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JadedDM
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Re: Dragonlance Kits

Post by JadedDM »

According to the ToTL supplement, ice barbarians are completely immune to all frost attacks, including Cone of Cold spells and white/silver dragon's breath.

Image

I know I said I wasn't going to make any kits for barbarians, and I won't. But I am going to adjust their race, or specifically just the desert and ice barbarians.

Ice barbarians' personal temperature is always 20 degrees higher than normal. Thus, if the weather is 10 degrees, it feels like 30 degrees for an ice barbarian. However, this works both ways. So if the temperature is 80 degrees, to an ice barbarian, it feels like 100 degrees.

Desert barbarians work the same way, but reversed. If the temperature is 80 degrees, it feels like 60 degrees to them. But if the temperature is 10 degrees, it feels like -10 degrees instead.

Neither group gets any special bonus to magical attacks. Fire attacks hurt desert barbarians as much as ice barbarians, and vice versa for frost attacks.

Actually, let's apply the same thing to mountain barbarians (it gets cold up there) as ice barbarians, and jungle barbarians as desert barbarians.

Plains, Forest, and Sea barbarians don't get any additional special abilities.
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Re: Dragonlance Kits

Post by JadedDM »

For some of the other races, I find the rules in the TotL supplement to be overly complicated and byzantine in structure.

Dwarves
For dwarves, I'm going to use the rules found in the Complete Book of Dwarves. Hylar and Daewar use Mountain Dwarf stats, Neidar and Klar use Hill Dwarf stats, Daergar use Duergar stats, Theiwar use Derro stats, and for Aghar, I really like the rules for gully dwarves found in the Book of Dwarves. Especially the groveling table.

Elves
Same with the dwarves, Silvanesti use grey elf rules, Qualinesti use high elf rules, Kagonesti use wild elf rules, Dargonesti and Dimernesti use sea elf rules, and half-elves use the default rules found in the PHB.

Gnomes and Kender
I prefer the rules given for tinker gnomes and kender in the Complete Book of Gnomes and Halflings.

Minotaurs and Irda
The stats given for minotaurs in TotL are fine, but as for Irda...personally, I don't think they should be a playable race. Aren't they supposed to be near extinct anyway?

Miscellaneous
Stats for pretty much anything else, including goblinoids, gnolls, half-ogres, ogres, centaurs, satyrs, can be taken from the Complete Book of Humanoids. Draconians were never given playable stats, at least prior to 3E anyway...I'd probably just rig something together from the Dragonlance Monstrous Compendium.
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Re: Dragonlance Kits

Post by JadedDM »

This one...this one took awhile. And...my tables are all messed up. Great.

===========

Tinker kit

Notes: This kit may be attached to the fighter or thief classes.

Requirements: To take the tinker kit, the character must be a gnome and have an INT of 10 or higher, and a DEX of 12 or higher. Furthermore, their WIS score cannot exceed 12.

Description: Also called engineers and technicians, tinkers conceive of themselves as masters of technology. Others conceive of them as deranged lunatics. Tinkering is far more a mind-set than an occupation, and therefore, only gnomes can be tinkers.

Every project of these engineering gnomes is twice doomed. First of all, mechanical technology is far more costly, unreliable, and inefficient than magic on the world of Krynn. Secondly, gnomes have little grasp of the physical sciences.

The combination of these factors means that tinkers spend their lives creating many worthless inventions. They have inventions for all sorts of tasks: seed planters, clothes cleaners, black-dragon-left-rear-foot ticklers, and red-headed kender-handler detectors, to name a few. Few of these work as they should, though most are not lethal.

But tinkers do far more than simply create new inventions. They also “improve” old ones. This penchant for compromising the efficiency of existent inventions is clearly demonstrated in common gnomish sayings:

“If it ain’t broke, there’s gotta be something wrong with it.”

“Maybe the design flaw can be fixed with accessories.”

