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Topics - kai927

#1
Roleplays / Dungeons and Dragons 5th Edition
June 18, 2015, 11:07:09 AM
Trouble is brewing around the town of Red Larch, in the Sumber Hills region of the Dessarin Valley. Which makes it the perfect place for the Harpers to give their newest recruits a final field test before promoting them to full Harper status. However, are these just minor isolated incidents, or are they the beginnings of worst things to come?

--------------------
So, with this little hook, who would be interested in being a Harper? More information about the group can be found here http://forgottenrealms.wikia.com/wiki/Harpers
#3
Trainers / Myra Colwern
December 19, 2014, 08:49:39 PM
Name: Myra Colwern

Starting Pok?mon: Golett
Class: Hex Maniac (Type Ace [Ghost], Medium. Might go for Apparition later)
Physical description: Myra is a short and slight, olive skinned young woman. Despite dressing in dark (and fancy) clothes, there is a perpetual smile on her face, framed by her shoulder length black hair.
Mental description: Myra, often to the surprise of many, is rather intelligent and deep thinker. Her studies focus on the Occult, but she is intelligent enough to work her way through other subjects.
Hobbies and Skills: The Occult. She thoroughly enjoys anything creepy and spooky, and is well versed on the topics related to such.
Short biography/background: Myra is the daughter of a family who specialize in preparing the dead for burial and maintaining their graves afterwords. Exposed to death from practically birth, Myra has held more than a healthy curiosity for it, and began studying the occult after claiming to see and talk with the ghosts that haunt the cemetery (legit ghosts even, not just ghost types) however, no one believed her. She spent several years studying the occult and black magic, and while 90% of the latter was Grade A bullshit, she did find some legitimate occult tomes detailing magical rituals. Of it all, by the present point, she has only mastered two of these rituals.
Personality: Myra is very happy and friendly, which seems to run counter to her interests and hobbies. She is almost always smiling, and when in stressful situations, is often the first to recover. She'll happily talk to anyone, especially those who she'll think that her ghost pokemon are adorable (and in her eyes, they all are).

So a major WiP so far. Will be updated periodically.

Pokemon Wish List
Jumbo Pumpkaboo
Litwick
Sableye
Misdreavus
Honedge
Mawile
Rotom
Froslass (or a low level female Snorunt with a nearby dawn stone)

[spoiler=Exp and Money Charts, see tabs]
[/spoiler]
#4
Custom Content / New Professions
August 12, 2014, 03:45:07 PM
    Heroric and Suicidal Test Pilot (D):

    Mecha Piloting +1, Jury Rig +1, Mecha Tech [H] +1, Aircraft/Shuttle Pilot +1,
    Awareness/Notice +1, Survival +1, First Aid +1

    Adrenaline Junkie, Guinea Pig, Etc.


    Partisan/Terrorist:

    Blade +1, Demolition +1, Handgun +1, Awareness +1, Rifle +1, Hand to hand +1, Stealth +1

    A partisan is a person that has been caught behind enemy lines and is fighting the
    occupying forces. They are typically civilians that are doing what they can to regain
    what has been taken from them. Terrorists are similar except they will typically travel
    into a country that they feel have done a wrong to their people and attack anyone to get
    their point across.


    Combat Medic:

    Medical +1, Handgun +1, Rifle +1, Expert: Diagnose +1, Awareness +1, Stealth +1,            Hand to hand +1

    The combat medic is the first one to get medical aid to the wounded in the field. It is
    normally this persons actions that determine whether a wounded person is going to live or
    die.


    Combat Engineer:

    Handgun +1, Jury rig +1, Rifle +1,   Basic repair +1, Demolitions +1,  Expert: construction +1, Awareness +1,  Hand to hand +1

    Combat engineers specialize in construction, demolition, placement of defensive
    positions, as well as clearing mine fields etc.


    Military Intelligence Specialist:

    Handgun +1, Interrogate +1, Know language +1, Human perception +1, Hand to hand +1,
    Electronic warfare +1, Expert: military +1

    Military intelligence specialists are the eyes and ears of the military. They specialize
    in interrogation of enemy prisoners of war and eaves dropping on enemy radio
    communications to gain intelligence on the enemies intentions.

