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Lord_Gareth
2010-09-23, 03:26 PM
Can I Borrow That?

Welcome back, ya'll, to my base class contest! The rules (below) are the same as before - make an original D&D 3.5 base class and fight for the right to keep your kneecaps!

1. You will be making an original D&D 3.5 base class, themed around borrowed or granted power; arcane casters that draw life force from their environment, divine parasites, devoted warriors, soul-stealers or people with a direct tap to an Elemental Plane are all possibilities. There are no other real restrictions, other than the fact that you cannot have posted this class anywhere else before. Aside from that, anything goes - psionics, martial manuevers, spellcasting, whatever.

2. Submissions are due by October 30th or earlier, and should be submitted in the format which will follow in the next post. Incomplete entries will be disqualified; no exceptions.

3. Plagarism is strictly forbidden.

Aside from that, feel free to create whatever you need; new mechanics, brand-new feats, items, whatever!

Chat thread; entries only in this thread, please (http://www.giantitp.com/forums/showthread.php?p=8008402#post8008402)

Ready?

GO!

Lord_Gareth
2010-09-23, 03:27 PM
CLASS NAME

Put a quote by a member of your class here!

A general description of your class

Abilities: The abilities important to your class

Role: What does your class do in the party?

Background: How do you become a member of your class? Why?

Organization: Organizations that tend to hold members of your class belong here.

Alignment: What alignment(s) your class may have and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Religion: How a member of this class might approach religion; general stereotypes, what gods they revere, and even why.

Other Classes: How does your class relate to other classes? How do they cooperate? Are there classes they just can't stand?

Adaptation: How might a DM fit your class into his campaign or his own unique world setting? How might your class be changed?

Hit Die: Duh

Starting Gold: Also duh


Class Features

Class Skills: The [CLASS NAME]'s class skills (and the key ability for each skill) are:

Skill Points at First Level: Triple duh
Skill Points at Each Additional Level: Quadruple duh (I'm sensing a theme here)

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon and Armor Proficiencies: Should be obvious

Remaining class features go here!

unosarta
2010-09-25, 09:36 AM
Essentia Thief

http://fc04.deviantart.net/fs26/i/2008/166/6/4/___Soul_Stealer____by_InTheScript.jpg

”Those poor souls who have been stolen and taken in by his keen blade, take heart. You are dead and gone, beyond even the blackest dawn, and the darkest night. You are gone, and will not return. We will mourn for you.” Jashon Kithros, to the Darkest One, stealer of souls’s victims.

The Essentia Thief steals souls and essentia, using them to power his abilities. He either takes it from those he views have wronged the world, the abominations that deserve to die, or he steals the souls of those who are relatively innocent. There is rarely any room for a more lenient position, although it is not exactly uncommon for the Essentia Thief to just not really care either way, however most follow those two standards of action, if not belief.

Adventures: Similarly to almost all classes, the Essentia Thief usually adventures for either personal power, or in order to settle a grudge. Again, Essentia Thieves share a pretty broad spectrum, but they still tend towards those two. Essentia Thieves also tend to be more anti-social in large groups, with so much soul energy surrounding them, and tend to be better one on one. The Essentia Thief rarely adventures purely for personal gain, able to gain that simply from using their abilities.

Characteristics: Essentia Thieves are usually anti-social and silent, needing no talk to understand a person’s soul. They also tend to not care about what others think of them.

Alignment: Essentia Thieves can be both good and evil, lawful and chaotic, although most tend slightly towards being chaotic than lawful, Essentia thieves of all alignments can be found.

Religion: Essentia Thieves tend to be rather secular. It is not unknown for an Essentia Thief to worship a god, but with their relationship to souls, it tends to be a rather one sided relationship.

Background: Essentia Thieves come from a wide array of backgrounds. Although almost no places are actually devoted to the formal training of Essentia Thieves, it is not unknown for a lesser master of the Incarnum arts to train a rogue or thief, and have them combine their powers, resulting in a greater ability.

Races: Essentia Thieves do not tend to be any race.

Other Classes: Essentia Thieves tend to be closer to those with less soul, and therefore less charisma. They almost shut down when dealing with bards or marshals, but can deal with warriors far better. They also have similar problems with Incarnum users, who have an overabundance of soul, as well has having thousands of pieces of souls flowing through their bodies at any time, meaning they have a sort of interrupting radiative frequency of souls, which greatly disquiets even the most sound of Essentia Thieves.

Role: Essentia Thieves can fill a very diverse number of roles, depending on the abilities of the other members of the party. If the group has an Incarnum user, the Essentia Thief can “borrow” some Essentia, and gain greater flexibility with his soulmelds, and deal more damage with his Claws of the Soulthief ability. If they do not, he still can function as a groups stealth character, and as their skill monkey, as well as being able to deal a fair amount of damage.


Abilities: Constitution is important for the Essentia Thief’s soulmelding abilities, and Dexterity is important for combat abilities. Intelligence is important for their skills, which are a big part of the class.
Alignment: Any
Hit Die: d6

Class Skills: Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex) Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Intelligence Modifier)x4
Skill Points at Each Additional Level: 6 + Intelligence Modifier

Essentia Thief
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soulmelds|Total Essentia|Chakra Binds

1st|
+0|
+0|
+2|
+2|Sneak Attack +1d6, Soul-Sight|1|1|0

2nd|
+1|
+0|
+3|
+3|Steal Essentia|1|2|0

3rd|
+2|
+1|
+3|
+3|Soulsteal|1|2|0

4th|
+3|
+1|
+4|
+4|Claws of the Soulthief|2|3|0

5th|
+3|
+1|
+4|
+4| Sneak Attack +2d6|2|3|0

6th|
+4|
+2|
+5|
+5|Trapfinding|2|4|0

7th|
+5|
+2|
+5|
+5|Disable the Chakra Points (Soulmeld)|3|4|1

8th|
+6/+1|
+2|
+6|
+6| Claws of the Soulthief (+1 capacity)|3|5|1

9th|
+6/+1|
+3|
+6|
+6|Aura of the Soulstealer 1/day|3|6|1

10th|
+7/+2|
+3|
+7|
+7| Sneak Attack +3d6|4|7|1

11th|
+8/+3|
+3|
+7|
+7|Soul-Sight (Invisible)|4|8|1

12th|
+9/+4|
+4|
+8|
+8| Claws of the Soulthief (Snuff Out)|4|9|1

13th|
+9/+4|
+4|
+8|
+8|Soulbind|5|10|2

14th|
+10/+5|
+4|
+9|
+9|Aura of the Soulstealer 2/day|5|11|2

15th|
+11/+6/+1|
+5|
+9|
+9| Sneak Attack +4d6|5|12|2

16th|
+12/+7/+2|
+5|
+10|
+10| Claws of the Soulthief (+2 capacity)|6|13|2

17th|
+12/+7/+2|
+5|
+10|
+10|Disable the Chakra Points (Chakra Bind)|6|15|2

18th|
+13/+8/+3|
+6|
+11|
+11|Soul-Sight (True Seeing)|6|17|2

19th|
+14/+9/+4|
+6|
+11|
+11|Aura of the Soulstealer 3/day|7|19|2

20th|
+15/+10/+5|
+6|
+12|
+12| Claws of the Soulthief (Extinguish), Sneak Attack +5d6|7|21|2[/table]


Weapon Proficiencies: The Essentia Thief is proficient with all simple weapons, and all light martial weapons, as well as light armor. He is not proficient with any shields.

Meldshaping: The Essentia Thief’s primary ability is shaping incarnum soulmelds, which are drawn from the Essentia Thief soulmeld list. He knows and can shape any soulmeld from that list.

The difficulty class for any saving throw against an Essentia Thief soulmeld is 10 + number of points of Essentia invested in the soulmeld + the Essentia Thief’s Intelligence modifier, unless noted in the description as otherwise. His meldshaper level is equal to his Essentia Thief level. The Essentia Thief follows the same table as Incarnates, Soulborn, and Totemists, as shown here:

{table=head]Character Level|Essentia Capacity
1st-5th|
1

6th-11th|
2

12th-17th|
3

18-20th|
4[/table]

The Essentia Thief can only shape a certain number of soulmelds per day. His base daily allotment is given on the class table above. The maximum number of soulmelds that he can have shaped simultaneously is equal to his Constitution score minus to, or the number of soulmelds on the table, whichever is lower.

At first level, he also gains access to a pool of Essentia, which can be invested into the soulmelds to increase their power. The number on the table represents the total amount of Essentia that the Essentia Thief is capable of holding at a time. Outside of combat, the Essentia Thief has a number of Essentia equal to the total amount possible, however, as soon as he enters combat, he loses all of his Essentia except for a number equal to his Intelligence modifier. He gains more Essentia through special processes, as noted below, in the Steal Essentia and Soul Steal ability sections.

Chakra Binds: Beginning at seventh level, the Essentia Thief can bind soulmelds to his Chakras granting him new powers based on the soulmeld and chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that the Essentia Thief cannot also benefit from a magic item worn on the body slot associated with that chakra. The Essentia Thief's Chakra progression is the same as that of an Incarnate of his Essentia Thief level.

Sneak Attack (Ex): If a Essentia Thief can catch an opponent when they are unable to defend themselves effectively from his attack, he can strike a vital spot for extra damage. The Essentia Thief’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Essentia Thief flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 at level 5, and every five levels thereafter. Should the Essentia Thief score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Soul-Sight (Su): The Essentia Thief is instinctively able to see the soul of those around him. He automatically knows the Charisma score and Hit Dice of any opponent whom he can see and is within 60 feet of him, who is not mindless. He automatically senses whether an opponent is able to wield Essentia, but because of the strange frequencies that they provide, cannot determine their Charisma or Hit Dice unless he makes a Spot check equal to their Hit Dice. This ability may be invested in, as if it were a soulmeld, and gains a competency bonus to all spot checks equal to twice the Essentia invested into the ability. At level 11, the Essentia Thief gains See Invisibility, as the spell, against all non-mindless beings, as a constant effect. At level 18, he gains True Seeing, as the spell, as a constant effect.

Steal Essentia (Su): Starting at second level, Whenever the Essentia Thief makes a ranged or melee attack against a target, and the attack is a sneak attack, he may choose to forgo 1d6 sneak attack damage on the attack, and instead steal some of the opponent’s Essentia. This only functions against enemies who have an Essentia pool larger than 1. The Essentia Thief steals a number of essential equal to his intelligence bonus, or 5, whichever is lower. The Essentia do not regenerate or return to the meldshaper until the encounter ends, a restoration spell is cast upon them, or the Essentia Thief chooses to let the Essentia fade away. The opponent takes a -1 penalty to all checks, rolls and saves equal to the number of Essentia stolen until the end of the encounter.

Soul Steal (Su): Starting at third level, whenever the Essentia Thief makes a ranged or melee attack against a target, and the attack is a sneak attack, he may choose to forgo any number of sneak attack dice against that target. He gains that many points of Essentia that are added to his Essentia pool. They fade away at the end of the encounter. The Essentia Thief may never gain more Essentia points than the total number possible in his pool

Claws of the Soulthief (Ex): Starting at fourth level, the Essentia Thief gains claws made of pure Essentia. They sparkle and shine a dark blue, and extend out from the Essentia Thief’s hands by about a foot. They deal 1d6 slashing damage, plus the Essentia Thief’s Strength modifier. When the Essentia Thief invests Essentia in the claws, they gain a bonus to attack and damage rolls equal to twice the amount invested. When the Essentia Thief reaches level eight, he may invest one more Essentia into his claws than is normally allowed by soulmelds, which increases to two more than normally allowed at level sixteen. At level twelve, the Essentia Thief may deal Constitution damage on one melee attack made with the claws, as a standard action, equal to the number of Essentia invested in the Claws. At level twenty, the Essentia Thief may rend at the target’s soul, allowing him to make a single melee attack with the claws, as a standard action, and the target must make a fortitude save (DC 10 + Essentia Thief levels + Intelligence modifier) or die. This is a supernatural ability.

Trapfinding (Ex): Starting at sixth level the Essentia Thief can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Essentia Thieves can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An Essentia Thief who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Disable the Chakra Points (Su): Starting at seventh level, whenever the Essentia Thief makes a sneak attack, he may sacrifice 2d6 damage, and shut down an opponent’s soulmelds. He may choose one soulmeld the target has active. That soulmeld is no longer shaped for the duration of the encounter, and the meldshaper gains no benefit from it. At level seventeen, the Essentia Thief may use this ability to disable Chakra Binds, causing them to be unbound for the rest of the encounter, and giving the meldshaper no benefit. He may not use both at the same time, unless he reduces his sneak attack damage by 4d6.

Aura of the Soulstealer (Su): Starting at ninth level, the Essentia Thief may activate an aura of soulstealing as a standard action, once per day. For a number of rounds equal to the Essentia Thief’s Intelligence modifier, all meldshapers within 20 feet lose one Essentia point per round that the aura is activated, and those points do not recover until the end of the encounter and the meldshaper takes a -1 penalty per point of Essentia stolen, and the Essentia Thief gains all of those points stolen as bonus Essentia. Non-meldshapers take a number of negative energy damage per round equal to one half the Essentia Thief’s Essentia Thief levels. For every 10 damage dealt this way (total, over all of the rounds), the Essentia Thief gains 1 Essentia point. The Essentia Thief may not receive more Essentia points than their total number of Essentia given in the class table above.

Soulbind: Starting at thirteenth level, whenever the Essentia Thief uses his Soul Steal or Steal Essentia abilities against a single target, to steal Essentia equal to the target’s Hit Dice, and then the target is killed, the Essentia Thief may take on the physical aspects of the target for a time. He must burn (lose for the entirety of the encounter) Essentia equal to the Hit Dice of the creature, and takes on the aspects of that creature for a number of minutes equal to the Essentia burned, or until the end of the encounter, whichever comes first. He gains their type, size, and image, based on the level of the Essentia Thief. A True Seeing sees through the image, but the others still work.

For Sizes
{table=head]Level|

1-4|Medium

5-8|Large

9-12|Huge

13-16|Gargantuan

17-20|Colossal[/table]





Soulbinds


Amulet of Incarnum Shielding
Amulet of Incarnum Shielding
Descriptors None
Classes Essentia Thief
Chakra Throat
Saving Throw None.

A blue glow starts around you. All of the souls in the air seem to become silent, as the light focuses itself into one, bright blue jewel, that winks and glitters in the light. It lays itself on your throat, staying suspended as if magically.

Drawing upon the essence of other incarnum users who have died, the meldshaper is able to protect himself from attack of other meldshapers.

You shape incarnum into a necklace that you wear about your neck. Whenever someone tries to steal or take your Essentia points, you may reduce the amount they take by one point.
Also, your soulmelds cannot be unbound forcibly.
Essentia reduce the Essentia taken by 1 for every point of Essentia invested.

Chakra Bind (Throat)
A flow of Incarnum flows into the gem, causing it to glow red for a few moments, and then the Gem shines brightly, and glitters even more than before.

While this soulmeld is bound to your throat slot, you cannot have your Chakra Binds unbound forcibly.

Angelhelm
Angelhelm
Descriptors Good
Classes Essentia Thief
Chakra Crown
Saving Throw None.

A silver helm alights itself upon your head. Its plume is a bright yellow, and it has wings that come off each side of it.

Drawing upon the essence of paladins and fallen clerics of good gods, the meldshaper is able to take on their aspects.