“If simplicity were a virtue, Krynn’d be a featureless ball.”

“There’s always room for improvement.”

“The back-up blew! Better back up the back-up!”

“All geniuses have cluttered minds.”

“Improvements require complications; complications require improvements.”

“Every magical and mundane activity can be done better by a machine.”

“Improvement is the incestuous cousin to invention.”

Each Tinker belongs to a guild, which emphasizes a branch of technology: Some include Aerodynamics, Appliances, Architecture, Chemistry, Communication, Hydraulics, Hydrodynamics, Kinetics, Thermodynamics, and Transportation.

These guilds do not compete with each other; all are united in the task of advancing technology. Each guild has numerous committees that oversee inventors’ accomplishments and investigate system failures. Though the latter topic gets the most attention, few real improvements arise from such investigations.

Each tinker, under the auspices of his guild, chooses a lifequest to accomplish: the creation of some ultimate machine to simplify life, save labor, and benefit all of gnomekind. Lifequests are rarely realized because most devices undergo perpetual “improvements.”

Role: In addition to whatever role their class normally follows, tinkers are also often played up for comic relief.

Weapon Proficiencies: Standard for their class.

Nonweapon Proficiencies: Standard for their class.

Equipment: A well-stocked toolbelt is every gnomish tinker’s pride and joy, and essential to the proper maintenance of inventions and gadgets. A toolbelt can hold up to 10 tools, which are used when adjusting or building devices. A tool belt’s initial cost is 100 steel pieces and includes 10 tools (a character that begins play with this kit gets the initial toolbelt for free). Tools can be replaced at a cost of 10 steel each, with access to at least a large town. Alternately, at the DM’s discretion, a gnome can attempt to cannibalize parts from existing mechanical items.

Special Benefits: Gnomish tinkers can build mechanical devices. Whenever a player wishes to create a technological device, he is required to design it himself with the following procedure. The DM is, of course, free to check the work and make any modifications he deems necessary. To create a gnomish device, follow these steps:

I. Determine Device Complexity (Size): To create a technological device, you must first determine its level of complexity. Use the Gnome Device Complexity Level table below that shows the various complexity values for many of the effects that gnomes commonly like to see on their devices. (The complexity rating also gives the size of the device.) Add all the complexities for all the device effects to get the total complexity of the device.

The DM is the final arbiter of just which effects are needed to make a device function.

Ask all of the following questions when designing a gnomish device:

Will it do damage, protect from damage, or restrain another being?
(If the answer is “no,” go to the next question.)

Determine if it does damage or protects from damage. Refer to the Gnome Device Complexity Level table to determine Combat Complexity from the amount of damage or protection desired.

If the device is designed to restrain another being, then determine the complexity/size of the object by the HD of the creature being restrained. Count it as one complexity level for every two hit dice or levels of the target creature. Restraining an 8HD creature is a Complexity 4 task.

Does it move something or itself?
(If the answer is “no,” go to the next question.)

Determine if it moves another object (throws victim) or moves itself (flying machine). If the device throws things, then consult the column labeled “Move Vertical” on the Gnome Device Complexity Level table. If the device moves objects and itself (flies), then check the column labeled “Move Horizontal.” Note that this vertical movement s straight up unless some horizontal movement effect is also included. (The numbers given in these movement columns can be either a total distance or distance per round, whichever is more appropriate.)

Size modifier - This assumes that the object being moved is size 1 or smaller (roughly the size of a small sack).

Minimum Size - Compare the size of the object to be moved with the size of the device. If the device is less than three times larger than the object, then the size and complexity of the device equal the size of the object plus 3. If the device merely moves itself across the ground, then no modifier is needed.

Duration - Use the following Duration Modifiers chart to determine vertical movement complexity modifiers for the desired duration. (These modifiers affect only the complexity of the device, not its size.)

