That Lanky Bugger
2006-01-16, 11:44 PM
Sons of the Breakwater
"There is little to be said about the Sons of the Breakwater. A breakwater stands against the sea, holding the crushing waves back from consuming us all. Eventually a breakwater will falter and those behind the breakwater will be exposed to terrible danger. The Sons of the Breakwater are not like their father. Though they die, they never falter." - General Daos
Game Rule Information
HD: d12
BAB: As Fighter
Skills: 2+Int
Skill List: (as appropriate)
Saves: Fort Good, Ref & Will Poor
Class Abilities:
LVL1: Forced March, DR 1/-
LVL2: Hold the Line
LVL3: Iron Will (as per feat)
LVL4: Towering Defense
LVL5: DR 2/-
LVL6: "Put your foot on it!"
LVL7: Improved Towering Defense
LVL8:
LVL9: Iron Grip
LVL10: DR 3/-
LVL11: Improved Hold the Line
LVL12: Choked Grip
LVL13:
LVL14: Improved Iron Grip
LVL15: DR 4/-, Defensive Formation
LVL16: Improved Forced March
LVL17: Improved Choked Grip
LVL18: DR 5/-
LVL19:
LVL20: DR 6/-
Forced March: For the purposes of BASE speed (but not Running Speed OR a Double Move) a Son of the Breakwater ignores the normal penalty to Speed of Medium and Heavy Armor. At Level 16 this improves so that the Son of the Breakwater ignores the normal penalties to Speed when using Medium or Heavy Armor completely.
Hold the Line: A Son of the Breakwater gains a +2 Ally Bonus to AC when a friendly character is within five feet. At Level 11, this improves to a +4 Ally Bonus to AC.
Towering Defense: A Son of the Breakwater with a STR of 15 or better may use a Tower Shield either as a normal Tower Shield, or use it like a Large Shield with the following stats (make up something appropriate). At Level 7, the Son of the Breakwater gains Evasion regardless of how he's using the Tower Shield.
"Put your foot on it!": If a Son of the Breakwater is using any weapon which may be set against a charge, that weapon is treated as having the Improved Critical feat when the Son of the Breakwater sets against a charge.
Iron Grip: A Son of the Breakwater with a STR of 15 or better may use a pole-arm one handed at a -4 Penalty. At Level 14 the Son of the Breakwater may use this ability with no penalty.
Choked Grip: A Son of the Breakwater with a STR of 15 or better threatens all the squares within 10-feet when using a pole-arm, though any attacks made immediately around him are at -4. At Level 17 the Son of the Breakwater may use this ability with no penalty.
Defensive Formation: A Son of the Breakwater may extend the +4 Ally Bonus to AC to all allies within 5 feet.
Blade of Teoni
"The Blades of Teoni are a lethal lot. You can never be quite certain around them. Whatever the priests put them through, they always come out of it rather twitchy. Still, it's hard to fault the priests their dark work. I've never met a more effective band of killers." - General Daos, to a fellow General.
Game Rule Information
HD: d8 {maybe d6?}
BAB: As Rogue
Alignment: Any Non-lawful
Skills: 2+Int
Skill List: (as appropriate)
Saves: All Good {maybe Will poor?}
Class Abilities:
LVL1: Freakish Speed, Constantly Distracted
LVL2: Weapon Focus(as per feat)
LVL3: Fast Movement (+10 to Speed)
LVL4: Two Weapon Fighting
LVL5: Focus (-3)
LVL6: Weapon Finesse(as per feat)
LVL7: Fast Movement (+10 to Speed)
LVL8:
LVL9: Chaotic Blade +1d6, Focus (-2)
LVL10: Burst of Speed (1/day)
LVL11: Run (as per feat)
LVL12: Improved Two Weapon Fighting
LVL13: Focus (-1)
LVL14: Chaotic Blade +2d6
LVL15: Burst of Speed (2/day)
LVL16: Wall Run
LVL17: Focus (no penalty)
LVL18: Burst of Speed (3/day)
LVL19: Blur
LVL20: Improved Burst of Speed (1/day)
Freakish Speed: A Blade of Teoni moves as if constantly under the effects of a Haste spell. In addition to this, the Blade of Teoni needs only half the sleep his race normally requires. This bonus is lost if the Blade of Teoni ever wears any Medium or Heavy Armor, and remains lost until the Blade of Teoni removes the armor.