You gain turn undead as if you were a cleric of your meldshaper levels, minus four. You gain uses equal to your intelligence modifier. You may not use this Turn Undead in order to fulfill the prerequisites for a prestige class or feat.
Essentia You gain an additional use for every two points of Essentia invested into this soulmeld.

Chakra Bind (Crown)
A pure light shines out of the plume, reaching down until the wings start flapping. They grow huge and powerful, white like the wings of a swan.

While this soulmeld is bound to your Chakra, you gain a fly speed equal to five feet times the amount of Essentia invested in the soulmeld, with a maneuverability of poor.

Armbands of Might
Armbands of Might
Descriptors None
Classes Essentia Thief
Chakra Arms
Saving Throw None.

Two simple, non-descript armbands settle themselves on your hands, clasping tight. They hum with energy, and seem to want to do something, even when you are calm.

The strength of warriors long past flows into your veins, with the incarnum enhancing it, allowing you to lift almost any object.

You gain a +4 bonus to all strength checks. In addition, your carrying capacity counts as if you had a strength score of +10 to what your strength normally is.
Essentia You gain an additional +1 for each point of Essentia you invest in this soulmeld.

Chakra Bind (Arms)
The armbands swell and expand, floating 2 inches off of your arms. You muscles then expand to fit the new size, and you feel incredible power flowing through you.

While this soulmeld is bound to a Chakra, you gain the benefit of the Throw Anything feat, and the range of the weapons thrown is equal to ten feet times the number of essential invested in this soulmeld.

Bearskin Armor
Bearskin Armor
Descriptors None
Classes Essentia Thief
Chakra Soul
Saving Throw None.

Bear skins and furs grow around your body, and stitch themselves together in order to form a sort of armor made from them. It feels hard as iron, and very, very angry.

The spirits of druids and bear warriors flows through you, allowing you to gain a bite attack, and hardened hide.

You gain a +2 bonus to natural armor.
Essentia The bonus to natural armor increases by +1 for every point of Essentia invested in this soulmeld.

Chakra Bind (Soul)
The furs rearrange themselves, and your face and head turn into that of a bear.

While this soulmeld is bound to your Chakra, you gain a bite attack that deals 1d8 damage plus your strength modifier. Whenever you successfully hit with the bite attack, you may start a grapple attempt as a swift action, with a bonus to the strength check equal to the amount of Essentia invested in this soulmeld.

Belt of Battle
Belt of Battle
Descriptors None
Classes Essentia Thief
Chakra Waist
Saving Throw None.

This leather belt bears a platinum buckle set with three small black pearls.

By channeling the spirits of fallen warriors, you gain greater ability in battle.

You gain a +10 bonus to your base land speed.
Essentia You gain an additional +5 bonus to land speed per point of Essentia invested in this soulmeld.

Chakra Bind (Waist)
The three small pearls turn a bright, pure white. They shimmer and reflect.

While this soulmeld is bound to your Chakra, you may gain a standard action. You do not gain the use of your standard action for your next turn.

Blade of Deception
Blade of Deception
Descriptors None
Classes Essentia Thief
Chakra Hands
Saving Throw

A small hilt appears in your hands. It is steel, and engraved with a pattern of two duelists. The blade is strangely missing.

By channeling the spirits of tricksters, liars and duelists, you gain greater ability to lie and feint.

You may feint as a swift action.
You also gain a +3 bonus to all Bluff checks.
Essentia You gain an additional +1 bonus for every point of Essentia invested in this soulmeld.

Chakra Bind (Hands)
The blade of the hilt springs out of the hilt, a pure silvery substance, almost like quicksilver.

While you have this soulmeld bound to your Chakra, you may use the sword as a melee weapon. It deals 2d4 damage, plus your strength modifier, and counts as a masterwork weapon. It has an enhancement bonus equal to the amount of Essentia invested in the soulmeld. In addition, any time you successfully use the feint action on an opponent, they cannot make attacks of opportunity against you for 1 round. Other opponents function normally.

Blindfold of True Darkness
Blindfold of True Darkness
Descriptors None
Classes Essentia Thief
Chakra Brow
Saving Throw None

A blindfold appears, covering your eyes, and reaching around to the back of your head. It seems to radiate off a slight shadow, partially obscuring the rest of your face. The blindfold itself is light and seems to weigh nothing, but after putting it on, you feel weighed down.

by channeling the spirits of those who lived and died in the shadows, and by channeling the spirits of psychics, you are able to see past what hides in the darkness.

You gain a +3 bonus to all Spot checks.
Essentia You gain an additional +1 bonus to spot checks per Essentia invested in the feat.

Chakra Bind (Brow)
The blindfold turns even, darker, even blacker, if that were possible, and constellations appear on the blindfold.

While this soulmeld is bound to your Chakra, you gain Darkvision out to ten feet times the amount of Essentia invested into this soulmeld.

Boots of the Battle Charger
Boots of the Battle Charger
Descriptors None
Classes Essentia Thief
Chakra Feet
Saving Throw None

Boots with three copper bands around the calf appear around your feet. They seem to hum with repressed energy.

You channel the spirits of the dread berserkers, taking on their battle ability.

You deal an extra +2d6 damage on all charge attacks.
Essentia The damage dealt increases by +1d6 for every point of Essentia invested in this soulmeld.

Chakra Bind (Feet)
The straps expand, and then clamp down. The boot’s color changes to a blood red, and spikes grow out of the soles.

While this soulmeld is bound to your Chakra, you gain the pounce ability.

Bracers of Quick Strike
Bracers of Quick Strike
Descriptors None
Classes Essentia Thief
Chakra Arms
Saving Throw

A small bracer appears around each of your arms. They are mithral, and each bears a small dagger motif.

By channeling the spirits of those who traveled in time, and suffered from a temporal death, as well as those who were incredibly quick, you become just as fast.

You gain a +2 bonus to initiative rolls.
Essentia The bonus to initiative rolls increases by +1 for every point of Essentia invested in this soulmeld.

Chakra Bind (Arms)
the daggers flip upside down, and the bracers appear to take on a goldish hue.

When this soulmeld is bound to a Chakra, you gain an extra attack at your highest attack bonus for every two points of Essentia invested in this soulmeld.

Cannith Goggles
Cannith Goggles
Descriptors None
Classes Essentia Thief
Chakra Brow
Saving Throw None

A pair of lenses appears in front of your face. These light orange, round, translucent lenses are mounted within a flexible metal frame that has a soft leather strap with a clasp at the back.

By channeling the souls of powerful artificers and craftsmen, you gain their incredible powers of detection and artifice ability.

You gain a +3 bonus to all Search and Disable Device checks. You can disable traps that are above DC 20 as if you were a rogue.
Essentia The bonus to Search checks increases by +1 for every point of Essentia invested in this soulmeld.

Chakra Bind (Brow)
The lenses grows to two inches in diameter, and small numbers constantly flit across them.

You may cause constructs and objects to heal a number of hit points equal to 2d6 per point of Essentia invested in this soulmeld. You must wait a number of rounds before using this ability again, equal to 6- the number of Essentia invested in this soulmeld. A creature may only be so affected by this ability once per encounter.

Cape of the Viper
Cape of the Viper
Descriptors None
Classes Essentia Thief
Chakra Shoulders
Saving Throw See text;

A soft green cape falls around your shoulders. It is inlaid with a strange sort of metal, and has snake motifs wriggling up the cape.

you channel the souls of dead druids and viper lords, gaining their power of venom and snakes.

You gain a bite attack, which deals 1d8 damage, plus your strength modifier, plus two.
Essentia The increase in damage increases by +2 for every two points of Essentia invested in this soulmeld.

Chakra Bind (Shoulders)
The cloak twists and wraps itself, creature a long, snakelike appendage, unfortunately unable to finite or complex movement, and the hood wraps itself around your face, and then opens up to form a gaping maw.

You bite attack now also forces the target to make a fortitude save or take a 1d4 Constitution damage per 2 points of Essentia invested in this soulmeld. After using this ability, you must wait 1d4+1 rounds before using it again.

Choker of Invisibility
Choker of Invisibility
Descriptors None
Classes Essentia Thief
Chakra Throat
Saving ThrowNone

A tiny choker appears around your neck. It is nondescript and small, with a tiny glowing emerald.

You channel the souls of powerful illusionists, gaining partial invisibility, and a miss chance.

You gain a miss chance of 10%.
Essentia The miss chance increases by 5% per point of Essentia that you invest in this soulmeld. This effect is ignored by the True Seeing spell.

Chakra Bind (Throat)
The jewel glows a pure green light, and then turns white.

You may become invisible, as the Greater Invisibility spell, for a number of rounds equal to the number of Essentia invested in this soulmeld, as a full round action. After using this ability, you must wait 2d4 rounds before using it again.


Cloak of Quills
Cloak of Quills
Descriptors None
Classes Essentia Thief
Chakra Shoulders
Saving Throw None

A large cloak falls about your shoulders, browned with age. It has quills and spikes running all of the way down the back of the cloak, and on the hood.

Those druids who wielded the power of porcupines and hedgehogs’ power flows through you, allowing you to take on the aspects of those creatures.

Any creature that successfully hits you with a melee or touch attack takes 2 damage.
Essentia The damage dealt by this ability increases by 2 damage per Essentia point invested in this soulmeld.

Chakra Bind (Shoulders)
The quills grow to several feet long, and become incredibly sharp.

You may shoot a quill from the cloak as a ranged attack, as a standard action. The quill deals 1d10 damage, plus your strength modifier.

Deathstrike Bracers
Deathstrike Bracers
Descriptors None
Classes Essentia Thief
Chakra Arms
Saving Throw See text;

Iron bracers that run all of the way up to your elbow appear, with a tiny crossing swords motif on each. They seem sturdy and unbreakable.

Undead hunters, construct killers, and plant fighters’ souls empower you and give you powers against the abominations.

You deal sneak attack damage against Elementals, Constructs, Plants and Undead as if they were not immune to critical hits. You gain a +1 bonus on all attack rolls against those targets.
Essentia The attack bonus gained from this soulmeld increases by 1 for every point of Essentia invested in this soulmeld.

Chakra Bind (Arms)
The swords uncross, detach from, and rotate around the gauntlet.

Any time you make three or more sneak attacks in a round against a single opponent who would normally be immune to Sneak Attack, that opponent must make a fortitude save (DC 10 + Essentia invested + your Intelligence modifier), or be destroyed. After using this ability, you must wait 1d4+2 rounds before using it again.

Earthplate Armor
Earthplate Armor
Descriptors None
Classes Essentia Thief
Chakra Soul
Saving Throw None

A plate of dirty armor appears on you. At first glance, this suit of full plate looks filthy and ill kept. On closer examination, you can see it is expertly crafted, and what appears to be dirt is actually the color of the metal itself. A black crystal shard is set horizontally into the front of the armor across the abdomen. Runes in the Gnome language mark its greaves and gauntlets, and the aroma of fresh earth seems to emanate from the suit.

The power of the dwarves and druids empowers you, filling your veins with the power of earth.

You gain damage reduction 2/Adamantine.
Essentia For each Essentia invested in the soulmeld, the Damage Reduction increases by 1. With 1 Essentia invested, the damage reduction becomes /Adamantine or Magic, with 2 invested it becomes /Piercing and Adamantine or Magic, and with four Essentia invested, it becomes /--.

Chakra Bind (Soul)
The armor literally becomes as if it were mud, and rust coats it. The black jewel turns green.

You gain burrow speed equal to five times the amount of Essentia invested into this soulmeld.

Echoing Footsteps
Echoing Footsteps
Descriptors None
Classes Essentia Thief
Chakra Feet
Saving Throw None

Small sandals appear on your feet. They are a dark blue, embroidered with silver stars, and seem to echo silently wherever you walk.

By channeling the souls of powerful teleporters and translocators, as well as thieves, you gain their abilities.

You gain a +3 bonus to all Move Silently checks.
Essentia The bonus to Move Silently checks increases by +1 for each Essentia invested in this soulmeld.

Chakra Bind (Feet)
The sandals raise up a small cloud of black sand or dust, which almost looks as if it were a shadow, rising off of the ground.

You may, as a move action, teleport a number of feet equal to 10 times the Essentia invested in this soulmeld. You may not use this ability more than once every two rounds.

Fiendhelm
Fiendhelm
Descriptors Evil
Classes Essentia Thief
Chakra Crown
Saving Throw None

A large helm appears on your head, with the visage of a fiend of the nine-hells. It is cracked and charred, the helm itself being a dark, dark black. At the mouth, eye and nose openings, an orange light filters through, as if lit by fire. The top of the helm extends into horns, like those of a ram, black as the helm.

By channeling the souls and power of dead blackguards and evil clerics, you can take on their powers.

You gain rebuke undead as if you were a cleric of your meldshaper levels, minus four. You gain uses equal to your intelligence modifier. You may not use this Rebuke Undead in order to fulfill the prerequisites for a prestige class or feat.
Essentia You gain an additional use for every two points of Essentia invested into this soulmeld.

Chakra Bind (Crown)
The light that comes from the mouth, nose and eye openings glows incredibly bright, and the horns elongate and grow deadly sharp.

While this soulmeld is bound to your Chakra, you gain a gore attack, which deals 2d6 damage, plus your strength modifier. This attack may only be used on the end of a charge, and it gains a bonus to all attack and damage rolls equal to twice the Essentia invested in this soulmeld.

Foxhide Armor
Foxhide Armor
Descriptors None
Classes Essentia Thief
Chakra Heart
Saving Throw None

Fox furs grow up, and appear around you. They are a soft orange, and seem comfortable.

Fox hunters and the souls of druids fill you with power, allowing you to become like a fox.

You gain a +3 bonus to survival checks in order to track someone, and you gain the benefits of the track feat. You may not use the feat in order to qualify for other feats or classes.
Essentia The bonus to survival increases by +1 for every point of Essentia invested in this feat.

Chakra Bind (Heart)
The furs shift and slide around your body, until you take on the visage of an actual fox. Your mouth opens and sharp teeth line your jaws.

While this soulmeld is bound to your chakra, you gain the scent special ability, and a bite attack. The bite attack deals 1d6 damage plus your strength modifier. You gain a bonus to any damage rolls made with your bite attack equal to the amount of Essentia invested in this soulmeld.

Guerilla Spear
Guerilla Spear
Descriptors None
Classes Essentia Thief
Chakra Hands
Saving Throw None

A wide and long spear appears in your hands. It appears to be excellently made, but the spearhead is missing.

The power and spirit of dead guerilla fighters flows through you, giving you’re their powers of stealth and ambush.

You gain a +3 bonus to all hide checks made to tail or follow someone, or in order to make an ambush.
Essentia This bonus increases by +1 for every point of Essentia invested in this soulmeld.

Chakra Bind (Hands)
The spearhead flows out of the end of the spear, forming an incredibly sharp point.

While you have this soulmeld bound to your Chakra, you may use the spear as both a melee and ranged weapon. It has a range of 30 feet, and if thrown, It reappears in your hand just after it hits. It deals 1d12 damage, plus your strength modifier, and counts as a masterwork weapon. It has an enhancement bonus equal to the amount of Essentia invested in the soulmeld. In addition, whenever an opponent is denied their Dexterity bonus to armor class, this weapon deals an additional 1d4 damage per Essentia invested in it.