Desired Duration Damage Vertical Horizontal Environment
Momentary N/A N/A N/A N/A
1-3 Rounds +1 -1 N/A N/A
4-5 Rounds +2 -3 0 +1
7-9 Rounds +4 -5 -1 +2
1-3 Turns +6 -7 -2 +3
4-5 Turns +8 -11 -3 +4
1-2 Hours +10 -13 -4 +6
3-6 Hours +11 -15 -5 +8
1 Day N/A -16 -6 +12
1 Week N/A N/A -7 +14
Permanent +15 -20 N/A +20

Does it move something or itself any distance along the ground?
(If the answer is “no,” go to the next question.)

Determine if it moves another object (shoves a victim) or moves itself (mobile machine). If the device merely shoves or, in the case of a catapult, throws the victim over a distance, then consult the column under “Move Vertical.” If the device moves with the victim, then check the column under “Move Horizontal.”

Minimum size - The same restrictions on minimum size for vertical movement apply here except that the difference must be twice or less.

Duration - Use the Duration Modifiers chart to determine ground movement complexity modifiers for duration.

Does it alter the environment or have an area of effect?
(If the answer is “no,” go to the next question.)

The amount of material altered and whether the affected region is inside the device also factor into the equation. If altering material inside the device, add 1 to Complexity per 1,000 cubic feet altered after the first 100 cubic feet. If altering an external environment, add 4 to Complexity per 1,000 cubic feet altered including the first 1,000 cubic feet.

Note that gnomish devices are often larger than the environment they alter.

Does it alter an existing object?
(If the answer is “no,” go to next question.)

Gnomes commonly build devices to help them build devices (a frightening thought to those familiar with gnomes). If the device takes an unfinished or partially finished object and changes it into a more finished object, then the device has this effect.

Determine the complexity difference between the original object and its final state. This is done by subtracting the complexity of the finished object from the complexity of the original object. A machine to craft raw quartz into finished lens takes an object of complexity 20 and makes it into an object of complexity 1, a difference of 19. This means that the machine has a complexity of 19. A machine that takes glass (complexity 8) and makes it into finished lenses (complexity 1) has a complexity of 7.

Take the size of the object being refined (from the first column in the complexity table) and add that to the device’s complexity rating.

Final design modifiers

Each effect has a complexity rating. Often a gnome will build a device with several effects. For example, a machine to move along the ground and fire flaming metallic rocks has complexities and size ratings for both horizontal movement and damage. To determine the final complexity rating for a device, first find the highest complexity rating among the effects listed. Add 1 to that complexity for each effect beyond the one listed. In the case of the vehicle mentioned above, that is one additional effect so 1 is added to its complexity.

The size of the device greatly affects its complexity and determines whether sufficient materials are available to build it. The base size of any device is equal to its unmodified complexity rating. This means a complexity level 20 device always crafts as a size 20 device. This is not necessarily how large the device must be. The gnome may elect to make the device smaller, but this increases the complexity of the device. On the other hand, the gnome may elect to make a device bigger and thereby reduce the final complexity of the device.

Generally speaking, the larger the device, the less complicated it is (i.e., it has a better chance of working), while the smaller the device, the more complicated it is (i.e., it has a worse chance of working). This reflects the gnomish philosophy of engineering. Remember, however, larger devices require more materials to build (more expensive) and are harder to move.

The size of the design can now be altered:

Subtract 1 from the complexity for each size larger the object is built. Add 1 to the complexity for each size smaller the object is built. Note that a gnome who attempts to build a larger device must also pay for the materials with which to build that device.

II. Determine Final Modifiers:
How well a device is made depends largely on who made it. Just as magical swords have plus modifiers and cursed swords have minus modifiers, so too do gnomish devices. Add a +1 modifier to the device for every level of complexity the device is below the level of the gnome who made it. Give it a -1 modifier for every complexity level of the device higher than its gnome maker. Thus a 12th level gnome who makes a level 15 netflinger would make a netflinger-3. If the same gnome made a rockpitcher with a complexity of 8, it would be a rockpitcher+4.