   
    Smuggler:

    Streetwise +1, Handgun +1, Fast talk +1, Awareness +1, Forgery +1,
    Expert: Black market +1, Shadowing/avoid pursuit +1

    Smugglers are the men and women who capitalize on shortages of materials in the world.
    When a wanted object is illegal to get in a certain area, a smuggler will get the
    material into that area and sell it for much more than it is usually worth.


    Sniper:

    Handgun +1, Shadow/avoid pursuit +1, Rifle +1, Survival +1, Stealth +1, Hand to hand +1,
    Awareness +1

    Snipers are the specialized killers in the military. They are very skilled in shooting
    and remaining hidden from view. Where a platoon of soldiers will tear across the
    countryside to engage the enemy, a sniper will wait days for "One shot one kill."
    They are typically used to take out high priority personnel such as commanders and the
    like. They are a special breed of person that has a lot of patience.


    Special Forces:

    Handgun +1,  Shadow/avoid pursuit +1, Rifle +1, Survival +1, Stealth +1, Hand to hand +1,
    Awareness +1, Heavy weapon +1

    Special forces are highly trained soldiers that are experts in unconventional warfare.
    They will infiltrate behind enemy lines to gather intelligence, create and organize
    resistance forces from the local partisans, conduct sabotage operations, and disrupt rear
    echelon elements of the enemy forces.


    Combat Hacker:

    Handgun +1, Electronic warfare +1, Awareness +1, Expert: hacking +1, Stealth +1,
    Programming +1, Jury rig +1

    If the 1990's was the information age then any period in the future is doubly so. With
    that realization, the militaries have realized the need for people who were highly
    skilled in computer operations. These people are trained to be able to hack into enemy
    computers and gather intelligence or disrupt the enemies computer usage. Many weapon
    systems, security systems and the like can be shut down by an experienced combat hacker.


    Mercenary:

    Rifle +1, Handgun +1, Awareness +1, Blade +1, Stealth +1, Hand to hand +1, Streetwise +1

    Mercenaries are soldiers of fortune. Hired guns that are either very good at what they do
    or they don't last long in their chosen profession. Willing to fight for the highest
    bidder, the only thing they usually care about is the money and the glory of combat.
#5
Custom Content / New Rookie Templates
August 12, 2014, 03:43:48 PM
The Gentle Person

The gentle person is the caring one, the one who is always there to help and care for other people. They do not use violence as an end, but prefer to discuss situations which might be explosive. They are always the first person to an accident to help care for the injured. If pushed the Gentle Person might resort to some violence, but this is only in defense of those who cannot fight back.

Skills:
    First Aid: +2
    Social: +1
    Awareness: +1
    Driving: +1
    Medical: +1
    Human Perception: +1

Starting Equipment: Plenty of Bandages, Small city car, Small Medical kit, and Lot of love and attention.

Additional Cash: +200?

Mecha Geek

The Geek is that nerdy, snotty-all-knows, person who very much a prodigy when it comes to a Mech. They see and hear everything, know everything there is to know in the latest Popular Mecha issue, and knows how to get what they want; or so they think. Geeks also will prefer their mechs to people and will act very much the know-it-all when it comes the mecha. The annoying thing of all about the Mecha Geeks, is that they have a great tendency to seemingly be always right. Note: A Geek can be specialized in something other than Mecha, just substituted the field for another.

    Electronic Warfare +1
    Programming +1
    Jury Rig +1
    Mecha Tech +1
    Mecha Design +1
    Mecha Piloting +1
    Mecha Fighting +1

Equipment Bonus: Mini-tool kit, utility belt, coveralls, pen set, a wardrobe of "geeky" cloths, piles of back issues of Popular Mecha, and many, many model representations or real mecha.

Bonus Starting Cash: 100?.

Bish?nen

Bish?nen are beautiful but deadly ?male? warrior. Their androgynous looks appeal to both men and women, with most Bish?nen get mistaken for girls one time or another with embarrassing consequences. A few for one reason or another go one step and ?dress? in women?s clothes or have feminine posturing. Perhaps due to the fact men keep asking them out and then get into fights when the suitors are embarrassed when finding out the truth about the Bish?nen ?Bish?nen are extremely deadly warriors.

    Personal Groom. +2
    Wardrobe & Style +2
    Hand to Hand +1
    Dodge & Escape +1
    Social +1

Equipment Bonus: Same as Anime Babe on MZ Pg. 36; with feminine-type clothing.

Bonus Starting Cash: 200?.

