defense denies a rogue the ability to sneak attack the shapeshifter by flanking him, unless the attacker has at least four more rogue levels than the target has shapeshifter levels.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Wensleydale

Whoo! Golem's classes get into someone else's thread! Score!

:D I'll post the summoner's full thing now... good ol' table code.

Wensleydale

The Summoner
Hit Die: D4

Requirements
Spellcasting: Must have access to 1st level spells.
Skills: Knowledge (Formal Magic) 9 ranks, Knowledge (Esoteric) 9 ranks, Knowledge (Spirit World) 1 rank.

Class Skills: The summonerâ,¬,,¢s class skills (and the key ability for each skill) are Concentration (Will), Craft (Int), Diplomacy (Cha), Knowledge (Formal Magic) (Int), Knowledge (Spirit World) (Int), Knowledge (Wild Magic) (Int), Profession (Varies), Sense Motive (Sen), Speak Language (none), and Spellcraft (Int/Sen, int if formal, sen if wild).

Skill Points at Each Level: 2 + Int modifier.

[table=The Summoner]
[tr][th]Level[/th][th]BAB[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special [/th][th]Spellcasting[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+0[/td][td]+2[/td][td]+2[/td][td]Summon I[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+0[/td][td]+3[/td][td]+3[/td][td]Augment Summoning [/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]3[/th][td]+1[/td][td]+1[/td][td]+3[/td][td]+3[/td][td]Summon II, Extended Summoning[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]4[/th][td]+2[/td][td]+1[/td][td]+4[/td][td]+4[/td][td]Planar Summoning I[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]5[/th][td]+2[/td][td]+1[/td][td]+4[/td][td]+4[/td][td]Summon III[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]6[/th][td]+3[/td][td]+2[/td][td]+5[/td][td]+5[/td][td]Planar Summoning II[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]7[/th][td]+3[/td][td]+2[/td][td]+5[/td][td]+5[/td][td]Summon IV[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]8[/th][td]+4[/td][td]+2[/td][td]+6[/td][td]+6[/td][td]Planar Summoning III[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]9[/th][td]+4[/td][td]+3[/td][td]+6[/td][td]+6[/td][td]Summon V[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]10[/th][td]+5[/td][td]+3[/td][td]+7[/td][td]+7[/td][td]Planar Summoning IV[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[/table]

Class Features

All the following are class features of the summoner:

Weapon and Armour proficiency: Summoners gain no proficiency with any weapon or armour.

Spells per Day: When a new summoner level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of summoner to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a summoner, he must decide to which class he adds each level of summoner for the purpose of determining spells per day. The character learns no new spells through this ability. A character who becomes a summoner without any levels in a spellcasting class gains spells-per-day, but not spells known, as if a Professional Mage of their summoner level.

Summon: Beginning at first level, the Summoner gains use of the Summon class feature. He may exchange one spell slot for the day to use a Summoning of the equivalent level of that spell (listed in the individual summon descriptions.) Summoning is a supernatural ability and takes one standard action to use. The creature appears in any square within 30ft of the summoner, and remains for 1/round per caster + summoner level. The creature summoned is randomly selected from the list given. The summoner must succeed on a will saving throw against a DC of the summoned creature's intelligence modifier +5. Success indicates that the summoner takes control (gaining an effect duplicating the effects of a Dominate spell, see below), whilst failure means that the summoned creature is free!

[table= Summoned creatures by Summoning]
[tr][th]Summoning[/th][td]1-20 roll[/td][td]21-40 roll[/td][td]41-60 roll[/td][td]61-80 roll[/td][td]81-100 roll[/td][/tr]
[tr][th]Summon I[/th][td]Dretch[/td][td]Fiendish snake, large viper[/td][td]Celestial snake, large viper[/td][td]Small Elemental (D100)[/td][td]Celestial Hippogriff[/td][/tr]
[tr][th]Summon II[/th][td]Archon, Lantern[/td][td]Fiendish Dire Wolf[/td][td]Celestial Dire Wolf[/td][td]Mephit (D100)[/td][td]Howler[/td][/tr]
[tr][th]Summon III[/th][td]Archon, Hound[/td][td]Fiendish Brown Bear[/td][td]Celestial Brown Bear[/td][td]Medium Elemental (D100)[/td][td]Achaierai[/td][/tr]
[tr][th]Summon IV[/th][td]Bralani Eladrin[/td][td]Janni[/td][td]Chaos Beast[/td][td]Large Elemental (D100)[/td][td]Devil, Chain (Kyton)[/td][/tr]
[tr][th]Summon V[/th][td]Avoral (Guardinal)[/td][td]Djinni[/td][td]Elemental, Huge[/td][td]Devil, Bone[/td][td]Red Slaad[/td][/tr]
[/table]

Summon I: This is the equivalent of a 3rd level spell.
Summon II: This is the equivalent of a 4th level spell.
Summon III: This is the equivalent of a 5th level spell.
Summon IV This is the equivalent of a 6th level spell.
Summon V This is the equivalent of a 7th level spell.

Augment Summoning: At second level, all creatures summoned by the character gain a +4 enhancement bonus to strength and constitution for the duration of the summoning.

Extended Summoning: At third level, all creatures summoned by the character remain for twice as long as normal (2 rounds/level.)

Planar Summoning: Beginning at fourth level, the Summoner gains a second summoning ability. Planar summoning works al but brings down different creatures. It is much more dangerous, due to the nature of its magic. Creatures summoned must be outsiders or elementals.

Before using this ability, you must create a specially prepared trap. The called creature is held in the trap until it agrees to perform one service in return for its freedom. To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individualâ,¬,,¢s proper name in casting the spell.
The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure. If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creatureâ,¬,,¢s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you. Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

At level 6 and level 10, the Planar Summoning improves. Planar summoning II works identically to Planar Summoning I, but can summon a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures make all decisions and request payment in unison. Planar summoning III works in the same way, but the cap is 18HD.







SilvercatMoonpaw

Wowâ,¬Â¦do you do this for a living or something?

Must learn how to do that table thing.

As for the prerequisites:
8-3 = 5 levels.  Knowledge would be called (coded magic) or something to that effect, since I'd like to divide knowledge of magic into two categories, one for the "civilized"/taught approach another for the self-taught/wild approach.

2nd level?  Let's take a look at this:
First magic level that non-casters can learn is 0 at level one.  Feats can only get you 4th level by level 20.  So 1st level is learned at 5th level, 2nd by 10th level, and 3rd by 15th level.  Now I want this class to be accessable by people who've only taken feats, since that means casters aren't the only powerful ones.  So I'd like to alter the pre-requisites a little to take that into account.

Acces to 1st level spells.
Knowledge (coded magic) 9, Knowledge (esoteric lore) 9 (because who in their right mind is going to write down instructions for summoning dangerous things?), Knowledge (spirit world) 1

I think it now balances out for non-casters and casters alike.  Neither will be able to manage the knowledge before 6th level due to max skill ranks, so casters can't get the boost too early.  With more knowledge prerequisites it feels more like a person who had to spend a lot of time looking things up.  Under spells-per-day all that's needed is "A character who becomes a summoner without any levels in a spellcasting class gains spells-per-day, but not spells known, as if a Professional Mage of their summoner level."

To class skills: Concentration (Con or Will [I have devided Whisdom up into Sense and Will]), Profession (varies), Sense Motive, Sen), and Spellcraft (Int [if coded magic] or Sen [if wild magic])

Also, what is an AC bonus doing there?  And have you made sure that the power level of the summoned creatures takes into account both the lower access to attack magic and magic items in this setting, and the lack of alignment?
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."