Gnomes love committees. They often work on devices in groups when there are enough gnomes about. This is often as harmful as it is helpful.

For every new gnome working on the device, roll 3d6 and consult the following table. Find the result of the dice roll (a number between 3 and 18) on the row corresponding to the number of gnomes present. The column that this result falls into gives the complexity modifier (see the column heading).

Gnome Crew Modifiers
Number of Gnomes* +2 +1 Even -1 -2
1 3 4-7 8-17 18 N/A
2 3 4-7 8-16 17-18 N/A
3-6 3 4-8 9-16 17-18 N/A
7-14 3-4 5-8 9-15 16-18 N/A
15-45 3-5 6-9 10-15 16-17 18*
46-144 3-6 7-10 11-14 15-16 17-18*
145+ 3-8 9-12 13-14 15 16-18**

*At least one gnome of a level equal to the device must be present in this group in order to obtain the result. If no such gnome is present in the group, then treat the result as a -1 to the complexity of the device.

** At least one gnome whose level is no less than five below the device must be present in order to obtain this result. If no such gnome is present in the group then treat the result as a -1 to the complexity of the device.

III. Determine Availability of Materials
Every gnomish device must include at least one selection from the five following component groups in order to function. It must also fit the following basic criteria:

1. It must have a number of components equal to its complexity. If the device has a final complexity of 15, then it must have 15 separate parts.

2. There must be a balance in the number of parts from the three part groups. A device may have, for example, two parts from group #1 and group #2 and three parts from group #3 but may never have three parts from group #1 and only one part from group #1 and only one part from groups #2 and #3.

The components used are determined by the desires of the gnome designer. The DM must then determine if the items mentioned are obtainable in the quantities required. The size of the device also affects availability. Multiply the total costs of all components by the size of the device to determine the cost of building the mechanism. Gnomes often think up items that are far too expensive to build, so do not lose heart if your first few designs are beyond your means.

Also it must be noted that a gnome can construct any of these items from elementary materials (cut wood from trees for frames, cut gears from sheets of metal, etc.) but this doubles the construction time of the device.

Device Components and their Costs
(Cost is per size, in stl)

Part Group #1 - Mechanical Transmissions
Pulleys – 5
Shafts – 10
Gears – 20
Belts – 100
Screws – 500
Blades – 1,000

Part Group #2 - Other Transmissions
Fins (Vanes) – 10
Rods (Steel) – 20
Glass Rods and Panes – 40
Bellows – 200
Pumps – 1,000
Turning Forks – 2,000

Part Group #3 - Drive Sources
Counterweights – 30
Coiled or Wound Springs – 60
Waterwheel – 100
Windmill/Coal Fire – 200
Steam Pipes and Boiler – 1,000
Sun Mirror – 2,000

Group #4 – Basic Frames
Stonework – 5
Wood Frames – 10
Iron Frames – 20

Group #5 – Mechanical Components
Clockworks* - 50

*A clockwork is required for any device that has a delayed action, an automatic sequence, or has anything to do with information storage or communication.

IV. Build the Device
The time required to build the device depends upon its size and complexity, according to the following table. Multiply the size of the device by its complexity and then refer to the following chart:

Gnomish Device Construction Times
Size x Complexity Time to Construct
1-3 1d10 turns
4-16 2d20 turns
11-25 2d20 hours
26-50 2d6 days
51-100 1d4 weeks
101-400 2d20 months
401+ 4d12 months

Having additional gnomes does not decrease the construction time (if you have worked with gnomes, you know why).

At the end of this time, the device is finished. Note its statistics for future use.

Mass Production – Gnomes never understood the human drive for producing things in vast quantities. They believe that one learns from previous mistakes and that these lessons should be incorporated into design immediately. Thus gnomish devices are always unique. They never produce a device the same way twice and thus they cannot duplicate previous work. They may attempt a “new and improved” version of an old design, but there is no guarantee that it will work as well as it did before.