Esper Weapon

Fruit of a secret project to find or produce a psionic super soldier through various means. Sometimes the project works perfectly, and other times the result is a dangerously unstable "loose cannon" with uncontrollable powers. Esper Weapons can be either Natural or Artificial in origin, but either way they are a psi power to be reckoned with. Esper Weapons may be still working for their creators or trained them, or they could be on the run from the organization. Esper Weapons usually have a Mecha tailored-made for them in order to best use their psi power to their utmost limit.

    Expert (Psionics) +2
    Mecha Piloting +1
    Mecha Fighting +1
    Three Psi Skills +1

Equipment Bonus: Same as Anime Hero on MZ Pg. 36

Bonus Starting Cash: 100?.

Wild Talent
Psionics are a new and often misunderstood phenomenon. While many organizations may have developed training programs to turn Espers into living weapons, few if any understand why a person awakens psionic talent. While the trigger is well documented, a series of extremely stressful and often life threatening events, not everyone who experiences such events develops psionic powers. No one is sure why. While most organizations who deal with Espers try to replicate these events to create more Espers, you are one of the ones on the outside, who developed your powers on your own. However, it is likely you, and the people around you may not understand these powers, driving you to become outcast, from you home community. Thus you have learned to hide and conceal your abilities, in order to avoid persecution in the future.



    Psi Skill +3
    Stealth +2
    Persuasion & Fast Talk +1
    Streetwise +1

Equipment Bonus: Memento of hometown/family, nondescript clothing, portable radio

Bonus Starting Cash: 150?.
#6
Custom Content / New Equipment
August 12, 2014, 03:40:32 PM
Throughout the militaries there are several pieces of equipment that may differ in appearance, but still serve the same function. Some of these are listed below:

    Chemical protective mask:
    Cost: 100 TL: 5 Weight: 1.5
    A mask that covers the whole head. When worn, it uses a filtration system to protect the wearer from inhaled chemical agents. It also comes with a rubber-like hood that covers the head and neck, protecting the entire head from contact chemical agents.

    Chemical protective suit:
    Cost: 300 TL: 5 Weight: 3
    A suit that is worn in conjunction with the chemical protective mask. It is made of either cloth with a layer of chemical neutralizing material or of rubber impregnated cloth. The suit comes with rubber gloves and boots protecting the whole body from contact chemical agents.

    Geiger counter:
    Cost: 350 TL: 5 Weight: 2
    A small electronic device about the size of a paper back book. It detects and displays dosage of radiation in rads per turn. It can also give a readout of the total dosage of radiation received over a period of time.

    Radiac meter:
    Cost: 20 TL: 5 Weight: negligible
    A small pen sized device with radiation reactive chemicals inside. When held up to a light source and looked through, total rad dosage can be determined by the color of the internal chemicals.
    Note: The radiac meter does not detect rads per turn, just total dosage.

    Biodetector:
    Cost: 400 TL: 6 Weight: 3
    A biodetector is an electronic device the size of an average toaster. It can detect the presence of airborne biological agents. When it does detect an airborne biological agent it emits a high pitched alarm. The biodetector will not however identify the bioagent type.

    Chemical detector:
    Cost: 400 TL: 6 Weight: 3
    Much like the biodetector, this electronic piece of equipment can detect chemical agents in the air and gives off an audible alarm when it does. It will not identify the type of chemical agent however.

    Personal medkit:
    Cost: 30 TL: 6 Weight: .5
    A medical kit for individual soldiers. It is stored inside a pouch that may be attached to the LBV. It contains 1 large field bandage, 3 doses of poison neutralizer, 3 doses of pan-spectrum anti-biotic, 3 doses of pain killer, and 3 doses of stun-stim.

    Load bearing vest (LBV):
    Cost: 50 TL: 3 Weight: 2
    A vest with many pockets and loops for attaching things. It is used to carry the ammunition and various other things that a field soldier needs in combat.

    Sniper suit:
    Cost: 100 TL: 4 Weight: 4
    A camouflage suit with thick canvas on the front. The back has many strips of frayed burlap, which are dyed forest colors, attached. The suit also has a hood that can be pulled over a helmet with the burlap strips as well. The suit gives the wearer the appearance of being a bush, underbrush, or moss covered log. The canvas front is to allow the wearer to crawl without scratching and scraping up the front of their torso. In game effects it gives a -4 penalty to awareness/notice skill checks to spot the wearer when they are among vegetation.