Gwaeron’s Belt
Gwaeron’s Belt
Descriptors None
Classes Essentia Thief
Chakra Waist
Saving Throw None

A belt appears around your waist. This belt of tightly woven, white human hair has several blue and orange crystals braided evenly through it.

Gwaeron himself was a powerful tracker and master of the wilderness. His legacy lives on in those who hunt and track, and their souls flow through you.

Your weapon may burst into flame, if you choose to do so, by using a swift action in order to do so. It does not harm you, even if it is lighting up a natural weapon. This fire deals an extra 1d4 fire damage.
Essentia The damage increases by 1d4 for every point of Essentia invested in this soulmeld.

Chakra Bind (Waist)
A powerful wind flows through the belt, allowing a few strands to get loose, and float around, the jewels glimmering.

While this soulmeld is bound to your chakra, you may walk on air, as the Wind Walk spell for a number of rounds equal to the amount of Essentia invested in this soulmeld, but must land on the ground at the end of the air walk.

Hat of Anonymity
Hat of Anonymity
Descriptors None
Classes Essentia Thief
Chakra Crown
Saving Throw

A rather nondescript hat appears on your head. This plain black hat has a broad brim and a wide black silk band.

The spymaster and all manner of nondescript people have lived. You channel their anonymity.

You gain a +3 bonus to all Hide and Disguise checks.
Essentia This bonus increases by 1 for every point of Essentia invested in this soulmeld.

Chakra Bind (Crown)
the hat grows even broader and wider, and the brim almost constantly sags over your face.

As long as you have this soulmeld bound to your Chakra, you gain the effects of a permanent nondetection spell. The caster level check DC is equal to (10 + ½ your Hit Dice + the amount of Essentia invested in this soulmeld + your intelligence modifier).

Tigerskin Armor
Tigerskin Armor
Descriptors None
Classes Essentia Thief
Chakra Heart
Saving Throw

A shirt of chain appears on you. Striped fur, smelling thickly of some great beast, covers it.

The souls of powerful Tiger hunters and druids flows through your veins, filling you with power.

You gain pounce, and deal an extra 1d4 damage on any attack made on the end of a charge.
Essentia The extra damage increases by 1d4 per point of Essentia invested in this soulmeld.

Chakra Bind (Heart)
The skins rearrange themselves around you so as to cover the lower half of your face, and a gaping maw appears, lined with fangs.

You gain a bite attack, which deals 1d8 damage plus your strength modifier. If you successfully hit with the bite attack, you may start a grapple attempt. If you successfully make the grapple attempt, you may attack with your regular weapons, or any non-bite attack weapons, during the grapple. You provoke no attacks of opportunity from this effect.

IcarusWings
2010-09-25, 03:36 PM
(withdrawn)

Vaynor
2010-09-26, 11:38 PM
http://i25.photobucket.com/albums/c83/Vaynor/Possessed/possessed_title.png

http://i25.photobucket.com/albums/c83/Vaynor/Possessed/possessed_man_small.png

Quote of Some Kind by a member of the class!

Once possessed by an evil spirit, a possessed overcame the otherworldly infiltration to use the power of the possessor for their own gains. Instead of removing the spirit entirely through force of will, the possessed instead chooses to imprison the spirit within their body to gain its power. This spirit manifests itself as a ghostly head, linked to the possessed’s head by otherworldly energy. Keeping the powerful spirit at bay requires great sacrifice, however, and places a great demand on the possessed’s body or mind. As the possessed slowly gains greater control over the spirit inhabiting their body, the power they gain from it grows.

Abilities: The abilities important to your class

Role: What does your class do in the party?

Background: How do you become a member of your class? Why?

Organization: Organizations that tend to hold members of your class belong here.

Alignment: What alignment(s) your class may have and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Religion: How a member of this class might approach religion; general stereotypes, what gods they revere, and even why.

Other Classes: How does your class relate to other classes? How do they cooperate? Are there classes they just can't stand?

Adaptation: How might a DM fit your class into his campaign or his own unique world setting? How might your class be changed?


Alignment: Any.

Hit Die: d6.

Starting Gold: As cleric.

http://i25.photobucket.com/albums/c83/Vaynor/Possessed/classskills.png
The Class Name's class skills (and the key ability for each skill) are
Skill Points at First Level: (4 + Int modifier) x4.
Skills Points at Each Additional Level: 4 + Int modifier.

{table=head]Level|
Base Attack[br]Bonus|Fort[br]Save|Ref[br]Save|Will[br]Save|Special|{colsp=10}Spellcasting|Maneuvers[br]Known|Maneuvers[br]Readied|Stances[br]Known

{colsp=6}|0 lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th|{colsp=3}

1st|
+0|
+2|
+0|
+2|Possessed, detraction, improvement|3|1|-|-|-|-|-|-|-|-|
3 |
3 |
1

2nd|
+1|
+3|
+0|
+3|Bonus feat|4|2|-|-|-|-|-|-|-|-|
4 |
3 |
1

3rd|
+2|
+3|
+1|
+3|Improvement|4|2|1|-|-|-|-|-|-|-|
5 |
3 |
1

4th|
+3|
+4|
+1|
+4|Detraction|4|3|2|-|-|-|-|-|-|-|
5 |
4 |
2

5th|
+3|
+4|
+1|
+4|Improvement|4|3|2|1|-|-|-|-|-|-|
6 |
4 |
2

6th|
+4|
+5|
+2|
+5|Bonus feat|4|3|3|2|-|-|-|-|-|-|
6 |
4 |
2

7th|
+5|
+5|
+2|
+5|Improvement|4|4|3|2|1|-|-|-|-|-|
7 |
4 |
2

8th|
+6/+1|
+6|
+2|
+6|Detraction|4|4|3|3|2|-|-|-|-|-|
7 |
4 |
2

9th|
+6/+1|
+6|
+3|
+6|Improvement|4|4|4|3|2|1|-|-|-|-|
8 |
4 |
2

10th|
+7/+2|
+7|
+3|
+7|Bonus feat|4|4|4|3|2|1|-|-|-|-|
8 |
5 |
3

11th|
+8/+3|
+7|
+3|
+7|Improvement|4|4|4|4|3|2|1|-|-|-|
9 |
5 |
3

12th|
+9/+4|
+8|
+4|
+8|Detraction|4|4|4|4|3|3|2|-|-|-|
9 |
5 |
3

13th|
+9/+4|
+8|
+4|
+8|Improvement|4|4|4|4|4|3|2|1|-|-|
10 |
5 |
3

14th|
+10/+5|
+9|
+4|
+9|Bonus feat|4|4|4|4|4|3|3|2|-|-|
10 |
5 |
3

15th|
+11/+6/+1|
+9|
+5|
+9|Improvement|4|4|4|4|4|4|3|2|1|-|
11 |
6 |
3

16th|
+12/+7/+2|
+10|
+5|
+10|Detraction|4|4|4|4|4|4|3|3|2|-|
11 |
6 |
4

17th|
+12/+7/+2|
+10|
+5|
+10|Improvement|4|4|4|4|4|4|4|3|2|1|
12 |
6 |
4

18th|
+13/+8/+3|
+11|
+6|
+11|Bonus feat|4|4|4|3|3|3|3|3|3|2|
12 |
6 |
4

19th|
+14/+9/+4|
+11|
+6|
+11|Improvement|4|4|4|4|4|4|4|4|3|3|
13 |
6 |
4

20th|
+15/+10/+5|
+12|
+6|
+12|Mastery|4|4|4|4|4|4|4|4|4|4|
13 |
7 |
4[/table]

http://i25.photobucket.com/albums/c83/Vaynor/Possessed/CLASSFEATURES.png

Weapon Proficiencies: A possessed is proficient with all simple weapons and light armor, but not shields. A possessed can cast possessed spells while wearing light armor without incurring the normal arcane spell failure chance.

Possessed: Once at the mercy of a powerful spirit, the possessed now keeps that spirit prisoner inside their body. The power gained is great, but it requires great sacrifice. The possessed must choose to sacrifice either body or mind.

If you choose to sacrifice your body, you gain spellcasting progression as noted on the table and do not gain the maneuver progression.

If you choose to sacrifice your mind, you gain the maneuver progression as noted on the table and do not gain the spellcasting progression.

The spirit contained within you manifests itself as a ghostly face connected to your own by a strand of spiritual energy. Along with the power and knowledge gained from overpowering the spirit, as time goes on, you can improve the spirit as well (see the Improvement special ability).

The spirit is not considered a separate entity and cannot be targeted whatsoever. It does, however, have a number of hit points that act as a buffer. Each day the spirit starts with a number of hit points equal to class level x3. These hit points act as temporary hit points that last the entire day, and damage is always dealt to the spirit’s HP before affecting the possessed’s. When reduced to 0 hit points, the spirit does not die, it simply no longer acts as a buffer.

The spirit is considered to be in the same square as the possessed, but it can be sent up to 5 feet away (1 square).

The spirit cannot be concealed (except through use of illusionary magic or similar effect) and cannot be contained within the body (unless the possessed has the Conceal Spirit feat, see below). Because of this, the possessed has trouble blending in with society. As the possessed gains greater control (and thus greater power) from the spirit, it becomes more difficult to control. The possessed receives a -1/3 class levels penalty on the following skills: Bluff, Diplomacy, Disguise, and Gather Information.

Maneuvers: If you choose to sacrifice your mind, you gain the use of martial maneuvers. You begin play with three martial maneuvers known. The disciplines available to you are Stygian Nightmare (http://www.giantitp.com/forums/showthread.php?t=162222), Black Heron (http://www.giantitp.com/forums/showthread.php?t=100874), Witch Razor (http://www.giantitp.com/forums/showthread.php?t=102869), Rending Scream (http://www.giantitp.com/forums/showpost.php?p=7780226&postcount=377), and Stone Dragon.

To use a maneuver you know, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by a possessed is considered an extraordinary ability unless noted otherwise in its description. Your maneuvers do not provoke attacks of opportunity when you initiate one, and are not affected by spell resistance

You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver’s prerequisite to learn it. See page 39 of the Tome of Battle to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered possessed level thereafter (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st, 2nd, 3rd, or 4th level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: To ready your maneuvers you must meditate for 10 minutes, regaining full control of the spirit that possesses you. Any maneuvers readied remain readied until you meditate once more and change your readied maneuvers. You need not sleep or rest for any long period of time to ready your maneuvers.

You begin every encounter with all your readied maneuvers unexpended, regardless of how many times you’ve used them since meditation. When you initiate a maneuver, it is expended for the duration of the current encounter, so each readied maneuver may only be used once per encounter (until recovered).

You may recover all expended maneuvers with a standard action, during which you bring your spirit into your body and use its energy to supplement your own. You cannot perform any other actions during this action nor can you use your move action to initiate a maneuver (if possible).

Stances Known: The possessed begins play with one 1st-level stance from any available discipline. At 4th, 10th, and 16th level, you can choose an additional stance. Unlike maneuvers, stances are not expended, and you do not have to ready them. All stances you know are always available, and your current stance can be changed with a swift action. A stance is an extraordinary ability unless otherwise noted in the stance description.

Spells: A possessed casts arcane spells which are drawn from the possessed spell list. A possessed can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a possessed must have a Charisma score equal to 10 + the spell level. The Difficulty Class for a saving throw against a possessed’s spell is 10 + the spell level + the possessed’s Charisma modifier.

A possessed can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. Additionally, a possessed receives bonus spells per day if he has a high Charisma score.

A possessed only knows a limited number of spells, the knowledge of which he has gained from his spirit possessor. The possessed gains spells as detailed on the table below. These new spells may be chosen from the possessed’s spell list.

Upon reaching 4th level, and at every even-numbered possessed level after that (6th, 8th, 10th, and so on), a possessed can choose to learn a new spell in place of one he already knows. In effect, the possessed loses the old spell in exchange for the new one. The new spell must be at least two levels lower than the highest-level possessed spell the possessed can cast. A possessed may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A possessed can cast any spell he knows at any time, assuming his spells per day for that spell level are not used up. He does not have to decide in advance which spells he’ll cast.

Detraction: The cost of keeping your possessor under control is great, and requires great sacrifice to your body or mind. At first level, if you chose to sacrifice your mind, your three mental stats (Intelligence, Wisdom, and Charisma) are all reduced by 1 permanently.. If you chose to sacrifice your body, your three physical stats (Strength, Dexterity, and Constitution) are all reduced by 1 permanently.

At fourth level, and every four levels thereafter (8th, 12th, and so on), you must choose an ability score to sacrifice further. If you chose to sacrifice your mind, you may choose any of the three mental stats (Intelligence, Wisdom, and Charisma). If you chose to sacrifice your body, you may choose any of the three physical stats (Strength, Dexterity, and Constitution). Once you have chosen an ability score, that score is reduced by 1 permanently.

An ability score cannot be reduced below 1 by this class feature. If you cannot reduce any of the allowed ability scores, you may instead chose from any ability score that isn’t currently less than or equal to 1.

Improvement: As your mastery of your possessor increases, you gain greater control over the spirit itself, even changing its form to suit your own purposes. At level 1, and every odd level thereafter, you may choose one improvement (see below) for your spirit. Each improvement may only be taken once unless noted otherwise in the improvement description. Improvements in general have no prerequisites, but some specific improvements may have requirements.

WIP: IMPROVEMENTS COMING SOON.


NEW FEATS

Conceal Spirit
Your mastery of your spiritual possessor has grown enough to be able to conceal its presence within your own body.
Prerequisites: Possessed class feature, Cha 13.
Benefit: By expending a move action, you can conceal the spirit that possesses you. While concealed, the spirit cannot be sent elsewhere and you lose the ability to use any class features that require the spirit to be outside the body and/or seen, or in another square. However, you also lose any penalties received by having the spirit visible.
Normal: The spirit cannot be contained within the body, and is always visible.

The Tanar'ri
2010-09-27, 04:45 PM
Absorbing Mages
http://th03.deviantart.net/fs42/300W/f/2009/079/6/e/And_the_blue_mage_rises____by_Bizzare10000.jpg

"What strange magics you use..."

Absorbing Mages use only magic which they have felt the effects to, they cannot learn magic any other way.

Abilities: Charisma is important because it it their primary spell casting stat, Intelligence is important because it governs the very important Spellcraft skill, Constitution is important so they don't die while experiencing the effects of a spell.

Role: The Absorbing Mage is a primary arcane caster

Background: you can't choose to be an absorbing mage, it can only choose you (If you aren't an Absorbing Mage at level one you can never be an Absorbing Mage)

Alignment: usually neutral

Races: Humans, Elves and Gnomes are the most common, Haflings occasionally are Absorbing Mages, and Dwarves and Half-Orcs are rarely Absorbing Mages

Religion: Absorbing Mages usually worship themselves or magic

Other Classes: Absorbing Mages enjoy being in the company of spell casters and after seeing an unusual spell may asked to be hit by it. They however can't stand preachy clerics or smelly barbarians.

Hit Die: d10

Starting Gold: 4d6x10

Class Features

Class Skills: The Absorbing Mage's class skills (and the key ability for each skill) are:Appraise (Int),Concentration(Con), Knowledge (all) (Int), Profession (Wis), Spellcraft (Int), UMD (Cha).