Using Gnome Devices – Every time a gnomish device is used, roll 1d20, add or subtract any modifiers listed for the device and consult the following table.

Gnomish Invention Results Table
Complexity Success Unpredictable Failure
1 16+ 15 14 or less
2 16+ 14-15 13 or less
3 16+ 13-15 12 or less
4 17+ 13-16 12 or less
5 17+ 12-16 11 or less
6 17+ 12-16 11 or less
7 17+ 11-16 10 or less
8 18+ 10-17 9 or less
9 18+ 9-17 8 or less
10 18+ 8-17 7 or less
11 18+ 7-17 6 or less
12 18+ 6-17 5 or less
13 19+ 6-18 5 or less
14 19+ 5-18 4 or less
15 19+ 4-18 3 or less
16 19+ 3-18 2 or less
17 20+ 3-19 2 or less
18 20+ 3-19 2 or less

Success: This means that the device works as intended. It will move, inflict damage, send messages, heat foot, make light, or whatever it was created to do. Each time the device works, a +1 modifier is added to the device for its next roll on this table. (If it worked once, it has a better chance of working again!)

Unpredictable: The device works, but not the way the design originally intended. The precise effects vary, but generally consult the Gnome Mishap table. Roll 1d20 on the table and interpret the results as humorously as the situation allows.

Failure: The device totally fails to function. It can be repaired by any gnome whose level is equal to or greater than the complexity of the device. The repair time is two hours times the complexity of the device. Also, each time a device fails, a -1 modifier is subtracted from subsequent rolls on the preceding table.

Gnome Mishap Table
1d20 Mishap Description
1-8 Needs another part
9 Communication glitch
10-11 Improper alteration
12 Unexpected glow
13 Olfactory malfunction
14 Unbearable temperature change
15 Horrendous sound
16 Moves uncontrollably downward
17 Moves uncontrollably upward
18 Reversed direction, with damage
19 Machine Pursuit
20 Explosion!

Note: The effect level or damage caused by a device is often equated with its complexity. To find the magnitude of the specific effect involved, look on the Gnome Device Complexity Level Table. Examples:
Complexity 5 damage is 1d10. If a Complexity 8 temperature (200 degrees ) may be reduced by 1d6, and the die roll result is 3, then it would become a complexity 5 temperature (or + 30 degrees).

Special Hindrances: Gnomes are a race of cursed engineers. When a gnome sets out to invent something, it’s a good bet that the invention will initially be at least 30 times larger than necessary, will make 10 times the noise it should, and will have totally redundant features and will fail miserably (if not disastrously). Some tinkering will gradually reduce the less favorable aspects of the device.

Wealth Options: Standard for their class.
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Re: Dragonlance Kits

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Mariner kit

Notes: None

Requirements: Any race may be a mariner, but only fighters or thieves can take the kit.

Description: Mariners live their life at sea, waking to the smell of salt air and falling asleep at night to the sound of the waves. Some mariners are hard-working, simple sailors who love life at sea. Others are ruthless buccaneers, bent on gaining personal wealth through force and skill. Mariners do quite well for themselves while on land, but they always long for the freedom of the ocean.

Role: Many individuals become mariners in order to see the wide world, while others set sail in search of treasure or to avenge themselves on an enemy. Since situations can change rapidly on board ship, the mariner must be prepared to face a variety of dangers, from hurricanes to fire, starvation to mutiny. The mariner leans to adapt quickly to changing circumstances in order to survive.

Weapon Proficiencies: Mariners are required to take one of the following weapon proficiencies: cutlass, belaying pin, gaff/hook.

Nonweapon Proficiencies: Mariners receive Rope Use and Seamanship for free.

Equipment: Standard fighter or thief.