    Paraglider:
    Cost: 500 TL: 5 Weight: 10
    A large, rectangular, steerable, parachute which deploys from a pack carried on the back. This parachute is typically used in HALO and HAHO drops. (See insertion techniques.) A parachute can be either manually deployed by pulling the ?rip cord? or it can be deployed through the use of a ?static line? which automatically pulls the rip cord as the individual exits the aircraft.

    Parachute:
    Cost: 300 TL: 4 Weight: 10
    A basic parachute made from a silk like material. It is not capable of gliding or being steered such as a paraglider is. A parachute can be either manually deployed by pulling the ?rip cord? or it can be deployed through the use of a ?static line? which automatically pulls the rip cord as the individual exits the aircraft.

    HALO/HAHO gear:
    Cost: 500 TL: 5 Weight: 15
    This equipment is used when a person jumps from an aircraft at very high altitude where the oxygen is very thin. The equipment consists of an oxygen tank, oxygen mask, and hose, protective eye goggles, and a wrist altimeter that can be set with an audible alarm. The oxygen tank is good for one jump only and must then be refilled.

    STABO gear:
    Cost: 50 TL: 4 Weight: 3
    This is the harness and clips used to be picked up by helicopters and vectored thrust aircraft.

    SKYHOOK gear:
    Cost: 300 TL: 4 Weight: 20
    This gear consists of a cable, a special harness suit, and a large balloon to take the cable up into the sky. It is a one use item.

    Battle Dress Uniform (BDU):
    Cost: 30 TL: 3 Weight: 2
    A very loose fitting uniform with many pockets in the shirt and pants. They come with a camouflage pattern of one type or another printed on them. Different available camouflage patterns that are available are: woodland, desert, urban, jungle, arctic, and night.

    Rucksack:
    Cost: 50 TL: 3 Weight: 2
    A military backpack with many pouches and compartments.

    Military laptop computer:
    Cost: 1000 TL: 6 Weight: 1
    Used by combat hackers, this laptop is capable of interfacing with computer and communication circuits that are within ten feet. It can carry 12 programs.

    Combat medics kit:
    Cost: 2000 TL: 6 Weight: 8
    Packed in a bag that is about the size of a small backpack. It contains the following: 10 field bandages, 5 air splints, 1 micro surgical kit, 1 medscanner, 10 local anesthetic, 10 synth-flesh spray, 10 speed heal, 10 sleep drug, 10 poison neutralizer, 10 pan-spectrum anti-biotic, 10 pain killer, 10 stun-stim, and 20 assorted bandages.

    Basic combat kit:
    Cost: 500 TL: 6 Weight: 18
    This is the basic field kit issued to all combat soldiers. It consists of 4 pairs of BDUs with combat boots, LBV, rucksack, bayonet, campkit, 2 canteens, 2 weeks of dried food, light bar, log compass, sleeping bag, 30 meters of rope, and a personal medkit.
#7
Roster Board / Ion Holland
August 08, 2014, 08:33:14 PM
Just a slight WiP. Just need fluff.

Name: Ion Holland

Race: Human

Age: 19

Physical Description:


Rookie or Professional?: Rookie

Mental Description:



   
   
   
   
   
   
   
   
   
   
   
   
CharacteristicsRacial MaximumPoints AlottedTotal
Attractivness100606
Body type080707
Cool080808
Emapthy120404
Intelligence100606
Education100404
Luck120606
Movement Allowance080505
Reflexes100808
Technical Ability120202
Psi Potential101010

Skills:

   
   
   
   
   
   
   
   
   

   
   
Skill NameLvLIPTotal
Telekinesis303
Stealth202
Persuasion & Fast Talk101
Streetwise101
Danger Sensing426
Martial Arts (Kenpo)505
Intimidate404
Dodge & Escape404
Mecha Piloting303
Mecha Fighting303

Equipment: Memento of hometown/family, nondescript clothing, portable radio, Hideout Pistol, Heavy Mesh Jacket and Pants, Campkit, Canteen, Personal Medkit, Load Bearing Vest. 249?