Constantly Distracted: A side effect of the ritual which grants the Blade of Teoni it's speed is the result of constant movement. The Blade of Teoni has a -4 Penalty to the following skills: Search, Spot, Listen, Hide, Move Silently (continue list). This penalty remains regardless of the armor the Blade of Teoni is wearing.
Focus: A Blade of Teoni learns to cope with the constant speed with which he moves. The -4 Penalty of Constantly Distracted is reduced to -3. At Level 9 this is reduced to -2, at Level 13 this is reduced to -1, and at Level 17 is eliminated completely.
Chaotic Blade: A Blade of Teoni's movements are so fast and erratic that opponents cannot always keep up with their attacks. The first attack a Blade of Teoni lands on a Full Attack Action deals an extra +1d6 damage. At Level 14 this improves to +2d6.
Burst of Speed: A Blade of Teoni may choose to fully embrace the power the priests of Teoni have imbued. Doing so grants the following bonuses: +2 to Hit, +2 to Damage, +20 to Speed, and Chaotic Blade deals an extra +1d6 damage. These bonuses last for 3+Con Bonus rounds, after which the Blade of Teoni is Exhausted until he has the chance to rest for 10 minutes. While the Blade of Teoni is Exhausted, he may not use this ability, and his Chaotic Blade and Freakish Speed abilities are also nullified. At Level 20, the first Burst of Speed the Blade of Teoni uses does not make him Exausted.
Wall Run: A Blade of Teoni moves so fast that whenever he makes a Jump check near a wall, he may add a +10 Circumstance modifier to the Jump check. This only applies if there is one continuous wall from the start and end point of the jump.
Blur: Whenever the Blade of Teoni uses his Burst of Speed ability, he gains the effects of the spell Blur.
Farstrider
"The Farstriders are the only thing which stands between our army and defeat. Every time part of the front line collapses in front of you because the enemy commander has just sprouted an arrow from his throat, pray to Teoni and thank her for the birth of the Farstrider who caused it." - General Daos, to his troops on the eve of a battle.
Game Rule Information
HD: d8
BAB: As per Rogue
Skills: 6+Int
Skill List: (as appropriate)
Saves: Fort & Ref Good, Will Poor
Class Abilities:
LVL1: Fast Movement (+10 to your Speed), Skilled Camouflage Artist
LVL2: Sniper (1 Range Increments /+1d6)
LVL3: Run(as per feat), The Void (1 Range Increment)
LVL4: Sniper (1 Range Increments/+2d6)
LVL5: Endurance(as per feat)
LVL6: Sniper (2 Range Increments/+2d6)
LVL7: Sprint, Improved Camouflage
LVL8: Sniper (2 Range Increments/+3d6)
LVL9: Fast Movement (+5 to your Speed), The Void (2 Range Increments)
LVL10: Sniper (3 Range Increments/+3d6)
LVL11: Shot on the Run(as per feat)
LVL12: Sniper (3 Range Increments/+4d6)
LVL13: Covering Fire, Slippery Mind(as per the Rogue Ability)
LVL14: Sniper (4 Range Increments/+4d6)
LVL15: Master Camouflage
LVL16: Sniper (4 Range Increments/+5d6)
LVL17: Improved Shot on the Run
LVL18: Sniper (5 Range Increments/+5d6)
LVL19: The Void (3 Range Increments)
LVL20: Sniper (6 Range Increments/+6d6)
Sniper: When you may make a ranged attack (within 2 Range Increments) against an opponent who is either unaware of your presence or unable to see you, you strike for an additional +1d8 damage. This increases as per the above.