Special Benefits:

Dirty Strike – The mariner is adept at maneuvers such as hitting below the belt, head butts, sucker punches, etc. During combat, he may attempt to use a dirty strike on an opponent. The opponent must save vs. breath weapon. If the opponent passes, the attack does normal damage if it hits. If the save is failed, the attack is considered a critical if it hits. Opponents must be creatures with discernible anatomy for this to work. The mariner may use the ability only once per day against any one opponent (but is free to attempt it against multiple foes on the same day).

Sailor Lore – A mariner picks up a lot of knowledge by listening to local gossip in various ports of call or from the sea stories of shipmates. A mariner thus may make a special sailor lore check to see whether he knows some relevant information about local people or history, faraway places, or strange superstitions. This ability works exactly in the same way as a bardic lore check.

Special Hindrances:

Heavy Armor Restrictions – When wearing any armor heavier than studded leather, the mariner suffers a -1 to both hit and damage rolls.

Wealth Options: Standard for their class.
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Re: Dragonlance Kits

Post by JadedDM »

Hmm...I guess that's it. I think I'm done. At least, for now.

The only thing left, I suppose, was Jenara's request for gully dwarf specific kits. But I'm not sure what. I've been pouring over their stats. I wonder what the designers were thinking when they made them. Are they even supposed to be playable? Their stats are pretty lousy. Their level limits are lower than anything I've ever seen (granted, I don't use level limits anyway). Plus, they're cowardly, stupid, and ugly. They're basically non-evil goblins; well, goblins are smarter, actually.

Nevertheless, I think there are some kits in the Complete Book of Dwarves and the Complete Book of Humanoids that might be applicable to gully dwarves. I suppose the trick would be to play one that is different from the 'typical' ones. But I suppose being atypical is what being a PC is all about.

Something of interest I came across while researching them; apparently quite a few people like playing gully dwarves with the barbarian class in 3E. Interesting.
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Re: Dragonlance Kits

Post by Breila »

Perhaps people enjoy playing someone who is allowed to do everything Mum did her best to educate out of them ;)
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Re: Dragonlance Kits

Post by JadedDM »

Perhaps so!

In any case, should anyone have any special requests for kits for their characters, they can ask here. Otherwise, I guess this thread is pretty much done for the time being.
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Re: Dragonlance Kits

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Blue Phoenix kit

Requirements: To obtain this kit, the character must be Lawful Good, Neutral Good, Chaotic Good or True Neutral. They must have a base THAC0 of 15. They must possess the Tracking, Survival and Religion proficiencies. And they must worship Habbakuk as their patron deity.

Description: The phoenices of Habbakuk take their name from their patron deity’s symbol, the blue-feathered bird of rebirth and renewal. Like this legendary creature, the phoenices of Habbakuk have been reborn, either literally or figuratively, brought back from the brink of oblivion or darkness by another. They live on borrowed time, doing what they can to bring swift action against the forces of evil, knowing that they have had another chance given to them. Because of their natures, however, they are loners and drifters, bearing the blue pinion as they travel resolutely onwards against the winds of fate.

Role: The best candidate for a phoenix is a ranger, a class that forms the foundation of Habbakuk’s deathless hunters. Clerics and druids are also relatively common, while fighters, barbarians, and thieves are more rare albeit appropriate choices.

Weapon Proficiencies: None required.

Nonweapon Proficiencies: A character is required to have Tracking, Survival and Religion to take this kit.

Equipment: Standard.

Abilities: At each level a character gains in their original class, the Blue Phoenix acquires additional abilities, as well.

1st Level - Melancholy: The phoenix of Habbakuk knows that he was brought back from the brink, and living at the grace of his god. He no longer suffers the effects of aging (including magical effects which age the character), but his existence swiftly takes its toll on him. His melancholic nature causes him to suffer a -1 penalty to all Charisma-based ability or skill checks for each level of phoenix of Habbakuk that he gains, including the first, as he loses his ability to summon his self-worth.