Weapons

   
   
Weapon NameWeapon AccuracyRangeDamageShotsBurst ValueConcealabilityWeight
Hideout Pistol+010-501d1071P0.75

Hit location Chart:

   
   
   
   
1d1012-4567-89-10
LOCHeadTorsoR.ArmL.ArmR.legL.Leg
SP-1515151515
Hits6129999

Lifepath Results
Lifepath Results
A: Money & Family
Laborer/Lower Middle Class  400Yen
A2: Family Situation
Something Happened to one or more of your parents
A3: Parental Fate
Your parents were murdered
B: Family Standing
Family Standing is good
E: Siblings
Only Child
F: Friends
Friend 1: Male, teacher/mentor
Friend 2: Male, Ex-Lover
G: Enemies
No enemies
H: Romantic Life
Currently involved in a romance
H1: Ah, Love...
Everything is going smoothly
I: Physical and Personality Traits
Hair Color: Red
Hair Style: Wild
Eye Color: Gold
Personality: Arrogant, proud, aloof
Thing you value most: Your word
Most Valued Possession: A piece of jewelry
Person you value most in the world: A personal hero

Karma Rewards
Spent 5: Increase Danger Sense by 1
Spent 5: Increase Danger Sense by 1
#8
The Roster (OOC) / [Shadowcaster] Katia
December 03, 2013, 08:48:05 PM
[spoiler=Image][/spoiler]

http://www.myth-weavers.com/sheet.html#id=12064

[spoiler=Background]Coming Soon[/spoiler]
#9
All of these come from Realm of Chaos's Descent of Shadows project. It can be found here: http://www.giantitp.com/forums/showthread.php?t=74519

Apprentice Mysteries

Dark Snare
1 Sudden Pit: Create a pit that will open when walked into.
2 Shadow Spikes: Cause spikes to grow from floor, wall, or creature.
3 Shadow?s Venom: Create a small amount of poison.

Darkest Dawn
1 Revise Vista: Subtly warp area to grant your allies an advantage and your enemies a disadvantage.
2 Dayspring Tranquility: All within area get bonus to ac. Create area of sanctuary that harms those who attack.
3 Morning mist: Create fog that wakes up and refreshes all allies in the area and deals cold damage to all enemies in the area.

[spoiler=Dark Snare Expanded]Sudden Pit
Apprentice, Dark Snare
Level/School:
1st/Conjuration (creation)
Range: Close (25 ft + 5 ft/2 levels)
Area: 1 5-foot square
Duration: 1 hour/level
Saving Throw: Reflex Negates
Spell Resistance: No

As your target moves right as you expected, they watch in horror as the floor drops from under their feet.

The first time that the designated 5-foot square is stepped into by a small or larger creature, it instantly lowers to form a 10 foot pit below the creature?s feet. A Reflex save saves the target from falling into the pit. The walls of the pit are formed of solid shadowstuff and the climb DC to emerge from the pit is 10 + your caster level. For every 4 caster levels you possess, the depth of the pit you create is increased by 10 feet.

Shadow Spikes
Apprentice, Dark Snare
Level/School:
2nd/Conjuration (creation)
Range: Close (25 ft+5 ft/2 levels)
Area or Target: 1 5-foot square/level surface or 1 creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

Just as you desired, spikes sprout from wherever you desire. Whether this is from a wall, floor, or creature makes no difference.

This mystery can make dangerous spikes sprout forth from almost any surface. If placed on the floor, any creature passing through the area must move at half speed or take 1d6 points of piercing damage +1d6 additional points/4 levels. Anyone falling onto these spikes (such as if they are placed at the bottom of a pit) also takes this damage. If placed on a wall, they lower the climb dc of that wall to DC 15 and anyone bull rushed into the wall takes damage as if falling into it. If placed on a ceiling (even one that is completely horizontal) they allow it to be climbed with climb DC 30.
If placed on a creature, they sprout forth from the creature, dealing 2d6 piercing damage to all equipment worn by the creature. In addition, they take a ?2 penalty on all dexterity based checks. However, with each successful bulrush or grapple attempt, the target deals 1d6 piercing damage + 1d6 additional points/ 4 levels to their victim. This extra damage is also dealt with each successful unarmed strike.

Shadow?s Venom
Apprentice, Shadow Snare

Level/School: 3r/Conjuration (creation)
Range: 0 ft (see text)
Effect: one dose of poison
Duration: 10 minutes/level

You capture some of the detrimental effects of shadow within a small vial of poison.