The Void: By blanking your mind and focusing only on your target, you can almost see the target as if through a Falcon's eyes. For the purposes of penalties (but not total range), you ignore the first penalty for Range Increment.
Sprint: This works like Run, except a Farstrider may now move up to 7 times their movement at a full run.
Covering Fire: You may select one Small to Large foe within 30 feet. This foe is flanked so long as you direct at least one ranged attack per round towards it.
Improved Shot on the Run: You may make a Full Attack Action with a ranged weapon in which you have Weapon Focus while moving up to your normal Movement speed.
Acolyte of Kreala
"To be honest, some of the more knowledgeable Acolytes scare me. I've seen the High Priestess merely speak a single word or make a single gesture while a Wizard was trying his hardest to destroy us with his magic, and every spell he wove seemed to just disappear." - General Daos, on the Acolytes of Kreala
Information
HD: d6
BAB: As Rogue
Alignment: Any Lawful
Skill Points: 8+Int
Skills: Pick any 12. These are your Class Skills.
Note on skills: An Acolyte with Open Locks as a Class Skill may use this skill as a Rogue. Likewise, if the Acolyte possesses Search he may use this as a Rogue does. An Acolyte may not learn the Druidic language, nor can he
Saves: Ref & Will good, Fort poor
Class Abilities:
LVL1: Learn Weakness, Bardic Knowledge(as per Bard class feature)
LVL2: Intelligent Defense(+2)
LVL3: Combat Strategy(+4)
LVL4: Bonus Feat: Skill Focus
LVL5: Faster Learn Weakness
LVL6: Intelligent Defense(+3)
LVL7: Combat Strategy(+5), Bonus Feat: Skill Focus
LVL8: Practiced
LVL9: Timed Strike (3/day), Unravel
LVL10: Intelligent Defense(+4), Bonus Feat: Skill Focus
LVL11: Combat Strategy(+6), Unravel (+1)
LVL12: Timed Strike (4/day), Hurried Skill*
LVL13: Improved Combat Strategy, Bonus Feat: Skill Focus
LVL14: Unravel (+2)
LVL15: Intelligent Defense(+5)
LVL16: Combat Strategy(+7), Bonus Feat: Skill Focus
LVL17: Extended Combat Strategy
LVL18: Unravel (+3), Bonus Feat: Skill Focus
LVL19: Intelligent Defense(+6)
LVL20: Improved Unravel, Bonus Feat: Skill Focus
Learn Weakness: Merely by observing an enemy and recognizing it's defining traits, an Acolyte has a chance of remembering an important fragment of information about that enemy. After doing nothing (or using the Full Defense Action) and observing the enemy for a round, the Acolyte may make a special Acolyte Knowledge check. The Acolyte Rolls 1d20+Acolyte Level+Int Bonus, and compares this to 15+DC of the observed enemy. On a success, any weaknesses the enemy has are imparted to the Acolyte. An Acolyte who fails may retry at 20+DC of the observed enemy, but if this fails the Acolyte remembers nothing useful at this time. Beginning at Level 5, the Acolyte may make these checks as a free action on their turn, but at a +5 DC.
Please not that an Acolyte may get a success but find that there is no particular weakness regarding the enemy. In such a case, the Acolyte realizes that he has "succeeded" but that there's nothing especially vulnerable about the enemy.
Intelligent Defense: An Acolyte adds his Intelligence Bonus to his AC as an Insight Bonus, to a maximum of +2. This maximum increases to a +3 at Level 6, +4 at Level 10, +5 at Level 15, and +6 at Level 19.
Combat Strategy: If the Acolyte has one minute to observe his foes before a battle begins, he may then take some time to impart some knowledge to his allies. Doing so takes another minute, after which everyone who the Acolyte has spoken with gains an Insight Bonus to AC equal to the Acolyte's Intelligence bonus, to a maximum of +4. This bonus lasts for a number of rounds equal to the Acolyte's Intelligence Bonus. This maximum increases to +5 at Level 7, +6 at level 11, and finally +7 at level 16. The Acolyte is also effected by this Insight bonus.