Skill Points at First Level: (2+Int modifier)x4
Skill Points at Each Additional Level: 2+Int modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +2 Spells, Magick Absorb (Arcane)
2nd +1 +3 +3 +3 Evasion, Mettle
3rd +1 +3 +3 +3 Magick Absorb (Arcane And Divine)
4th +2 +4 +4 +4
5th +2 +4 +4 +4
6th +3 +5 +5 +5
7th +3 +5 +5 +5
8th +4 +6 +6 +6
9th +4 +6 +6 +6
10th +5 +7 +7 +7 Magick Absorb (Spell like abilities)
11th +5 +7 +7 +7
12th +6 +8 +8 +8
13th +6 +8 +8 +8
14th +7 +9 +9 +9
15th +7 +9 +9 +9
16th +8 +10 +10 +10
17th +8 +10 +10 +10 Magick Absorb (supernatural abilities)
18th +9 +11 +11 +11
19th +9 +12 +11 +11
20th +10 +12 +12 +12 Infinite Magic

Weapon and Armor Proficiencies: None

Spells: As a sorcerer
Spells Known: 1 per level

Magick Absorb: when hit by a arcane spell an Absorbing Mage Immediately learns that spell
at level 3 he can learn divine spells in this manner (he casts them as arcane spells)
at level 10 this can be used for spell like abilities
at level 17 he can gain supernatural abilities in this manner

Infinite magic: at level 20 the magic of an Absorbing mage becomes so powerful that they can't ever run out of magic slots, and effectively can never run out of magic.

boomwolf
2010-10-04, 02:43 PM
Chosen

http://ui07.gamespot.com/1926/fantasywarrior10509_2.jpg

"You do not to fight the person in front of you, you are to fight the will of pelor himself!"
-Linaell, a Chosne of Pelor

A Chosen is a person that, as his names reveals, was chosen by some deity to fill a specific role it the world and is willing to lend that person a glimpse of his power to preform this role, yet not seeing fit to grant him magical powers such as these of the Favored Soul (or maybe the Chosen himself is simply not into magic at all and the Deity knows he will not use it properly or at all.)

A Chosen always knows that he is a Chosen of said deity, and can sense whether or not the one who chose him approves of his actions and he might be either glad and honored to be Chosen by the deity, he might cower and wish somebody else was chosen as he wants to lead a simply life or see himself as not worthy, on rare occasions a Chosen is not even a follower of the Deity who chose him, or might even resent that Deity and wish to undermine his actions, but the Chosen in fact has little choice himself, and he is forced to serve as a tool in the name of the deity, either by choice or by being fooled into doing exactly what the Deity has planned.

Abilities: Charisma is the most important stat for a Chosen, as it determines his maximum Intervention pool, following that you will need good dexterity to cover for lack of heavy armor, good strength to hit well in melee and good constitution to increase survivability. intelligence never hurts and wisdom, despite being unused, can never hurt.

Role: A Chosen is mostly a melee fighter, and seldom a ranged one. and while he can be a rel powerhouse, his "power-up juice" is highly limited, and using it drains even his static abilities. in later levels the Chosen also become a good party face a "danger sense" for the party, a limited buffer or a debuffer/ debuff remover, or even an all-out utility with his last few abilities.
The domain powers gained at levels 5, 10, 15 and 20 helps making a more diverged character, and grants you more options.

Background: A chosen is from birth, and you are likely to slowly discover that things go unnaturally your way quite a lot, as an extension to this you also have some sort of "second conscience" that is actually an empathic link to the deity who has chosen you as you later discover.
Usually the patron deity of a Chosen will reveal himself to the Chosen either through a messenger, or in some sort of a dream or revelation and inform the Chose of his nature, and what does he expect him to do.

Organization: Any Chosen, if people believe him or if he can prove himself, will find a home inside the church of his patron deity as a holy man who will receive a lot or respect at the very least, but the rarity of existence of Chosen overall make it very unlikely for them to gather up as a "Company of Chosen by the gods."

Alignment: A chosen is usually picked as one of the deity's over alignment, and the more extremist the deity is with his views (to any direction) the more likely for him to appoint Chosen, as such neutral Chosen are rare, but not unheard of.

Races: A chosen is usually a member of the race a specific deity patrons, but occasionally a deity might choose a member of another race, if he has good reasons to do so.

Religion: While a Chosen might revere to any deity, it is almost always the one who chose them, and they are likely to be extremely tight in their believes, even more then your average cleric or favored soul, not surprising considering their entire life is influenced by their patron whenever they like it or not.

Other Classes: A Chosen gets positive reactions from most people, depending on who chose him. a Barbarian well admire the Chosen of war gods, a Bard will find him fascinating, a Druid, Cleric, Favored Soul or a Paladin might view them as outright holy, or outright unholy (depending on what god chose them), classes more focus about doing things yourself and hard training, such as Monks, Fighters, Rouges and even Wizards might be angry with his gifted nature, but still accepting him as somebody to respect, and people who are used to revive things from others or naturally such as Sorcerers and Warlocks will see the Chosen as "one of them".

Adaptation: This class is self-adaption. if you have ANY gods, then a chosen of one of them may emerge, but if your setting has no gods at all, or ones that rarely or even never interfere with the mortal realm, then a chosen is required to go through extra loops to allow existence, that means-you must have a damn good explanation WHY the normally apathetic gods go out of their way to interfere this time.
Also, new domains require new domain powers. you may use the ones granted to clerics, but you might need to have replacements created if they do not fit a non-spellcaster, or if they trans-pass in territory covered by the Chosen anyway.

Hit Die: D10



Class Features

Class Skills: The Chosen class skills (and the key ability for each skill) are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (religion) (Int), Listen (Wis), Sense Motive (Wis) Spot (Wis) and Taunt (http://www.giantitp.com/forums/showpost.php?p=7613406&postcount=15)(Cha).

Skill Points at First Level: (4+int modifier)*4
Skill Points at Each Additional Level: 4+int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+0|+1|Will of the Deity, Divine Interference, Divine Protection

2nd|+1|+0|+0|+1|Divine Saving

3rd|+1|+1|+1|+2|Lesser Divine Punishment

4th|+2|+1|+1|+2|Divine Health, Healing Surge

5th|+2|+1|+1|+3|Domain Power

6th|+3|+2|+2|+3|Divine Punishment

7th|+3|+2|+2|+3|Divine Senses

8th|+4|+2|+2|+4|Voice of the Divine

9th|+4|+3|+3|+4|Curse/Uncurse 1/day

10th|+5|+3|+3|+5|Domain Power

11th|+5|+3|+3|+5|Improved Divine Punishment

12th|+6/+1|+4|+4|+6|Ally Interference

13th|+6/+1|+4|+4|+6|Curse/Uncurse 2/day

14th|+7/+2|+4|+4|+6|Voice of the Divine

15th|+7/+2|+5|+5|+7|Domain Power

16th|+8/+3|+5|+5|+7|Greater Divine Punishment

17th|+8/+3|+5|+5|+8|Curse/Uncurse 3/day

18th|+9/+4|+6|+6|+8|Consult of the Deity

19th|+9/+4|+6|+6|+8|True Divine Punishment

20th|+10/+5|+6|+6|+9|Request Miracle, Voice of the Divine, Domain Power

[/table]

Weapon and Armor Proficiencies: A Chosen is proficient with all simple weapons and his deity's favored weapon. also he is proficient with light armor, bucklers and light shields.


Will of the Deity (Su)
A chosen is a tool of a deity, and as such must know the implications of his actions, every Chosen has an empathic link to his deity, constantly telling him how the deity feels about his actions and behavior.
Also, if his deity wants the Chosen to preform a specific action at a given moment the Chosen will feel a strong urge to do so, but is not compelled in any way.

In addition, the chosen gains a +4 to his will save against any compulsion effects that will cause him to go against the will of his deity.

Siderbar: Will of the Deity as a DM tool:
you should not use this as a tool to pull your players in any given direction, but you can use it to give advice or help move on if the game get stuck, just make it a subtle advice, and use it rarely, if you outright tell your players what do to you will either fall into railroading or your players will keep looking up to the Chosen to tell them what to do next.

A good use for this emphatic link is to highlight things the players could should have noticed by themselves, for example if the chosen of Pelor gets an urge to kill that man in black cloak that attacks the party, they might conclude that this is the necromancer that they are looking for, or getting an urge to look at a picture might reveal that the next clue is hidden in it? or there is a secret passage behind it? maybe its hiding a trap? or is it just a flattering image that deity he is rather proud of?
Using this urge in vast and unpredictable, and not always helpful ways is a good tool in order to add some flavor and even "tips" to the game without making people rely on it, especially if the urge sometimes ignore what should have been obvious (maybe the guy in front of you IS the traitor, but lolth is not going to tell you that but expects you to discover it yourself, and maybe the knight that attacked you is way too powerful for you, but its out of kord's nature to make you want to flee.)

It is important to remember-this is only an empathic link, so only simple emotions or desires can be transferred, no reasoning or logic, nor are warnings (other then a simple "your patron is concerned about you) style, so it is recommended not to tell the player anything unless a powerful emotion arises from the deity about something.

So, in short-use it much like an Animal Companion's link, except it links you with a deity that is probably smarter then you, so if you compare it to a Wizard and it's familiar, you are the familiar.

Divine Interference (Su)
The powers and abilities of a Chosen come from a Divine source, and as such they are limited both by his patron deity's attention and his limit to how much he can interfere without other gods asking too many questions, this limit is represented by "Interference Pool", the chosen has a maximum amount of Interference Points a day equal to his Charisma modifier, plus one for even forth Chosen level he has, this points are replenished at the beginning of each day, by whatever time seems right to the deity (same time every day, usually it is symbolic, for example a Chosen of Pelor is likely to replenish his points at dawn.)

If a Chosen does not revive proper rest he cannot endure that much divine attention, and only half his maximum amount of points can be replenished (and added to whatever he has left from the last day.)

Because of the divine nature of the powers of the Chosen, his supernatural abilities granted by this class are not suspended by mortal magic such as an anti-magic filed (it does however if a diety created them directly), as long the Chosen has Interference Point left this extend to supernatural abilities granted from other sources other then this class as well.

Divine Protection (Su)
The patron deity of the Chosen protects him from harm, granting him a deflection bonus to AC equal to half his remaining Interference Points, as a free action a Chosen may spend a single Interference Point to gain twice his Interference Points as a deflection bonus to AC for one round instead.

Divine Saving (Su)
The patron deity of a second level Chosen offers even more protection, giving his Chosen a divine bonus to his saving throws equal to his remaining Interference Points, as a free action he may also spend one to gain double his remaining Interference Points as a divine bonus to saving throws for one round instead.

Divine Punishment (Su)
The will of the deity guides the attacks of his third level Chosen, he gains a bonus to attack rolls equal to half his remaining Interference Points. (rounded down)

A sixth level Chosen is more potent in delivering Divine Punishment giving him the option to spend one Interference Point as a standard action to make an attack and gain a bonus to the attack and damage roll equal to his remaining Interference Points.

At eleventh level he gains twice his remaining Interference Points as a divine bonus to attack and damage rolls of an active use of the Divine Punishment instead of equal to it.

At sixteenth level this increases to three times as much.

At nineteenth level the Divine Punishment can be used in a similar fashion as an attack action, effectively allowing him to use Divine Punishment in combination with any kind of attack and even multiple times each round (yet each attack is a separate use)

Divine Health (Ex)
A third level Chosen is immune to all diseases, including supernatural and magical diseases.

Healing Surge (Su)
The deity are not found of their tools being wounded, and as such they accelerate their healing.
By spending a single Interference Point a Chosen of forth can heal up to three times his remaining Interference Points in hit points, in addition he has Fast Healing equal to a quarter of his remaining Interference Points. (rounded down)

Domain Power (Su)
At fifth, tenth, fifteenth and twentieth level the Chosen gains one of the following powers, to select a power he must have that power to be of a domain of his patron deity, and he cannot select any alignment power if he has the opposite alignment.

The powers may be selected multiple times, ones with daily uses grants an additional uses, while others have another bonus for additional investment as listed.

No single Domain power may be taken more then three times, not even by the use of feats (see "Chosen Domain" feat in the feat section below.)

NOTE: not all domain powers that give spell-like abilities grant them at CL equal to chosen level, read carefully.

Domain List:

Air: A Chosen infused with Air energy gains the ability to fly at a speed of 20 ft. and poor maneuverability. for each further choice of the Air domain your fly speed is increased by 10 ft. and maneuverability by one step.

Animal: A Chosen infused with Animal domain gains an animal companion as a Druid of half your Chosen level, rounded down. at the second time you choose this domain it is as a Druid 3/4 your Chosen level, rounded down and at the third it is as a Druid of your Chosen level.

Chaos: Once a day a Chosen infused with Chaos energy may use
Confusion as a spell-like ability, CL equal to his Chosen level, DC equal to 10+remaining interference points.

Death: A Chosen infused with the Death power may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per Chosen level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

Destruction: Once per day, a Chosen with the Destruction power may cast Shatter as a spell like ability as a swift action, CL equal to his Chosen level DC equal to 10+remaining Interference Points.

Earth: A Chosen with the power of earth may use Spike Stones once per day as a spell like ability, caster level equal to Chosen level, and DC equal to 10+remaining Interference Points.

Evil: A Chosen with the power of evil may use Unholy Blight once per day as a spell like ability, caster level equal to Chosen level, and DC equal to 10+remaining Interference Points

Fire: A Chosen with the power of fire can breath fire much like a dragon, shooting forward a 30 ft. cone of flames dealing 2d6 fire damage, with a reflex save for half damage at a dc equal to 10+remaining Interference Points, this ability can be used every 1d4+1 rounds.
Each additional time you choose this domain the cone is 10 ft. further and deals 1d6 more damage.

Good: A Chosen with the power of good may use Holy Smite once per day as a spell like ability, caster level equal to Chosen level, and DC equal to 10+remaining Interference Points

Healing: Your Healing Surge ability heals 1d6 more hit points in every use for every time you took this domain power.

Knowledge: Add all knowledge skills to you class skills list, you gain a bonus on all knowledge skills equal to one-half (rounded down) of your remaining Interference Points. taking it the second time increases it to 3/4 (rounded down) and a third to your entire remaining Interference Points.

Luck: A Chosen infused by luck gain the power of good fortune, which is usable once per day. This extraordinary ability allows him to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Magic: A Chosen with the magic power can use Detect Magic at will, if taken a second time he is under the permanent effect of Arcane Sight, a third time will grant permanent Greater Arcane Sight.

Plant: A Chosen infused with the powers of the Plant domain may use Command Plants once per day as a spell like ability, caster level equal to Chosen level, and DC equal to 10+remaining Interference Points.

Protection:A Chosen with the Protection domain may, once per day, put up a defensive shield that provides complete protection against one attack (spells that deal damage, even if area-of-effect, counts) around himself or another, the shield prevents any damage.
You must decide to use this ability before damage is rolled.

Strength: Once a day a Chosen infused with Strength energy may use Righteous Might as a spell-like ability, CL equal to half his Chosen level.
To determine the type of DR give DR/evil for good patron diety, DR/good for evil patron diety and choose one on selection of the domain power for neutral ones.

Law: Once a day a Chosen infused with Law energy may use Hold Monster as a spell-like ability, CL equal to his Chosen level, DC equal to 10+remaining interference points.

Sun: A Chosen of the Sun may turn undead as a good Cleric half his level (rounded down), at the second time you choose this domain it is as a Cleric 3/4 your Chosen level, rounded down and at the third it is as a Cleric of your Chosen level.