1st Level - Revenant’s Courage: The phoenix of Habbakuk has already seen some of the worst the world can offer and has extraordinary resilience in the face of danger. Every time he levels up, he adds +1 to his saving throws vs. fear effects.

2nd Level - Fast Movement: The phoenix’s land speed is faster than the norm for his race by 1 point (thus a 6 becomes a 7 or a 12 becomes a 13). This benefit applies only when he is wearing studded leather or less. Apply this bonus before modifying the phoenix’s speed because of any load carried or armor worn.

3rd Level - Relentless Tracker: The single-minded drive of the phoenix of Habbakuk to find his quarry grants him a +10 bonus to a Tracking check used to track a specific individual. Each day, the phoenix of Habbakuk may change the target of this ability in order to gain the bonus when tracking another, but 24 hours must have elapsed since the last time the phoenix used this skill to do so.

4th Level - Flames of Renewal: Once a day at 4th level, the phoenix of Habbakuk may channel the power of his divine patron and remove all exhaustion, fatigue, fear, nausea, paralysis, or sickened conditions from a single target touched (or himself). If the cause of those conditions is still present, he is subjected to the effects on the following round, but may make a new saving throw (if possible) with a +4 bonus. This effect creates a visible aura of blue flames around the phoenix which do not generate heat, but which give off as much light as a torch for one full round before subsiding.

5th Level - Revenant’s Strength: Beginning at 5th level, the phoenix of Habbakuk may focus his god-granted dedication in order to gain a +4 bonus to his Strength score for a number of rounds equal to 3 plus his Magical Defense Adjustment. He may use this ability once per day at 5th level, which increases to twice a day at 7th level and three times a day at 9th level.

6th Level - Flames of Redemption: Once a day at 6th level, the phoenix of Habbakuk may draw upon the power of his divine patron and remove all compulsion, charm, or curse effects from a single target touched (or himself). This effect works like a dispel magic and remove curse spell with a caster level equal to the phoenix of Habbakuk’s character level. This ability gives off blue light in the same manner as the flames of renewal ability does (see above).

8th Level - Flames of Restoration: Once a day at 8th level, the phoenix of Habbakuk may call upon the restorative gifts of his divine patron and grant the effects of a restoration spell upon a single target touched (or himself). This includes eliminating negative energy levels, restoring temporary ability damage, and other conditions. As with other related class features, using this ability creates a blue light effect (see flames of renewal, above).

10th Level - Flames of Rebirth: Once a week at 10th level, the phoenix of Habbakuk is granted the power to raise dead, as the spell. Much like related abilities, this ability generates blue light for a full round (see flames of renewal, above). If the phoenix himself is slain, this ability functions automatically upon him, regardless of whether he has already used it that week. The phoenix of Habbakuk is consumed by blue flames, which destroy any and all non-magical combustible items he might be carrying and reducing his body to ashes. 1d4 minutes later, his body reforms naked from the ashes, fully healed, but his CON score drops by one as described in the text of the raise dead spell.

Wealth Options: Standard for their class.

Abandoning Kit: A phoenix of Habbakuk is the servant of his deity and the responsibility remains with him until he passes the blue pinion onto another. If he changes his alignment to evil or otherwise forsakes his duty, he loses all supernatural or spell-like class features and may no longer advance as a phoenix of Habbakuk until he atones (see the atonement spell description in the Player’s Handbook). Habbakuk makes every effort to have any wayward phoenices brought back into the flock, however, and most do not remain so afflicted for long. Phoenices of Habbakuk who abandon the class in this manner are still afflicted with the effects of melancholy.

If a phoenix of Habbakuk hands over the blue pinion to another candidate, he may never again advance as a phoenix of Habbakuk and cannot draw upon the flame-related abilities of the class, but is otherwise not penalized. Abandoning the kit in this manner also eliminates the phoenix’s melancholy penalty, but he once again feels the ravages of age.
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