Practiced: Beginning at Level 8, an Acolyte may use the Take 10 option for any skill he possesses the feat Skill Focus for, even when he is rushed or in combat. This also includes Learn Weakness, but not Bardic Knowledge.
Timed Strike: The Acolyte gains a sudden insight into the movement of his foes, seeing a strange pattern emerge. He gains a +20 Insight Bonus to Hit on his next strike versus a specified foe.
Unravel: If the Acolyte has Spellcraft as a Class Skill, he may choose to delay his action and concentrate on a foe casting a spell. If he makes a successful Spellcraft check versus 10+Cast Spell's DC, he may undo some of the magic inherent in the spell. A successful check halves any numerical effects of the spell and decreases the Save DC of the spell by 3. At Level 11 he gains a +1 to Spellcraft Checks made this way. At Level 14 this becomes a +2 bonus, and at Level 18 this becomes a +3 bonus.
Improved Combat Strategy: If the Acolyte makes a successful Learn Weakness check while formulating a Combat Strategy, his allies also gain an Insight Bonus to Hit or to Damage (Acolyte's choice) equal to the AC Bonus they gain.
Extended Combat Strategy: The duration of the Acolyte's Combat Strategy is now the Acolyte's Intelligence Bonus in minutes, not rounds.
Improved Unravel: The Acolyte now completely nullifies a spell on a successful Unravel check. The Wizard may attempt to "save" a spell lost this way by making a Concentration check versus the Acolyte's Spellcraft check. Success means the spell is only Unravelled normally, as per the description above.
Clearly these needs some work, but I just want some input on how this balances with the RAW. I'm sure someone will find something very breakable about these. I'd love some input on these classes. Just as an aside, the setting these guys will be featured in has no spellcasters as PCs. So, no Bards, Druids, Clerics, Wizards, or Sorcerers.
Cheers,
-TLB
"There is little to be said about the Sons of the Breakwater. A breakwater stands against the sea, holding the crushing waves back from consuming us all. Eventually a breakwater will falter and those behind the breakwater will be exposed to terrible danger. The Sons of the Breakwater are not like their father. Though they die, they never falter." - General Daos
Game Rule Information
HD: d12
BAB: As Fighter
Skills: 2+Int
Skill List: (as appropriate)
Saves: Fort Good, Ref & Will Poor
Class Abilities:
LVL1: Forced March, DR 1/-
LVL2: Hold the Line
LVL3: Iron Will (as per feat)
LVL4: Towering Defense
LVL5: DR 2/-
LVL6: "Put your foot on it!"
LVL7: Improved Towering Defense
LVL8:
LVL9: Iron Grip
LVL10: DR 3/-
LVL11: Improved Hold the Line
LVL12: Choked Grip
LVL13:
LVL14: Improved Iron Grip
LVL15: DR 4/-, Defensive Formation
LVL16: Improved Forced March
LVL17: Improved Choked Grip
LVL18: DR 5/-
LVL19:
LVL20: DR 6/-
Forced March: For the purposes of BASE speed (but not Running Speed OR a Double Move) a Son of the Breakwater ignores the normal penalty to Speed of Medium and Heavy Armor. At Level 16 this improves so that the Son of the Breakwater ignores the normal penalties to Speed when using Medium or Heavy Armor completely.
Hold the Line: A Son of the Breakwater gains a +2 Ally Bonus to AC when a friendly character is within five feet. At Level 11, this improves to a +4 Ally Bonus to AC.
Towering Defense: A Son of the Breakwater with a STR of 15 or better may use a Tower Shield either as a normal Tower Shield, or use it like a Large Shield with the following stats (make up something appropriate). At Level 7, the Son of the Breakwater gains Evasion regardless of how he's using the Tower Shield.