Travel: A Chosen infused with the powers of the travel domain may use Dimension Door once per day as a spell like ability, caster level equal to Chosen level, and DC equal to 10+remaining Interference Points

Trickery:Once a day a Chosen infused with Trickery energy may use Greater Invisibility as a spell-like ability, CL equal to his Chosen level, DC equal to 10+remaining interference points.

War:Once a day a Chosen infused with War energy may use Divine Power as a spell-like ability, CL equal to his Chosen level, DC equal to 10+remaining interference points.

Water:Once a day a Chosen infused with Water energy may use Control Water as a spell-like ability, CL equal to his Chosen level, DC equal to 10+remaining interference points.


Divine Sense (Su)
A seventh level Chosen is granted by his patron deity with great senses to allow him to better spot and avoid any danger, he gains half his remaining Interference Points (rounded down) as a divine bonus to both spot and listed, and by spending a Interference Point he may instead get his entire remaining Interference Points as a bonus instead.

Voice of the Divine (Su)
An eight level Chosen learns to speak in the name of his god, he chooses either Bluff, Diplomacy, Intimidate or Taunt and gains a divine bonus to them equal to half his remaining Interference Points (rounded down),
At levels fourteen and twenty he may select yet another skill.

Furthermore, a the Chosen may cast Charm Monster as a spell-like ability at the cost of a single interference point, with a DC equal to 10+remaining interference points and CL equal to his Chosen level.

At level fourteen this improves to Suggestion, and at twenty to Dominate Monster.

Curse/Uncurse (Sp)
A ninth level Chosen is capable to channel his patron deity;s will to either Bestrew Curse on people (as the spell) or Remove Curse (also as the spell.), he main do so once per day at ninth level, twice a day at level thirteen, and tree times a day at level at level seventeen.

Consult the Deity (Su)
At level eighteen the Chosen is such high in the deity's service he may ask him for advice freely, as per the Commune spell, except it is a free action, lasting a single round, at will and with no Xp cost.
It is most likely the deity will use some sort of messenger, but or important matters, or if the Chosen is really high on his favorite list, he might even answer the question personally.

Request Miracle (Sp)
At level twenty a Chosen has enough respect by his patron deity to outright ask for Miracles, this can be done as many times he likes, but each use costs him two Interference Points.



FEATS:

Bonus Domain
Requirements:Domain Power, as the Chosen's class feature.
Benefit: You gain an additional domain power, this bonus domain power cannot increce a single domain power over the third time.


Favorite of the God
Requirements: Voice of the Divine class feature
Benefit: You gain an additional Interference Point every day.
Special: This feat may be taken multiple times, but no more then half your feats, rounded down.

Morph Bark
2010-10-10, 05:52 PM
HEMOSCRIBE

“Blood on my dagger, blood on my skin, blood all around, except - for you - within.”
http://img687.imageshack.us/img687/7672/sample02c3c7b8c6cad9a0d.jpg
Snatchers of the soul, invokers of the inherent, thieves of the trite and harrowers of the heart, hemoscribes are those who steal blood from their enemies and use it to scribe runes on their bodies to gain the power of their foes.

Adaptation: Adapting hemoscribes to your campaign setting should be easy enough. Player characters usually hail from civilized societies, whereas their opponents may be from all walks of life, so if you wish to implement it in the middle of a campaign, you could have them encounter a .

Background: Many tribal cultures have rituals that involve blood and hemoscribes often pick up their trade as part of such a culture, functioning alongside clerics of the tribe as experts in religious matters of the tribe. In more civilized societies, there is usually a taboo surrounding blood and hemoscribes that hail from these places are usually the more deprived ones, combat-lusty or simply murderous and insane.

Organization: Hemoscribes usually work alone, though they easily form connections to other hemoscribes or spellcasters that work spells or rituals that involve the use of blood. It is rare to see many of them together in the same organization in any given location, though a few together occurs at times.

Races: Races with a tribal structure, as well as races with a more evil lean, have greater tendency to pick up on the path of a hemoscribe. This is why it is most often practiced by orcs, but drow and tribal elves are also not uncommon. Kobolds favour other ways of magic, but yet in regions where hemoscribes are more commonly known their race holds many of them. Goblins and their kin are not averse to the hemoscribe’s practices, but their participating numbers remain small. A good lot of hemoscribes are human, or part-human - tieflings especially, but beyond that few of the common civilized races are attracted to the trade and so dwarven, gnomish and Halfling hemoscribes remain truly rare - but in the Underdark one might yet find a less rare amount of their duergar and svirfneblin counterparts adhering to the practices.

Religion: Hemoscribes from tribal cultures are usually a religious lot, whilst those stemming from civilized society are only sometimes so. Gods of death and nature are most commonly revered, such as Nerull, Wee Jas and Obad-Hai, though deities of slaughter find their way with more murderous ones, particularly Erythnul.

Other Classes: Hemoscribes sadly have some trouble fitting in, as most people would have a first reaction of "yuch" to what they do. Warriors and other types that get up close in fights and get splattered with blood find it easier to get accustomed to than others, as well as clerics and devotees to gods of war. Clerics of gods of nature, druids, totemists and rangers often may see the logic of the hemoscribe when bloodwriting is described as forming a stronger connection to the natural world. Nonevil arcanists, bards and psionicists find them distateful or even disgusting - and evil ones sometimes find that as well, actually.

Role: Hemoscribes will find themselves in melee a lot due to the need to damage their foes and stack up on points for their bloodbank. However, they are quite versatile and with the right blood runes can become main attackers, battlefield controllers, party defenders or even back-up healers.

Abilities: Strength is important to a hemoscribe as it increases their chances of hitting and their damage output, thus getting them more points in their bloodbank to use for their abilities. Furthermore they should prioritize Constitution, as almost all abilities they can used are keyed off it. Both Strength and Charisma are also important for some of their runes.

Game Rule Information
Alignment: Any. There are no limitations to what alignment a hemoscribe may have, but due to their connotations and link with blood and therefore violence and murder, most hemoscribes are yet decidedly evil.
Hit Die: d8
Starting Gold: 3d4x10 gp

Class Skills
The Hemoscribe’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Dungeoneering, Geography, Local, Nature, Religion, the Planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

{table=head]Level|
Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|Bloody Edge (+1d4), Bloodbank, Bloodwriting (drip)

2nd|
+1|
+3|
+3|
+0|Bloodcasting, Determine type

3rd|
+2|
+3|
+3|
+1|Bloody Edge (+1d6)

4th|
+3|
+4|
+4|
+1|Bloodcasting

5th|
+3|
+4|
+4|
+1|Bloody Edge (+1d8)

6th|
+4|
+5|
+5|
+2|Bloodcasting, Bloodwriting (pour)

7th|
+5|
+5|
+5|
+2|Bloody Edge (+1d10)

8th|
+6/+1|
+6|
+6|
+2|Bloodcasting

9th|
+6/+1|
+6|
+6|
+3|Bloody Edge (+1d12)

10th|
+7/+2|
+7|
+7|
+3|Bloodcasting, Lifesense

11th|
+8/+3 |
+7|
+7|
+3|Bloody Edge (+2d8), Bloodwriting (gush)

12th|
+9/+4|
+8|
+8|
+4|Bloodcasting

13th|
+9/+4|
+8|
+8|
+4|Bloody Edge (+2d10)

14th|
+10/+5|
+9|
+9|
+4|Bloodcasting

15th|
+11/+6/+1|
+9|
+9|
+5|Bloody Edge (+2d12)

16th|
+12/+7/+2|
+10|
+10|
+5|Bloodcasting, Bloodwriting (spurt)

17th|
+12/+7/+2|
+10|
+10|
+5|Bloody Edge (+3d10)

18th|
+13/+8/+3|
+11|
+11|
+6|Bloodcasting

19th|
+14/+9/+4|
+11|
+1|
+6|Bloody Edge (+3d12)

20th|
+15/+10/+5|
+12|
+12|
+6|Bloodcasting, Exsanguination[/table]

Class Features
Weapon and Armor Proficiencies: Hemoscribes are proficient with all simple weapons, the handaxe, kukri, light pick and short sword. They are proficient with light armour, but not with shields.

Bloody Edge (Su): A hemoscribe learns to infuse her weapons with the power to draw out more blood and be more damaging. By spending a move action in the round after damaging a hostile creature with a weapon, the hemoscribe can make a quick basic rune on that weapon that increases its damage. This only works on piercing or slashing weapons and the rune lasts until the end of the encounter. The hemoscribe can also attack herself to make this rune, but it must deal at least 1 point of damage to enable her to do so. The rune lasts for one day.

At level 1 a weapon that has the rune of bloody edge on it deals 1d4 extra damage to creatures that aren’t at full hit points. This bonus damage increases every odd level as shown on the table

Bloodbank: When a hemoscribe inflicts wounds with a weapon that has her bloody edge bestowed upon it, she gains special points that go into her ‘bloodbank’. For every 2 points of damage she deals, she gains 1 point in her bloodbank. A bloodbank can hold no more points than ten times the hemoscribe’s class level. These blood points are used to fuel a hemoscribe’s bloodwriting and bloodcasting abilities.

Bloodwriting: A hemoscribe’s signature ability is her bloodwriting. Bloodwriting consists of scribing runes on parts of her own body and gain powers associated with the creature types of the enemies she had fought that day. At level 1 she only has access to Drip-level bloodwritten runes, but gains access to Pour-level ones at level 6, Gush-level ones at level 11 and Spurt-level ones at level 16. Each rune requires a specific amount of minimum points from a hemoscribe’s bloodbank, but many can be augmented to be more powerful. However, when she creates a rune, not only does she use up points from her bloodbank, the total amount of points her bloodbank can hold decreases by that exact amount until she removes the rune. Bloodwritten runes are permanent unless removed by the hemoscribe herself. Creating a bloodwritten rune takes 10 minutes per rune.

A hemoscribe can augment the effectiveness of some bloodwritten runes by spending more bloodbank points when creating one. However, she may not expend more bloodbank points than her bloodwriter level for use of augmenting a bloodwritten rune. Furthermore, a hemoscribe can have no more bloodwritten runes on her body than her Constitution modifier and bloodwritten runes also require specific locations on the body and no more than one bloodwritten rune can occupy that location. The locations are forehead, face, hand (left or right), arms, chest and legs.

Bloodcasting: At every even level a hemoscribe gains a bloodcasting ability. Whereas her bloodwritten runes mostly provide passive benefits and can only be created outside of encounters, bloodcasting abilities are ones that require a standard action to use. Bloodcasting abilities expend an amount of points from a hemoscribe's bloodbank as stated in their description.

Determine type (Ex): At 2nd level a hemoscribe can determine the type of a creature she has gained bloodbank points from by looking, tasting and sniffing at the bloody essence on her weapon. This takes a standard action.

Lifesense (Su): At 10th level a hemoscribe becomes able to sense living creatures in their surroundings by their life fluids disturbing the naturally flowing weave of the universe around them. They can sense any creature with a Con score within 5 ft x (hemoscribe level + Cha mod).

Exsanguination (Su): At 20th level, if a creature dies within 30 ft of the hemoscribe, the hemoscribe automatically gains a number of blood points equal to the creature's amount of HD. If there are two hemoscribes within 30 ft of a creature at the time of its death, they can either opt to split the blood points between them as they wish, or to struggle for them. In that case, they both roll a d20 and add their Con modifiers and if one of the hemoscribes is closer to the creature that dies, she gains a +2 bonus for every 5 ft she is closer to the creature.



FEATS

BLOODBANE
Benefit: Whenever you have only bloodwritten runes active that all come from the same type of creature, you gain a +1 bonus to attack rolls against creatures of that type for every bloodwritten rune you have currently scribed beyond the first.


BLOODY BREAST
Prerequisites: Bloodwriter level 6th
Benefit: You can have two bloodwritten runes occupying the "chest" location at once. They simply are placed next to one another rather than covering all of the chest. However, the second bloodwritten rune you create to occupy the "chest" location costs 5 additional bloodbank points (this does not count to your augmentation limit). The total amount of points your bloodbank can hold decreases by that many more points.




BLOODWRITTEN RUNES

Some bloodwritten runes refer to a hemoscribe's bloodwriter level. This is equal to her hemoscribe level plus any bloodwriter increases gained from prestige classes.

Drip
Any or non-creature type
Arcane Mindrune [Drip]
Bloodbank points: 5
Location: Forehead
Prerequisites: Blood of Magic bloodcasting ability, must have gotten bloodbank points from a spellcaster that day
Your draw an arcane rune on your forehead and the metal in the blood crystallizes into a tiny pointy crystal horn in the middle of your forehead. Any damage-dealing spells you have gained through your Blood of Magic ability deal 1 point of damage more.
Augmentation: For every 3 extra bloodbank points you spend on this rune, the extra damage increases by 1.


Elven Lightsight [Drip]
Bloodbank points: 5
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the animal, construct, dragon, fey, giant, magical beast or plant type that day OR a creature of the elf or gnome subtype.
This rune gives you low-light vision, as well as a +2 bonus on Search and Spot checks. In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 feet of one, getting to make a Search check as if you were actively looking for it.


Quickness of Life [Drip]
Bloodbank points: 5
Location: Legs
Prerequisite: Must have gotten bloodbank points from a creature of the animal, dragon, fey, humanoid, magical beast, monstrous humanoid or outsider type that day.
This rune draws on the quickness of the living creatures you have drawn from, granting you a +2 enhancement bonus to Reflex saves.


Resilience of Life [Drip]
Bloodbank points: 5
Location: Legs
Prerequisite: Must have gotten bloodbank points from a creature of the animal, dragon, giant, magical beast, outsider, plant or vermin type that day.
This rune draws on the resilience of the living creatures you have drawn from, granting you a +2 enhancement bonus to Fort saves.


Will of Life [Drip]
Bloodbank points: 5
Location: Forehead
Prerequisite: Must have gotten bloodbank points from a creature of the aberration, deathless, dragon, fey, monstrous humanoid, outsider or undead type that day.
This rune draws on the willpower of the living creatures you have drawn from, granting you a +2 enhancement bonus to Will saves.

Subtypes
Bloodswimming [Drip]
Bloodbank points: 5
Location: Chest
Prerequisite: Must have gotten bloodbank points from a creature of the aquatic or water subtype that day.
A large and wavy pattern with a few sharp triangles near the top are drawn across your torso towards your throat and alters the skin to become slightly shiny and slimy, feeling like fish scales. This rune allows you to breathe underwater and pools of blood and it gives you a swim speed equal to half your base land speed.
Augmentation: For every 5 additional bloodbank points you spend on this rune your swim speed increases by 5 ft.


Ghostsight [Drip]
Bloodbank points: 5
Location: Forehead
Prerequisites: Must have gotten bloodbank points from an incorporeal creature or a creature with the Incorporeal subtype that day
Your draw a wavy and vague-appearing rune on your forehead that seems to fade quickly as you create it, but returning when you’re finished. Your eyes take on a ghostly white appearance. Every time you miss an incorporeal creature due to the fact that it is incorporeal, you may re-roll your miss chance once.
Augmentation: For every 3 extra bloodbank points you spend on this rune, you gain a +1 insight bonus on attack rolls against incorporeal creatures.