You generate one dose of poison, held in a glass vial, which appears directly in your hand (or by your feet if you have no free hand). Any form of poison other than inhaled poison can be made in this way. In addition, only poison costing up to 100 gp/level can be created by this mystery.
You are at no risk of accidentally exposing yourself to poison while applying it (although you are still subject to its effects if the poison is used against you). At the end of the duration, the poison and vial it appears with disappears. At this time any creature that has taken initial damage from the poison but has not yet made a saving throw against its secondary damage must make a Fortitude save or immediately take the secondary damage.[/spoiler]

[spoiler=Darkest Dawn Expanded]Revise Vista
Apprentice, Darkest Dawn
Level/School:
1st/Transmutation
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 foot-radius emanation
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The ground in the selected area takes a slightly darker hue, but the landscape does not change at all, or at least, it doesn?t seem to change.

In the affected area, your allies gain a +5 foot enhancement bonus to their speed while your enemies have their speed reduced by 5 feet.
In addition, all allies in the area are treated as having the benefits of higher ground against enemies.
Lastly, if your caster level is 5th or higher, all allies gain a +1 bonus and all enemies take a ?1 penalty on all attack rolls, saving throws, and skill checks. If your caster level is 15th or higher, these bonuses and penalties increase to +2 and -2, respectively.

Dayspring Tranquility
Apprentice, Darkest Dawn
Level/School:
2nd/Abjuration
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 foot-radius emanation
Duration: 1 minute + 1 minute/5 levels
Saving Throw: Will partial (see text)
Spell Resistance: Yes

The air in the area becomes eerily calm as ambient noise seems to gently fade away. Protected by this aura of tranquility, negotiations may start

All creatures within the area of this mystery gain a +2 deflection bonus to their AC. For every 4 caster levels you possess, this bonus is increased by +1.
In order to cast a spell or attack, creatures within the area of this mystery must make a successful will save. Any creature who succeeds on this will save takes 1 damage/level.

Morning Mist
Apprentice, Darkest Dawn
Level/School:
3rd/Conjuration (creation)
Range: 20 feet
Effect: Cloud spreads in 20-foot radius from you, 20 ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

A light blue mist passes over your allies, revitalizing their strength. Unfortunately for your enemies, the mist is a bit chilly

A misty vapor arises around you. The smoke obscures all sight as a fog cloud does. In addition, all sleeping allies are immediately awakened and all fatigued allies are immediately cured of their condition. All enemies in the fog, however, take 1d6+1 cold damage/level (maximum +10) every round.
Like with obscuring mist, the mist is (mostly) stationary once created. Likewise, fire burns it away. Furthermore, this mystery may not be cast into areas of severe (or higher) heat. However, a severe wind is necessary to disperse the mist (which occurs in 1d4 rounds). Strong winds move the entire cloud of mist 5 feet in the direction that the wind is blowing. Weaker wind has no effect.
This mystery does not function underwater.[/spoiler]
#10
The Shadowcaster class from Tome of Magic was rather weak. In an attempt to fix that, the class's creator posted an unofficial fix to make the class more viable. The changes are as follows:

1) Charisma determines the DC to save against your mysteries. Intelligence determines the highest level mystery you can cast.

2) Grant bonus mysteries per day based on Charisma. These would work just like bonus spells. For instance, if your Cha is 14, you can cast one extra mystery of 1st-level equivalent and one of 2nd-level equivalent per day. (Note that each mystery does give an equivalent level, even though you don't learn them by level.)

3) Eliminate the rule that says you have to take mysteries in a given Path in order. If you want to jump around, so as to broaden your versatility, you can.

4) Within a category?Apprentice, Initiate, Master?you must have at least two mysteries of any given level before you can take any mysteries of the next higher level. For instance, you must have two 1st-level mysteries before you can take any 2nds, and at least two 2nds before you can take any 3rds.

5) Eliminate the rule that says you get a bonus feat equal to half the number of paths you have access to. Instead, you get a bonus feat equal to the total number of Paths you complete. Thus, while you are no longer required to take the entirety of a given Path, there's still encouragement to do so.

6) You may ?swap out? mysteries, just as a sorcerer does spells known. If you ?un-complete? a Path in this way, however, you lose access to the bonus feat you gained from completing that Path. (You can regain access by re-completing the Path, completing a different Path and choosing that feat as your new bonus, or selecting that feat as a normal feat at your next opportunity.)

7) Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Cha. This makes them useful even against high-HD opponents, and follows the pattern for other supernatural abilities.

Other than that, the class is unchanged.