"Put your foot on it!": If a Son of the Breakwater is using any weapon which may be set against a charge, that weapon is treated as having the Improved Critical feat when the Son of the Breakwater sets against a charge.
Iron Grip: A Son of the Breakwater with a STR of 15 or better may use a pole-arm one handed at a -4 Penalty. At Level 14 the Son of the Breakwater may use this ability with no penalty.
Choked Grip: A Son of the Breakwater with a STR of 15 or better threatens all the squares within 10-feet when using a pole-arm, though any attacks made immediately around him are at -4. At Level 17 the Son of the Breakwater may use this ability with no penalty.
Defensive Formation: A Son of the Breakwater may extend the +4 Ally Bonus to AC to all allies within 5 feet.
Blade of Teoni
"The Blades of Teoni are a lethal lot. You can never be quite certain around them. Whatever the priests put them through, they always come out of it rather twitchy. Still, it's hard to fault the priests their dark work. I've never met a more effective band of killers." - General Daos, to a fellow General.
Game Rule Information
HD: d8 {maybe d6?}
BAB: As Rogue
Alignment: Any Non-lawful
Skills: 2+Int
Skill List: (as appropriate)
Saves: All Good {maybe Will poor?}
Class Abilities:
LVL1: Freakish Speed, Constantly Distracted
LVL2: Weapon Focus(as per feat)
LVL3: Fast Movement (+10 to Speed)
LVL4: Two Weapon Fighting
LVL5: Focus (-3)
LVL6: Weapon Finesse(as per feat)
LVL7: Fast Movement (+10 to Speed)
LVL8:
LVL9: Chaotic Blade +1d6, Focus (-2)
LVL10: Burst of Speed (1/day)
LVL11: Run (as per feat)
LVL12: Improved Two Weapon Fighting
LVL13: Focus (-1)
LVL14: Chaotic Blade +2d6
LVL15: Burst of Speed (2/day)
LVL16: Wall Run
LVL17: Focus (no penalty)
LVL18: Burst of Speed (3/day)
LVL19: Blur
LVL20: Improved Burst of Speed (1/day)
Freakish Speed: A Blade of Teoni moves as if constantly under the effects of a Haste spell. In addition to this, the Blade of Teoni needs only half the sleep his race normally requires. This bonus is lost if the Blade of Teoni ever wears any Medium or Heavy Armor, and remains lost until the Blade of Teoni removes the armor.
Constantly Distracted: A side effect of the ritual which grants the Blade of Teoni it's speed is the result of constant movement. The Blade of Teoni has a -4 Penalty to the following skills: Search, Spot, Listen, Hide, Move Silently (continue list). This penalty remains regardless of the armor the Blade of Teoni is wearing.
Focus: A Blade of Teoni learns to cope with the constant speed with which he moves. The -4 Penalty of Constantly Distracted is reduced to -3. At Level 9 this is reduced to -2, at Level 13 this is reduced to -1, and at Level 17 is eliminated completely.
Chaotic Blade: A Blade of Teoni's movements are so fast and erratic that opponents cannot always keep up with their attacks. The first attack a Blade of Teoni lands on a Full Attack Action deals an extra +1d6 damage. At Level 14 this improves to +2d6.
Burst of Speed: A Blade of Teoni may choose to fully embrace the power the priests of Teoni have imbued. Doing so grants the following bonuses: +2 to Hit, +2 to Damage, +20 to Speed, and Chaotic Blade deals an extra +1d6 damage. These bonuses last for 3+Con Bonus rounds, after which the Blade of Teoni is Exhausted until he has the chance to rest for 10 minutes. While the Blade of Teoni is Exhausted, he may not use this ability, and his Chaotic Blade and Freakish Speed abilities are also nullified. At Level 20, the first Burst of Speed the Blade of Teoni uses does not make him Exausted.
Wall Run: A Blade of Teoni moves so fast that whenever he makes a Jump check near a wall, he may add a +10 Circumstance modifier to the Jump check. This only applies if there is one continuous wall from the start and end point of the jump.