Animal or magical beast type
Bloody Nails [Drip]
Bloodbank points: 5
Location: Hands (both)
Prerequisite: Must have gotten bloodbank points from a creature of the animal, dragon or magical beast type that day.
This rune gives you a bloody mutation of claws that deal 1d6 points of damage if you are Medium plus your Str mod. You can attack with one claw as a standard action or with both claws as a full-round action using your full BAB.
Augmentation: For every 5 additional bloodbank points you spend on this rune you gain a +1 bonus on attack and damage rolls with the claws. Furthermore, your augmented claws count as magic for the purpose of overcoming damage reduction.

Deathless type
Chasing Light [Drip]
Bloodbank points: 5
Location: Forehead
Prerequisite: Must have gotten bloodbank points from a creature of the deathless type that day.
This rune creates glowing copies of its patterns that surround your head, making you permanently surrounded by an area of light, making you shed light like a torch. You can suppress it as a standard action, but must spend a swift action every round after that to keep it suppressed. You also gain a +5 bonus to Disguise checks to disguise as an Illumian, but only when interacting with non-Illumians. Real Illumians can see that the runes around your head are not like the sigils they bear.
Augmentation: For every 6 additional bloodbank points you spend on this rune the bright illumination from the light effect increases by 5 ft and the shadowy illumination beyond that increases by 5 ft as well.

Dragon type
Bloody Nails [Drip]
Bloodbank points: 5
Location: Hands (both)
Prerequisite: Must have gotten bloodbank points from a creature of the animal, dragon or magical beast type that day.
This rune gives you a bloody mutation of claws that deal 1d6 points of damage if you are Medium plus your Str mod. You can attack with one claw as a standard action or with both claws as a full-round action using your full BAB.
Augmentation: For every 5 additional bloodbank points you spend on this rune you gain a +1 bonus on attack and damage rolls with the claws. Furthermore, your augmented claws count as magic for the purpose of overcoming damage reduction.


Exhaling Dragon's Element [Drip]
Bloodbank points: 5
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the dragon type that day.
Sharp lines are traced across your face to form this rune, which mutates your visage slightly, making the area around your mouth and throat appear scaley and the gaps between the scales glow fiery. You gain a breath weapon of a type you must specify when you create this rune: either a 15 ft cone of acid, cold or fire or a 30 ft line of acid, fire or lightning. You can use this breath weapon once every 4 turns and it deals 1d6 points of damage.
Augmentation: You can augment this rune in one or both of the following ways.
1. For every 2 additional bloodbank points you spend, you increase the damage by 1d6.
2. If you spend 10 additional bloodbank points, you double the range of the breath weapon.


Gaseous Noxious Breath [Drip]
Bloodbank points: 5
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the dragon type that day.
This rune allows you to use a breath weapon that functions as a 15 ft cone that sickens all creatures in its area for 2 rounds. A successful Fort save reduces this to 1 round. You can use this breath weapon once every 4 rounds.

Elemental type
Elemental Bloody Edge [Drip]
Bloodbank points: 5
Location: Hand
Prerequisite: Must have gotten bloodbank points from a creature of the elemental type that day OR a creature of the air, cold, earth, fire or water subtype (air for electricity, cold or water for cold, fire for fire and earth for acid damage).
This rune reflects on one of the four elements, picked at the time of creating the rune. This rune turns the extra damage from your bloody edge class ability into a type of energy (acid, cold, electricity or fire damage). However, when you have this rune, you do not gain any bloodbank points. You can suppress this rune as a free action, not benefitting from the damage type change, but also still being able to gain bloodbank points.
The rune also only works if the weapon with your bloody edge is wielded in the hand that has the rune. If a two-handed weapon has your bloody edge bestowed upon it, both your hands must have this rune (this does not increase the cost of the rune but prevents you from putting two different runes on your hands).
Augmentation: For every 2 additional bloodbank points you spend on this rune your bloody edge damage increases by 1 while you are not suppressing this rune.

Fey type
Fey Tongue [Drip]
Bloodbank points: 5
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the fey type that day.
This rune grants you a +5 bonus on Bluff, Diplomacy and Intimidate checks.

Undead type
Chasing Darkness [Drip]
Bloodbank points: 5
Location: Forehead
Prerequisite: Must have gotten bloodbank points from a creature of the undead type that day.
This rune makes you permanently surrounded by an area of darkness, except it only has a radius of 5 ft and it follows you around. You can suppress it as a standard action, but must spend a swift action every round after that to keep it suppressed.
Augmentation: For every 6 additional bloodbank points you spend on this rune the radius of the darkness increases by 5 ft.

Pour
Any or non-creature type
Dwarven Darksight [Pour]
Bloodbank points: 10
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the aberration, construct, deathless, dragon, elemental, magical beast, monstrous humanoid, outsider, undead or vermin type that day OR a creature of the dwarf or orc subtype.
This rune gives you darkvision out to 60 ft, as well as a +2 bonus on Appraise checks that are related to stone or metal items and a +2 bonus on Search checks to notice unusual stonework. In addition, you gain the ability to notice unusual stonework by merely passing within 10 feet of it, getting to make a Search check as if you were actively looking for it. You can also make Search checks to find stonework traps as a rogue can.
Augmentation: For every 3 additional bloodbank points you spend on this rune the range of the your darkvision granted by the rune increases by 10 ft.

Subtypes
Piercing the Veil of the World [Pour]
Bloodbank points: 10
Location: Chest
Prerequisite: Must have gotten bloodbank points from an incorporeal creature or a creature of the incorporeal type that day.
This rune turns you invisible as per the invisibility spell (PH 245). If you attack anyone or do anything that would normally throw off the invisibility, it is negated for 5 rounds, after which it automatically resumes. You can suppress the effect and become visible as a standard action, but you must spend a swift action every round to remain visible.
Augmentation: If you spend 5 additional bloodbank points you also gain the ability to see invisible creatures as the see invisibility spell (PH 275).

Animal or magical beast type
Monstrous Flight [Pour]
Bloodbank points: 10
Location: Arms
Prerequisite: Must have gotten bloodbank points from a creature of the animal, dragon or magical beast type that day OR an outsider with either the evil or good subtype.
The blood of this rune you make magical mutates you and makes a pair of wings sprout from your shoulders and back. You gain a fly speed equal to your base land speed with good maneuverability.
Augmentation: You can augment this rune in one of the following ways.
1. If you spend 8 additional bloodbank points, this rune increases your flight speed to double your base land speed.
2. If you spend 8 additional bloodbank points, this rune grants you perfect maneuverability.

Dragon type
Frightful Presence [Pour]
Bloodbank points: 10
Location: Legs
Prerequisite: Must have gotten bloodbank points from a creature of the dragon type that day.
This rune grants you the frightful presence of a dragon. In any round in which you attack or use a breath weapon, all enemies within 30 ft of you must make a Will save (DC 13 + Cha modifier) or become shaken for 10 minutes. This is a mind-affecting fear effect. Dragons and other creatures immune to the frightful presence of dragons are immune to this effect.
Augmentation: For every 3 additional bloodbank points you spend on this rune the DC increases by 1.


Monstrous Flight [Pour]
Bloodbank points: 10
Location: Arms
Prerequisite: Must have gotten bloodbank points from a creature of the animal, dragon or magical beast type that day OR an outsider with either the evil or good subtype.
The blood of this rune you make magical mutates you and makes a pair of wings sprout from your shoulders and back. You gain a fly speed equal to your base land speed with good maneuverability.
Augmentation: You can augment this rune in one of the following ways.
1. If you spend 8 additional bloodbank points, this rune increases your flight speed to double your base land speed.
2. If you spend 8 additional bloodbank points, this rune grants you perfect maneuverability.


Scorching Crown [Pour]
Bloodbank points: 10
Location: Forehead
Prerequisite: Must have gotten bloodbank points from a creature of the dragon type that day OR a creature with the fire subtype.
This rune makes your hair wreathed in torch-like flame. It sheds as much light as a torch does and never goes out and that lashes out to any creature that attacks you with natural weapons or a nonreach melee weapon, dealing 1 fire damage to them.
Augmentation: For every 2 additional bloodbank points you spend on this rune the damage dealt increases by 1.

Elemental type
Elemental Lifeline [Pour]
Bloodbank points: 10
Location: Hand (either left or right)
Prerequisite: Must have gotten bloodbank points from a creature of the elemental type that day.
This rune allows you to use a variation of the endure elements spell on creatures at will. Using it also makes the target immune to any energy damage that you deal. This effect lasts for 24 hours.


Warding Essence of the Elemental [Pour]
Bloodbank points: 10
Location: Chest
Prerequisite: Must have gotten bloodbank points from a creature of the elemental type that day OR a creature of the air, cold, earth, fire or water subtype (air for electricity, cold or water for cold, fire for fire and earth for acid resistance).
This rune reflects on one of the four elements, picked at the time of creating the rune. This rune offers resistance 10 to either acid, cold, electricity or fire.
Augmentation: For every additional bloodbank points you spend on this rune the resistance increases by 1.

Fey type
Deteriorating Blade [Pour]
Bloodbank points: 10
Location: Hand (left or right)
Prerequisite: Must have gotten bloodbank points from a creature of the fey type that day OR an outsider with the chaotic and/or evil subtype.
While this rune is active, you can choose to forego the bonus damage from your bloody edge class ability and instead force the target you hit to make a Fort save (DC 14 + Str mod) or have their damage reduction lowered by 5 for 1 minute. Multiple uses of this on the same creature don’t stack; instead they reset the duration. When you use this ability, you don’t gain any bloodbank points from the attack. Using this ability requires a swift action and lasts for one round.


Supernatural Charm [Pour]
Bloodbank points: 10
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the fey type that day.
You can charm a creature within 60 ft of you as per the charm person spell (Will save DC 11 + Cha modifier). You can only have one creature charmed at a time and if you charm another, the first charm is removed.
Augmentation: You can augment this rune in one of the following ways.
1. If you spend 2 additional bloodbank points, this rune can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional bloodbank points, this rune can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
In addition, for every 2 additional bloodbank points you spend to achieve any of these effects, this rune’s save DC increases by 1.

Humanoid or monstrous humanoid type
Mostly Harmless [Pour]
Bloodbank points: 10
Location: Legs
Prerequisite: Must have gotten bloodbank points from a creature of the humanoid or monstrous humanoid type that day.
This rune allows you to take the form and shape of any humanoid creature as a standard action and stay in that form indefinitely, as the change shape ability (MM 306).

Outsider type
Deteriorating Blade [Pour]
Bloodbank points: 10
Location: Hand (left or right)
Prerequisite: Must have gotten bloodbank points from a creature of the fey type that day OR an outsider with the chaotic and/or evil subtype.
While this rune is active, you can choose to forego the bonus damage from your bloody edge class ability and instead force the target you hit to make a Fort save (DC 14 + Str mod) or have their damage reduction lowered by 5 for 1 minute. Multiple uses of this on the same creature don’t stack; instead they reset the duration. When you use this ability, you don’t gain any bloodbank points from the attack. Using this ability requires a swift action and lasts for one round.


Monstrous Flight [Pour]
Bloodbank points: 10
Location: Arms
Prerequisite: Must have gotten bloodbank points from a creature of the animal, dragon or magical beast type that day OR an outsider with either the evil or good subtype.
The blood of this rune you make magical mutates you and makes a pair of wings sprout from your shoulders and back. You gain a fly speed equal to your base land speed with good maneuverability.
Augmentation: You can augment this rune in one of the following ways.
1. If you spend 8 additional bloodbank points, this rune increases your flight speed to double your base land speed.
2. If you spend 8 additional bloodbank points, this rune grants you perfect maneuverability.

Gush
Any or non-creature type
Bleed-In Brain [Gush]
Bloodbank points: 20
Location: Forehead
Prerequisite: Must have gotten bloodbank points from a creature of the chosen type that day.
The Bleed-In Brain rune is placed on the forehead and alters the skin structure there to look like brains bulging outwards. The rune gives a bonus equal to half your bloodwriter level on a specific kind of knowledge skill. You have to choose a single type of creature. Furthermore, if the creature you choose to use for this has the (Psionic) subtype, you gain a +5 bonus to Knowledge (psionics) checks. You can use any knowledge skills you gain a bonus to untrained.

{table=head]Creature type|Knowledge skill
Aberrations, oozes|Dungeoneering
Animals, fey, giants, monstrous humanoids, plants, vermin|Nature
Constructs, dragons, magical beasts|Arcana
Elementals, outsiders|The Planes
Humanoids|Local
Undead, deathless|Religion[/table]

Dragon type
Dragonwarded Heart [Gush]
Bloodbank points: 20
Location: Chest
Prerequisite: Must have gotten bloodbank points from a creature of the dragon type that day.
While this rune is active, you are immune to frightful presence and immune to any damage or effect from breath weapons.


Gaseous Tiring Breath [Gush]
Bloodbank points: 20
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the dragon type that day.
This rune allows you to use a breath weapon that functions as a 30 ft cone that exhausts all creatures in its area to sleep for 2 rounds. A successful Fort save reduces this to 1 round of fatigue instead. You can use this breath weapon once every 4 rounds.


Immense Health [Gush]
Bloodbank points: 20
Location: Hand (either left or right)
Prerequisite: Must have gotten bloodbank points from a creature of the dragon or giant type that day.
This rune gives you an amount of temporary hit points equal to your bloodwriter level. Every time you take 5 minutes of rest, you renew these temporary hit points.


Stormnoise Breath [Gush]
Bloodbank points: 20
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the dragon type that day.
This rune allows you to use a breath weapon that functions as a 30 ft cone of sonic energy that deals 1d4 sonic damage per two bloodwriter levels to every creature in the area. A successful Fort save halves this damage. You can use this breath weapon once every 4 rounds.

Giant type
Immense Health [Gush]
Bloodbank points: 20
Location: Hand (either left or right)
Prerequisite: Must have gotten bloodbank points from a creature of the dragon or giant type that day.
This rune gives you an amount of temporary hit points equal to your bloodwriter level. Every time you take 5 minutes of rest, you renew these temporary hit points.

Spurt
Animal or magical beast type
Groundbound Aura [Pour]
Bloodbank points: 30
Location: Arms
Prerequisite: Must have gotten bloodbank points from a creature of the magical beast type that day.
While this rune is active you are surrounded by an aura up to 60 ft away from you that forces all flying creatures to plummet to the ground and take 1d6 falling damage per 10 ft travelled. This rune only works as long as you stand on the ground.
Augmentation: If you spend additional bloodbank points the aura becomes extra nasty and the falling damage increases. For every 6 additional bloodbank points you spend the falling damage increases to a greater die size (1d6 -> 1d8 -> 1d10 -> 1d12), but for every 6 additional bloodbank points you spend your base land speed also decreases by 5 ft.

Dragon type
Breath of Force [Spurt]
Bloodbank points: 30
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the dragon type that day.
This rune allows you to use a breath weapon like that of a dragon, but unlike most breath weapons it deals force damage and thus affects incorporeal creatures normally. The breath weapon is a line of 60 ft that deals 1d4 points of force damage for every two bloodwriter levels you have.


Gaseous Paralysis Breath [Spurt]
Bloodbank points: 30
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the dragon type that day.
This rune allows you to use a breath weapon that functions as a 30 ft cone that paralyzes all creatures in its area for 1 round. A successful Fort save negates the effect. You can use this breath weapon once every 4 rounds.