Blur: Whenever the Blade of Teoni uses his Burst of Speed ability, he gains the effects of the spell Blur.
Farstrider
"The Farstriders are the only thing which stands between our army and defeat. Every time part of the front line collapses in front of you because the enemy commander has just sprouted an arrow from his throat, pray to Teoni and thank her for the birth of the Farstrider who caused it." - General Daos, to his troops on the eve of a battle.
Game Rule Information
HD: d8
BAB: As per Rogue
Skills: 6+Int
Skill List: (as appropriate)
Saves: Fort & Ref Good, Will Poor
Class Abilities:
LVL1: Fast Movement (+10 to your Speed), Skilled Camouflage Artist
LVL2: Sniper (1 Range Increments /+1d6)
LVL3: Run(as per feat), The Void (1 Range Increment)
LVL4: Sniper (1 Range Increments/+2d6)
LVL5: Endurance(as per feat)
LVL6: Sniper (2 Range Increments/+2d6)
LVL7: Sprint, Improved Camouflage
LVL8: Sniper (2 Range Increments/+3d6)
LVL9: Fast Movement (+5 to your Speed), The Void (2 Range Increments)
LVL10: Sniper (3 Range Increments/+3d6)
LVL11: Shot on the Run(as per feat)
LVL12: Sniper (3 Range Increments/+4d6)
LVL13: Covering Fire, Slippery Mind(as per the Rogue Ability)
LVL14: Sniper (4 Range Increments/+4d6)
LVL15: Master Camouflage
LVL16: Sniper (4 Range Increments/+5d6)
LVL17: Improved Shot on the Run
LVL18: Sniper (5 Range Increments/+5d6)
LVL19: The Void (3 Range Increments)
LVL20: Sniper (6 Range Increments/+6d6)
Sniper: When you may make a ranged attack (within 2 Range Increments) against an opponent who is either unaware of your presence or unable to see you, you strike for an additional +1d8 damage. This increases as per the above.
The Void: By blanking your mind and focusing only on your target, you can almost see the target as if through a Falcon's eyes. For the purposes of penalties (but not total range), you ignore the first penalty for Range Increment.
Sprint: This works like Run, except a Farstrider may now move up to 7 times their movement at a full run.
Covering Fire: You may select one Small to Large foe within 30 feet. This foe is flanked so long as you direct at least one ranged attack per round towards it.
Improved Shot on the Run: You may make a Full Attack Action with a ranged weapon in which you have Weapon Focus while moving up to your normal Movement speed.
Acolyte of Kreala
"To be honest, some of the more knowledgeable Acolytes scare me. I've seen the High Priestess merely speak a single word or make a single gesture while a Wizard was trying his hardest to destroy us with his magic, and every spell he wove seemed to just disappear." - General Daos, on the Acolytes of Kreala
Information
HD: d6
BAB: As Rogue
Alignment: Any Lawful
Skill Points: 8+Int
Skills: Pick any 12. These are your Class Skills.
Note on skills: An Acolyte with Open Locks as a Class Skill may use this skill as a Rogue. Likewise, if the Acolyte possesses Search he may use this as a Rogue does. An Acolyte may not learn the Druidic language, nor can he
Saves: Ref & Will good, Fort poor
Class Abilities:
LVL1: Learn Weakness, Bardic Knowledge(as per Bard class feature)
LVL2: Intelligent Defense(+2)
LVL3: Combat Strategy(+4)
LVL4: Bonus Feat: Skill Focus
LVL5: Faster Learn Weakness
LVL6: Intelligent Defense(+3)
LVL7: Combat Strategy(+5), Bonus Feat: Skill Focus
LVL8: Practiced
LVL9: Timed Strike (3/day), Unravel
LVL10: Intelligent Defense(+4), Bonus Feat: Skill Focus
LVL11: Combat Strategy(+6), Unravel (+1)
LVL12: Timed Strike (4/day), Hurried Skill*
LVL13: Improved Combat Strategy, Bonus Feat: Skill Focus
LVL14: Unravel (+2)
LVL15: Intelligent Defense(+5)
LVL16: Combat Strategy(+7), Bonus Feat: Skill Focus
LVL17: Extended Combat Strategy
LVL18: Unravel (+3), Bonus Feat: Skill Focus
LVL19: Intelligent Defense(+6)
LVL20: Improved Unravel, Bonus Feat: Skill Focus
Learn Weakness: Merely by observing an enemy and recognizing it's defining traits, an Acolyte has a chance of remembering an important fragment of information about that enemy. After doing nothing (or using the Full Defense Action) and observing the enemy for a round, the Acolyte may make a special Acolyte Knowledge check. The Acolyte Rolls 1d20+Acolyte Level+Int Bonus, and compares this to 15+DC of the observed enemy. On a success, any weaknesses the enemy has are imparted to the Acolyte. An Acolyte who fails may retry at 20+DC of the observed enemy, but if this fails the Acolyte remembers nothing useful at this time. Beginning at Level 5, the Acolyte may make these checks as a free action on their turn, but at a +5 DC.
Please not that an Acolyte may get a success but find that there is no particular weakness regarding the enemy. In such a case, the Acolyte realizes that he has "succeeded" but that there's nothing especially vulnerable about the enemy.
Intelligent Defense: An Acolyte adds his Intelligence Bonus to his AC as an Insight Bonus, to a maximum of +2. This maximum increases to a +3 at Level 6, +4 at Level 10, +5 at Level 15, and +6 at Level 19.
Combat Strategy: If the Acolyte has one minute to observe his foes before a battle begins, he may then take some time to impart some knowledge to his allies. Doing so takes another minute, after which everyone who the Acolyte has spoken with gains an Insight Bonus to AC equal to the Acolyte's Intelligence bonus, to a maximum of +4. This bonus lasts for a number of rounds equal to the Acolyte's Intelligence Bonus. This maximum increases to +5 at Level 7, +6 at level 11, and finally +7 at level 16. The Acolyte is also effected by this Insight bonus.
Practiced: Beginning at Level 8, an Acolyte may use the Take 10 option for any skill he possesses the feat Skill Focus for, even when he is rushed or in combat. This also includes Learn Weakness, but not Bardic Knowledge.
Timed Strike: The Acolyte gains a sudden insight into the movement of his foes, seeing a strange pattern emerge. He gains a +20 Insight Bonus to Hit on his next strike versus a specified foe.
Unravel: If the Acolyte has Spellcraft as a Class Skill, he may choose to delay his action and concentrate on a foe casting a spell. If he makes a successful Spellcraft check versus 10+Cast Spell's DC, he may undo some of the magic inherent in the spell. A successful check halves any numerical effects of the spell and decreases the Save DC of the spell by 3. At Level 11 he gains a +1 to Spellcraft Checks made this way. At Level 14 this becomes a +2 bonus, and at Level 18 this becomes a +3 bonus.
Improved Combat Strategy: If the Acolyte makes a successful Learn Weakness check while formulating a Combat Strategy, his allies also gain an Insight Bonus to Hit or to Damage (Acolyte's choice) equal to the AC Bonus they gain.
Extended Combat Strategy: The duration of the Acolyte's Combat Strategy is now the Acolyte's Intelligence Bonus in minutes, not rounds.
Improved Unravel: The Acolyte now completely nullifies a spell on a successful Unravel check. The Wizard may attempt to "save" a spell lost this way by making a Concentration check versus the Acolyte's Spellcraft check. Success means the spell is only Unravelled normally, as per the description above.
Clearly these needs some work, but I just want some input on how this balances with the RAW. I'm sure someone will find something very breakable about these. I'd love some input on these classes. Just as an aside, the setting these guys will be featured in has no spellcasters as PCs. So, no Bards, Druids, Clerics, Wizards, or Sorcerers.
Cheers,
-TLB