Runic Words of the Void [Spurt]
Bloodbank points: 30
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the construct, deathless or undead type that day.
A dotted pattern surrounds your mouth, with lines surrounding it like an explosion, a diamond shape traced on the side of your throat. This rune allows you to speak the runic words of the void once per encounter. When you use it, you deal 1d6 points of damage to the target per bloodwriter level to a single target within 60 ft of you. A successful Fort save (DC 10 + half your bloodwriter level + your Con modifier) halves the damage dealt. If this brings the target to 0 hit points or below, they are disintegrated (as the disintegrate spell). This has no effect on objects. You can use this breath weapon once every 4 rounds.
Augmentation: For every 2 additional bloodbank points you spend on this rune the damage dealt increases by 1d6.

Elemental type
Complete Singular Elemental Warding [Spurt]
Bloodbank points: 30
Location: Chest
Prerequisite: Must have gotten bloodbank points from a creature of the elemental type that day OR a creature of the air, cold, earth, fire or water subtype (air for electricity, cold or water for cold, fire for fire and earth for acid resistance).
This rune reflects on one of the four elements, picked at the time of creating the rune. This rune offers immunity to either acid, cold, electricity or fire.


Elemental Pillars of the Material Plane [Spurt]
Bloodbank points: 30
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the elemental type that day.
This rune, which reflects on the four elements that the Material Plane is created from, allows the hemoscribe to summon pillars of elemental energy. She can create a 60 ft tall pillar of energy with a radius of 5 ft within 30 ft of herself that deals 8d6 points of damage to any create that starts its turn inside of it or passes through it. She can create one pillar of acid per day, one pillar of cold per day, one pillar of electricity per day and one pillar of fire per day. Creating any number of pillars requires a standard action. The pillars last for a number of rounds equal to her bloodwriter level. She can concentrate to move a pillar 5 ft as a standard action or move all pillars she currently controls as a full-round action. If she moves further than 30 ft away from any of her pillars, that pillar disappears.
Augmentation: For every 4 additional bloodbank points you spend on this rune you can move the pillars an extra 5 ft.




BLOODCASTING

Adrenaline Magic
Required level: 8
Bloodbank points: variable
This ability allows a hemoscribe to touch an allied spellcaster or manifester adjacent to him and give him an extra rush of blood infused with the magical properties of many creatures. This allows the spellcaster or manifester to apply a metamagic or metapsionic feat for free to the next spell or power they cast or manifest. Either the spellcaster/manifester or the hemoscribe herself must have the feat in question and the hemoscribe must expend 12 times as many bloodbank points as the amount of spell levels the metamagic feat increases the spell by, or 6 times as many bloodbank points as the amount of extra power points the metapsionic feat would otherwise require.
Using this ability requires a standard action that provokes an attack of opportunity.


Blood Healing
Bloodbank points: 6 per hit point healed
When picking this ability, a hemoscribe becomes able to heal herself using the blood of her enemies. She may sacrifice a number of bloodbank points to heal hit points.
Using this ability requires a standard action.
This ability can be taken multiple times. Each time it is taken after the first, the number of bloodbank points required to heal 1 hit point is decreased by 1, to a minimum of 3.


Blood of Magic
Bloodbank points: variable
When picking this ability, a hemoscribe learns a little magic. She gains the ability to cast a single spell of a maximum level equal to a third of her class level +1. This spell must be an [Acid] or a [Water] spell, but it appears as if it is using blood instead. She must have a Con score of 10 + spell level to be able to cast it and any DCs are Con-dependant. If she already has picked this ability before to gain an [Acid] spell, she may instead pick two [Acid] spells of a maximum level equal to a third of her class level. If she already has picked this ability before to gain a [Water] spell, she may instead pick two [Water] spells of a maximum level equal to a third of her level.
Alternatively, she may pick one spell of a maximum level equal to half her class level that somehow have to do with blood, such as the burning blood spell, or two such spells of a maximum level equal to a third of her class level.
A spell learned this way costs ((3 x spell level) - 2) bloodbank points to cast.


Drain Aspect
Required level: 10
Bloodbank points: Equal to the amount of HD of the target
When picking this ability, a hemoscribe becomes able to magically adapt quickly in the thick of battle. When striking a creature with an alignment, elemental or racial subtype, the hemoscribe may immediately pay the required bloodbank points to gain one of their subtypes for 10 minutes. All of the bloodbank points must have come from a single attack they made against the target.
Using this ability requires a swift action.


Raging Blood
Bloodbank points: 4
When picking this ability, a hemoscribe becomes able to sacrifice bloodbank points to increase her damage. She deals 1d4 extra damage on her next strike, if it hits. She can sacrifice 2 more bloodbank points to increase the extra damage to 1d6, 4 more bloodbank points to increase it to 1d8, 6 more bloodbank points to increase it to 1d10 or 8 more bloodbank points to increase it to 1d12 extra damage. However, none of her attacks this round fill up her bloodbank.
Using this ability requires a swift action.

Zom B
2010-10-11, 10:15 PM
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"'Thief?' 'Usurper?' Come, now. You're just jealous that all the ritual and all the pomp surrounding your craft has been revealed as superfluous, and that all your little secrets were, all along, never really that intriguing."

The ur-mage has no real power of her own, aside from a minor – but useful – magical trick that she has honed into an art: The crafting of an arcanix, an inverted spellwork made to capture energy rather than channel it. With these small spheres, the ur-mage can wield the power of nature, arcana, and the divine, even learning to alter its manifestation when she chooses to dismiss the arcanix and release the power within.

Abilities: The ur-mage must exert her will to maintain the formation of her arcanices. Thus, his Charisma determines the amount of power she has at her disposal. As with spellcasters, her Dexterity and Constitution scores serve to keep her alive longer.

Role: The ur-mage can work as the party's primary spellcaster, but she works best as a support caster, transforming spells such as the cleric's curative or boosting magic into her own uses.

Background: The ur-mage may have begun studies as a wizard or training as a cleric and left for reasons of her own, or discovered an inborn magical talent but didn't take the path of the sorcerer. No matter her origins, the ur-mage learned some scrap of the crafting of arcanices in her studies or travels and continues to pursue the knowledge.

Organization: Ur-mages belong to organizations at their own discretion and as they relate to their own goals and beliefs. Wizarding establishments have a particular interest in their talents, while simultaneously fearing that bringing one close may risk the spread of their philosophies among the students.

Alignment: The user determines the magic's course, and magic is used in ways both imaginable and unfathomable. As such, ur-mages come from all alignments.

Races: Ur-mages come from all races, especially those who have both a proud heritage of spellcasters and a roguish streak, such as elves and gnomes.

Religion: Because divine power is usurped just as often as arcane, ur-mages tend not to worship deities for fear that their theft of power will garner them disfavor.

Other Classes: Most other classes are largely indifferent, if not overtly curious, about the ur-mage and her practices. Sorcerers see them as kindred spirits, learning how to wield their power in their own idiom. Wizards and clerics have reservations about the ur-mage, as they largely view his methods as a reward for riding the magical coattails of others, and without respect to the power's source.

Adaptation: The ur-mage fits easily into most any campaign, although she would be out of place in a low-magic setting.

Hit Die: d6

Starting Gold: As wizard


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Class Skills: The ur-mage's class skills (and the key ability for each skill) are: Concentration (Con), Diplomacy (Cha), Knowledge (Any) (Int), Spellcraft (Int), Use Magic Device (Cha)

Skill Points at First Level: (2 + Int modifier) x4
Skill Points at Each Additional Level: (2 + Int modifier)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Arcanix, Alter Arcana (0)
2nd|
+1|
+0|
+0|
+3|Resonance (Warp)
3rd|
+1|
+1|
+1|
+3|Alter Arcana (1st), Metafeed
4th|
+2|
+1|
+1|
+4|
5th|
+2|
+1|
+1|
+4|Alter Arcana (2nd)
6th|
+3|
+2|
+2|
+5|Bonus Feat
7th|
+3|
+2|
+2|
+5|Alter Arcana (3rd), Resonance (Disruption)
8th|
+4|
+2|
+2|
+6|
9th|
+4|
+3|
+3|
+6|Alter Arcana (4th)
10th|
+5|
+3|
+3|
+7|
11th|
+5|
+3|
+3|
+7|Alter Arcana (5th)
12th|
+6/+1|
+4|
+4|
+8|Bonus Feat, Resonance (Resistance)
13th|
+6/+1|
+4|
+4|
+8|Alter Arcana (6th)
14th|
+7/+2|
+4|
+4|
+9|
15th|
+7/+2|
+5|
+5|
+9|Alter Arcana (7th)
16th|
+8/+3|
+5|
+5|
+10|Resonance (Blur)
17th|
+8/+3|
+5|
+5|
+10|Alter Arcana (8th)
18th|
+9/+4|
+6|
+6|
+11|Bonus Feat
19th|
+9/+4|
+6|
+6|
+11|Alter Arcana (9th)
20th|
+10/+5|
+6|
+6|
+12|Resonance (Dispel)[/table]

Weapon and Armor Proficiencies: The ur-mage has proficiency with all simple weapons but not with any armor or shield.

Arcanix (Su): An arcanix, resembling a small translucent glass orb when empty, captures a portion of a spell's power whenever the ur-mage is its target. Whenever the ur-mage is targeted by a spell or is in the area of effect of a spell when it is cast (whether it actually affects her or not), she may place a copy of that spell into an empty arcanix. Creating an arcanix is a standard action, and the ur-mage may not have more arcanices created than her charisma modifier + his class level.
To unravel an arcanix and use the spell within, the ur-mage selects a valid target for the spell and casts it, the same as a sorcerer. The difficulty class of any spell the ur-mage casts from an arcanix is 10 + her charisma modifier + the spell's level. The spell's caster level is equal to the ur-mage's class level. If the spell has an expensive material component or experience point cost, the ur-mage must supply this component or cost.
An arcanix lasts until it is used, and can be given to another ur-mage, although it uses the charisma and caster level of the creating ur-mage.
An arcanix that contains a spell contains images and fog-like swirls that resemble the spell in some way. Identifying what spell is contained in an arcanix requires a successful Spellcraft check (DC 15 + spell level), although an ur-mage always knows what spells are contained in her own arcanices.
The ur-mage can use her arcanix-caught spells to create magic items. For the purposes of item creation, she must have the given spell contained in one of her arcanices to be counted as able to cast it.

Alter Arcana (Su): The ur-mage has worked with spells of the given level enough that she learns how to manipulate their energies. As a standard action, she can change a spell contained in an arcanix to any other spell of the same level that appears on a class spell list with the given spell. For example, a 4th-level ur-mage that has Cure Light Wounds contained in an arcanix could change it into a Divine Favor spell (because both are level one cleric spells), a Silent Image spell (because both are level one bard spells) or to a Charm Animal spell (because both are level one druid spells).

Resonance (Su): As an ur-mage begins to gather spell energies about her, they create a field of magical resonance that creates increasingly powerful effects as the ur-mage adds more energies to the field.
At 2nd level, weapons that enter the ur-mage's space experience a warping that renders them less effective. The ur-mage gains a deflection bonus to armor class equal to the highest-level spell that they have contained in an arcanix.
At 7th level, spell energies that affect the ur-mage are made less intense. Whenever a spell deals damage to the ur-mage, she reduces the amount by an amount equal to the number of filled arcanices that she possesses.
At 12th level, the ur-mage's resonance field disrupts most spell energies that would affect her. She gains spell resistance equal to the amount of filled arcanices that she possesses.
At 16th level, the resonance field begins to warp and shift the ur-mage herself. She gains a percentage miss chance equal to ten times the highest-level spell that they have contained in an arcanix.
At 20th level, whenever a spell attempts to affect the ur-mage, she may choose to attempt to Dispel it, just as if she had cast Greater Dispel Magic as a counterspell. Her caster level for this effect is equal to the number of filled arcanices that she possesses (maximum +20).

Metafeed (Ex): When the ur-mage casts a spell, she may enhance it by applying one or more metamagic feats to it. However, she can use the stored spell energies in her arcanices to power the enhancement. She can sacrifice an arcanix containing a spell whose level is greater than or equal to the total spell level increases of all metamagic feats. For instance, applying both Maximize Spell (a +3 spell level increase) and Extend Spell (a +1 spell level increase), requires the sacrifice of an arcanix containing a spell of 4th level or higher.

Bonus Feat: At 6th level, and every six levels thereafter, the ur-mage gains a bonus metamagic, reserve, or item creation feat.

Jokasti
2010-10-19, 03:57 PM
PHILOSOPHER
http://www.concurringopinions.com/archives/images/philosopher1.jpg
Drawing your water from only one well will lead to death in a time of drought.
-Soboxes, a well-known Philosopher

The Philosopher is a thinking man, and generally a man of faith. This doesn't mean he is a worshiper of gods (nor that he isn't), but merely that he studies them. In his studies, he will find that the mere existence of a deity gives off subconscious magic. In his understanding of magic, both arcane and divine, he can tap into this raw divine power, and craft it into arcane magic. Thus, while the Philosopher gets his magic from a divine source, he actually casts arcane magic.

Abilities: Intelligence is where the Philosopher draws his Aspects and casting from. Charisma improves his Spell Construction and Arcane Font, while Wisdom improves his Aspect Expansion and Divine Font. Dexterity and Constitution are always good.

Role: The Philosopher is a flexible role that depends entirely upon which Aspects the Philosopher chooses the study. He can be a support unit, buffing and healing, or a front line fighter.

Background: A player becomes a philosopher after contemplating on the nature of magic, both arcane and divine, and thinking about the way gods work. Once they have done this, they can go in-depth in their studies, and eventually know the gods so well that they can tap into the natural magic beings such as gods give off without them knowing. Someone might want to become a Philosopher to form a stronger bond with gods, for the academic reasons, or so they can think deeply on the nature of magic while studying it firsthand.

Organization: Sometimes clerics choose to become philosophers, so most religious organizations will accept Philosophers. Mage's guilds and the like will accept them because Philosophers study magic, and cast arcane magic from a divine source.

Alignment: Any alignment.

Races: Mostly humans and elves become philosophers, but any race can become one.

Religion: Religion is a difficult subject to generalize with Philosophers. Some only become Philosophers to study religion more, while some do it to spite the gods.

Other Classes: Most classes get along fine with Philosophers. Wizards and Clerics that are quick to generalize might persecute them.

Adaptation: A DM could put these Philosophers in as a secret cult, as a quest-giving NPC faction, or as a possible class for PC's to join.

Hit Die: d4

Starting Gold: As wizard.


Class Features

Class Skills: The Philosopher's class skills (and the key ability for each skill) are: Appraise, Bluff, Concentration, Craft, Diplomacy, Gather Information, Knowledge (all, taken separately), Listen, Profession, Sense Motive, Spellcraft, Spot.

Skill Points at First Level: (Int mod + 6) x4
Skill Points at Each Additional Level: Int mod +6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Summon Familiar,Deconstruct Spell 1/day|2|1

2nd|
+1|
+0|
+0|
+3|-|3|2|-

3rd|
+1|
+1|
+0|
+3|Expand Aspect|3|2|1

4th|
+2|
+1|
+1|
+4|Font of Power|3|3|2|-

5th|
+2|
+1|
+1|
+4|Construct Spell 1/day|4|3|2|1

6th|
+3|
+2|
+2|
+5|-|4|3|3|2|-

7th|
+3|
+2|
+2|
+5|Expand Aspect|4|4|3|2|1

8th|
+4|
+2|
+2|
+6|Font of Power|4|4|3|3|2|-

9th|
+4|
+3|
+3|
+6|Deconstruct Spell 2/day|5|4|4|3|2|1

10th|
+5|
+3|
+3|
+7|-|5|4|4|3|3|2|-

11th|
+5|
+3|
+3|
+7|Expand Aspect|5|5|4|4|3|2|1

12th|
+6/+1|
+4|
+4|
+8|Font of Power|5|5|4|4|3|3|2|-

13th|
+6/+1|
+4|
+4|
+8|Construct Spell 2/day|5|5|5|4|4|3|2|1

14th|
+7/+2|
+4|
+4|
+9|-|5|5|5|4|4|3|3|2|-

15th|
+7/+2|
+5|
+5|
+9|Expand Aspect|5|5|5|5|4|4|3|2|1

16th|
+8/+3|
+5|
+5|
+10|Font of Power|5|5|5|5|4|4|3|3|2|-

17th|
+8/+3|
+5|
+5|
+10|Deconstruct Spell 3/day|5|5|5|5|5|4|4|3|2|1

18th|
+9/+4|
+6|
+6|
+11|Construct Spell 3/day|5|5|5|5|5|4|4|3|3|2

19th|
+9/+4|
+6|
+6|
+11|Expand Aspect|5|5|5|5|5|5|4|4|3|2

20th|
+10/+5|
+6|
+6|
+12|Font of Power|5|5|5|5|5|5|4|4|3|3[/table]

Weapon and Armor Proficiencies: All simple weapons. Philosophers are also proficient with light armor, although wearing any armor inflicts an arcane spell failure chance.

Spells: A Philosopher casts arcane spells that are primarily drawn from the cleric's domain list. A Philosopher must choose and prepare his spells in advance.
To prepare or cast a spell, the Philosopher must have an Intelligence modifier equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Philosopher’s spell is 10 + the spell level + the Philosopher’s Intelligence modifier.
Like other spellcasters, a Philosopher can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the above table. In addition, she receives bonus spells per day if she has a high Intelligence score as per Core rules.
A Philosopher must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour contemplating the nature of magic. While contemplating, the Philosopher decides which spells to prepare.

Aspects: A Philosopher has access to a number of domains, called aspects by Philosophers, equal to their Intelligence Modifier. They do not all need to be from the same deity. Once chosen, a Philosopher cannot change his aspects; he has spent a considerable time studying this specific aspect of creation, and cannot swap this knowledge out with another willy-nilly. A Philosopher can prepare spells from any of their aspects. He gains the appropriate power a cleric would receive for following a domain.

Summon Familiar: As a sorcerer/wizard. Levels in other classes with a familiar stack for the purposes of determining a familiar's power.

Deconstruct Spell: A Philosopher's understanding of magic is such that he can take apart a powerful spell and use it's energy to cast lesser ones. When a Philosopher uses Deconstruct Spell, he selects one spell above 0th level. He can add spells he knows to his prepared spells for that day, where the combined spell levels of the spells he receives equals the spell level of the spell he Deconstructed (0th level spells count as 1/2 of a spell level for the purposes of Deconstruct Spell) plus his Charisma modifier. He must choose the spells he receives from the same Aspect as the one he took it from, as the magic is already specialized to a certain extent. The maximum number of spells a Philosopher can gain from Deconstruct Spell with one use is equal to his Charisma modifier.

Construct Spell: After Deconstructing magic for a while, a Philosopher gains understanding of how to combine spells to create a more powerful one. A Philosopher can combine any number of spells (they must be from the same Aspect) into one of an equal or lesser value from the same Aspect as the pool it was taken from. The spell levels of the spells being merged plus his Charisma modifier must be equal to or greater than the spell level of the spell the Philosopher is constructing. The maximum number of spells a Philosopher can Construct together is equal to his Charisma modifier.

Expand Aspect: Philosophers, as people, grow in time. Their understanding of their Aspects is no exception. A Philosopher with this class ability can expand his knowledge of spells. When a Philosopher gets this ability at 3rd, 7th, 11th, 15th, or 19th level, he chooses one of his Aspects. He can choose up to (Wisdom modifier + Philosopher class levels) spell levels from any spell list, so long as he can cast it, and adds that spell as an spell in the Aspect. The spells must be thematic matchs in order for the spell to be learned; you can learn fireball if you use Expand Aspect on the Fire Domain, but not if you use it on the Water Domain.

Font of Power: Philosophers can choose to specialize between Divine magic and Arcane magic.
//Font of Power still under construction.

sidhe3141
2010-10-21, 10:15 PM
Technician
"I ask only one thing of each of you at this moment, the first field test of the Ionization Engine. Of my allies, I ask that they observe and think on how this device could be used or improved. Of my test subjects, I ask that they appreciate the craftsmanship of the instrument of their destruction.
"Or, to put it in more cliched terms: Ladies and gentlemen, behold."

There are those who see magic as a discipline, using carefully controlled effects to carry out their will. There are those who see magic as a religious practice, using ritual and prayer to invoke the will of a deity. There are those who see magic as an art, letting power flow from them to reshape the world in their image.
And then there are those who see magic as a non-repeatable phenomenon, and seek to make it repeatable.
Technicians are the last of these. A recent movement, they construct devices capable of mimicking magical effects in order to understand reality. And of course, for less esoteric reasons, such as to bring magic to the masses, to advance the plans of their organization's secret masters, or to rule the world.


Abilities: Intelligence is important for technicians, as many technician class features call for skill checks, particularly focusing on Intelligence skills. Wisdom and Charisma are helpful in getting funding for new gizmos. Dexterity is essential for any technician constructing weaponry with the intent to actually use it themselves.

Role: Technicians are largely a fire-support-type class. Most technicians use their gizmos from the back of the party, and observe the effects their opponents use.

Background: Most technicians are academics or crafters before they begin creating their devices. Frequently, a technician has dabbled in more mundane forms of engineering before starting to emulate magical effects. However, anyone with the ability to notice and replicate the patterns behind magic may become a technician.

Organization: Technicians are most frequently associated with organizations associated with crafting, knowledge, or magic.

Alignment: Technicians are generally lawful. Their power, however, does not flow from any cosmic force, and they may be of any alignment.

Races: Most technicians are dwarves and gnomes. Human technicians are also common. Among the savage humanoids, technicians are generally only found among those with strong technical or experimental traditions, such as kobolds.

Religion: Technicians frequently revere deities of creation and knowledge. Many worship Mordain as the master of the forge, and others consider Boccob's fundamentally rational universe elegant. Some consider their work to be an extension or replication of nature, and as such follow Obad-Hai.

Other Classes: Technicians frequently get on well with academic classes, such as wizards, formally-trained fighters, or clerics of gods of knowledge. They tend to have problems with the more "direct" classes, such as barbarians or paladins, and cooperate unwillingly at best with "natural" classes such as rangers or druids.

Adaptation: Technicians generally call for a world with some technological background and some magic. A technician in a no-magic world might rely heavily on research (calling for reduced research costs) or study the strange abilities of monsters exclusively. A technician in a no-technology world might bind spirits or set permenant enchantments instead of building gizmos, calling for gizmos to be made spell-like or supernatural rather than extraordinary.

Starting Gold: 5d4 x 10 gp (250 gp)

Starting Age: As bard.

Class Features

Class Skills: The class skills of the technician (and the key ability for each skill) are Appraise (Int), Craft (gizmo) (Int), Craft (trap) (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (any one scientific or technical) (Int), Open Lock (Dex), Perform (oratory) (Cha), Profession (inventor) (Wis), Profession (professor) (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at First Level: (Int mod + 4) * 4
Skill Points at Each Additional Level: Int mod + 4

{table=head]Level | Base Attack Bonus | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +2 | Analysis, create gizmo (scroll)
2nd | +1 | +0 | +0 | +3 | Reclaim
3rd | +1 | +1 | +1 | +3 | Create gizmo (potion, wondrous item)
4th | +2 | +1 | +1 | +4 | Dedicate workshop
5th | +2 | +1 | +1 | +4 | Create gizmo (arms and armor, wand)
6th | +3 | +2 | +2 | +5 | Create blueprints
7th | +3 | +2 | +2 | +5 | Create gizmo (rod)
8th | +4 | +2 | +2 | +6 | Patronage
9th | +4 | +3 | +3 | +6 | Generalism
10th | +5 | +3 | +3 | +7 | Take to bits
11th | +5 | +3 | +3 | +7 | Memorization
12th | +6/+1 | +4 | +4 | +8 | Create gizmo (staff, ring)
13th | +6/+1 | +4 | +4 | +8 | Improved take to bits
14th | +7/+2 | +4 | +4 | +9 | Improvisitation (1d2)
15th | +7/+2 | +5 | +5 | +9 | Create gizmo (artifical intelligence)
16th | +8/+3 | +5 | +5 | +10 | Create gizmo (engine)
17th | +8/+3 | +5 | +5 | +10 | Improved generalism
18th | +9/+4 | +6 | +6 | +11 | Improvisation (2d2)
19th | +9/+4 | +6 | +6 | +11 | Flawless generalism
20th | +10/+5 | +6 | +6 | +12 | Thesis

[/table]

Hit Die: d6

Class Features

Weapon and Armor Proficiency: Technicians are proficient with all simple weapons and light armor.

Analysis: Technicians have a spellbook-like item in which they record notes, observations, and theories about magic and other phenomena. When the technician can observe a spell being cast or power being manifested, she may record the effect in this notebook if it is of a level equal to or less than one-third her class level. In addition, a technician observing an extraordinary, spell-like, psi-like, or supernatural ability may record it as though it were a spell of a level equal to half the HD of its source. Technicians are considered to know and be able to cast all spells recorded in their notebooks for purposes of creating magic items, and are treated as having a caster level equal to their class level, but are not capable of casting spells and thus cannot qualify for reserve feats or the like.
Recording an effect is a standard action requiring the technician to make a Spellcraft check with a base DC equal to 15+spell level and modified as follows:

{table=head]Condition | Spellcraft DC
Untyped ability | -10
Extraordinary ability | -5
Spell-like ability | +0
Psi-like ability | +0
Supernatural ability | +5
Affected by ability | -5
Each previous observation of ability | -1, to maximum of -5
Ability is based on deception (such as illusion or stealth) | +10
Ability originates from an item or trap | -5
Ability originates from a gizmo | -7
Ability is shown to technician for purpose of teaching | -2
Ability is copied from another technician's notebook | Automatic
Ability is copied from a wizard's spellbook or a similar item | -10
[/table]

Abilities such as proficiencies, spellcasting or manifesting in general, technician class features, and any like ability (DM's discretion) cannot be analyzed.

Create Gizmo: Technicians may construct devices similar to magic items. When creating a magic item, the technician may pay the full cost of the item in gp rather than paying an XP cost (and in fact, must if she is incapable of actual spellcasting). Items produced this way (called "gizmos") weigh twice as much as normal and all their abilities are considered extraordinary, and the only check required to use them is a Use Magic Device check at a DC of 5*the level of the highest-level spell involved, regardless of any other conditions. A Craft(gizmo) check at a DC of twice the caster level of the item is required, though, to finish the item.
All the following can only be applied to gizmos. Each feat may be applied normally if learned from another source.
At first level, a technician effectively gains Scribe Scroll as a bonus feat.
At third level, a technician effectively gains Brew Potion and Craft Wonderous Item as bonus feats.
At fifth level, a technician effectively gains Craft Magic Arms And Armor and Craft Wand as bonus feats.
At seventh level, a technician effectively gains Craft Rod as a bonus feat.
At twelfth level, a technician effectively gains Craft Staff and Forge Ring as bonus feats.
At fifteenth level, a technician may make an intelligent magic item.
At sixteenth level, a technician may create magical locations (see Complete Mage). The cost of a magical location is 50*the level of the ability granted*the number of months for which the ability is granted (assume 50 for permenant abilities).

Reclaim (Ex): A technician may salvage parts from used or destroyed objects. Starting at second level, when an object is destroyed in a machinist's vicinity, she may spend five minutes gathering materials worth one-quarter the item's cost, which may only be applied to the creation of gizmos.

Dedicate Workshop (Ex): At fourth level, a technician may prepare a workshop for her specific use. By doubling the creation cost of a gizmo made in her chosen workshop, she gains the ability to reduce all of her further creation costs of items with an equal or lower caster level in that workshop by one fifth. A machinist may only have one dedicated workshop at a time, and a workshop may only be dedicated to one machinst at a time.

Create Blueprints (Ex): At sixth level, a technician may create blueprints to aid in the creation of magic items. By adding a week to the time taken to create a gizmo, the machinist may also create a permenant extraordinary item that reduces that gizmo's creation cost by one day for any creator using it. A gizmo may benefit from a number of blueprints equal to half its creation time.

Patronage: At eigth level, a technician's reputation is such that she attracts patrons. As long as the technician creates one gizmo per year at the highest caster level possible for her patrons' exclusive use, she may make a Perform(oratory) check (DC of triple the caster level of the item to be created) to persuade her patrons to cover a quarter of any gizmo's creation cost. This adds a day to the gizmo's creation time.

Generalism: At ninth level, the technician may substitute Intelligence for Charisma when making Use Magic Device checks, and any user of her gizmos may substitute Intelligence or Wisdom for Charisma when making the Use Magic Device check to activate it.
At seventeenth level, the technician may grant others the ability to substitute Intelligence for Charisma on Use Magic Device checks when making the Aid Another action.
At nineteenth level, a user of the technician's gizmos may substitute any ability for Charisma when attempting to activate it.

Take to Bits (Ex): At tenth level, the technician may carefully rip apart a device to understand its operation. By spending an amount of time equal to what it took to create it, she may make a Disable Device check at a DC equal to a magic item's caster level (destroying it in the process) to perform one of the following effects: learn all spells involved in its creation that she is of an appropriate level to learn, create a blueprint for it, change it into a gizmo that she can create of equal or lower cost instead of destroying it, or identify it for free instead of destroying it.
At thirteenth level, she may take an artifact to bits. Of the above benefits, she can only identify the item, but this can be a handy way of destroying hard-to-get-rid-of things. If she choses to destroy an artifact, she is 95% likely to attract the attention of a powerful being at the start of the attempt, but not at risk of losing spellcasting abilities.

Treat all artifacts as having a caster level of 30th and taking one month to create for purposes of this ability.

Memorization: At eleventh level, the technician may memorize a number of spells from her notebook or any other such items she carries equal to her class level + Intelligence modifier. She does not need her notebook to create items based on these spells, can prepare them without a spellbook if she would normally need one, and may attempt to record new observations to any open slots if her notebook is not available.
She may refresh any or all of these memory slots any time she could prepare spells if she were a spellcaster.

Improvisation: At fourteenth level, the technician may craft gizmos on the fly. She may create a gizmo as a full-round action, but the gizmo will fall apart into worthless (not even reclaimable) components (and its effect, if it has any lasting one, will end 1d6 rounds later if it would not end sooner) 1d2 rounds after the machinst ceases to take one standard action each round to maintain it.
Increase the time taken for an improvised gizmo to fall apart by 1d2 rounds every four levels.

Thesis (Su): When a technician reaches epic levels, she may analyze epic spells, and, as an exception to the normalrules regarding such things, may incorporate them into gizmos. A gizmo containing an epic spell requires a Spellcraft check with a DC equal to the casting DC of the spell to create (check for each epic spell involved), requires an additional 10 gp per point of casting DC, and requires the technician to make a Spellcraft check each day as though she were casting the spell.

Kellus
2010-10-22, 10:46 PM
(disqualified)