Cipher Stars
2011-06-10, 10:07 AM
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Top 5
Stylist
http://www.glogster.com/media/1/3/18/27/3182794.jpg
"Its all about the style"
Quick overview in the form of a quote:
"I'm a Stylist. Fashion, Beauty, and Power all go hand in hand. I don't need armor, I don't need weapons. My power is in the fashion." ~anonymous.
Adventures:
Stylists love to flaunt their badassery and superior fashion. Or, they could be simple punk drawing power from their expressions against conformity, and adventure to further break the chain of every day life.
Characteristics:
Stylists are capable of a variety of effects using clothing, whether it be a crazy tie that lets the shift perception around them to ease past the guards, or wear a pimpingly awesome coat that fascinates crowds to your whim.
Alignment:
Stylists are typically chaotic, They either care little about others and seek only to be superior to everyone around them through use of glorious new fashion statements, or they could be chaotic misfits who are against law and strict rules of government.
Religion:
Stylists rarely either have time, or so they think, for religion. Or they see religion as just another structure that would seek to bind them to a king of another sort.
Background:
Many Stylists enter the class at young ages, ranging from 13-18. During which time they find that a little fabric can take you a long ways. From there they simply get more in tune with the powers of the colorful fibers and continue throughout life full of confidence, pride, and a will to move on.
Races:
Humans, Halfligns, and the occasional misfit from other races often make up the most of the Stylists, Orcs care little for apparel, Elves are usually to structured. Meanwhile Humans and Halflings are known for being able to be quiet rebellious or self important enough.
Other Classes:
Stylists are always getting close to the Clerics or Wizards to best keep up appearances, no one wants to be sick on a big day. and to a Stylist thats usually every day.
Role:
Stylists are stealthy, cunning, and wait until most preferable to attack when forced to fight. They tend to do their best to avoid combat in the first place through deception, diplomacy, and even seduction. But there are just some creatures that just don't know your true value and completely ignore you, the bastards.
Adaptation:
Stylists could fit any campaign in which Wizards, or Sorcerers could fit and more. No magic? Fine, their Psionic, No Psionics either? Maybe extraordinary abilities. To much? Then it sounds like your just being stingy now, really.
GAME RULE INFORMATION
Stylists's have the following game statistics.
Abilities:
Charisma Charisma Charisma. Its all about the Stylist's charisma, their visual appeal, their force of personality, and it just generally makes them look nicer. A not so close second is Dexterity, for dodge bonus to AC and some nice finesse weapons. Followed in in corner number three is Constitution, You gotta be healthy to look healthy in the first place, and lets face it: healthy is more often then not synonymous with sexy.
Alignment:
Any non lawful.
Hit Die:
d8
Starting Age:
As rogue.
Starting Gold:
6d8x10 gp
Class Skills
The Stylist's class skills (and the key ability for each skill) are...
Appraise, Balance, Bluff, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Intimidate, Knowledge (local), Listen, Move Silently, Open Lock, Perfom, Profession, Search, SEnse Motive, Slight of Hand, Spot, and Tumble
Skill Points at First Level:
(6 + Int modifier) x 4
Skill Points at Each Additional Level:
6 + Int modifier
The Stylist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2| Style, Trapfinding, My Style
2nd|
+1|
+0|
+3|
+3| Evasion, Flair
3rd|
+2|
+1|
+3|
+3| Uncanny Dodge, Prestidigitation
4th|
+3|
+1|
+4|
+4| Style, Freestyle
5th|
+3|
+1|
+4|
+4| Improved Uncanny Dodge
6th|
+4|
+2|
+5|
+5| Flair
7th|
+5|
+2|
+5|
+5|Style, Greater Prestidigitation
8th|
+6/1|
+2|
+6|
+6|Freestyle, Improved Evasion
9th|
+6/1|
+3|
+6|
+6| Poise
10th|
+7/2|
+3|
+7|
+7|Style
11th|
+8/3|
+3|
+7|
+7|-
12th|
+9/4|
+4|
+8|
+8|Freestyle, Flair
13th|
+9/4|
+4|
+8|
+8|Style, Mass Prestidigitation
14th|
+10/5|
+4|
+9|
+9|-
15th|
+11/6/1|
+5|
+9|
+9| Killer moves
16th|
+12/7/2|
+5|
+10|
+10| Style, Freestyle
17th|
+12/7/2|
+5|
+10|
+10| Flair, Mass Greater Prestidigitation
18th|
+13/8/3|
+6|
+11|
+11|-
19th|
+14/9/4|
+6|
+11|
+11|Style
20th|
+15/10/5|
+6|
+12|
+12|Freestyle, Flair[/table]
http://i1012.photobucket.com/albums/af247/pokeaddict17xakatsukifan17/138640.jpg?t=1286758712
Class Features
All of the following are class features of the Stylist.
Weapon and Armor Proficiencies:
Stylists are proficient with no armors, no shields, and simple weapons.
Style (Ex):
The Stylist is especially fond of select styles of fashion to extraordinary levels. They gain bonuses by dressing their style. At every "Style" level they may select another style and increase existing styles by one. When dressed in your style and not wearing armor unless the Style calls for it, you gain an insight bonus to AC equal to your charisma modifier, +1 for every four levels for Cha +5 AC at lv 20 If applicable, caster level is equal to your Stylist levels. At level thirteen, any style that would be raised to fifth is halted in progression until the next style level, all others still grow however.
Flaming
Your outfit is full of warm colors, flamboyant and full of fiery spunk. +2 Perform, Ray of heat at will. (Concentrated ray of heat deals 1d3 fire damage per caster level, or can perform cantrip effects relating to heat. warm a teacup or light a fire for example.)
2nd +4 perform, Scorching Ray cha mod times a day
3rd +8 perform, Fireball cha mod times a day.
4th +12 perform, Greater Firewall cha mod times a day. (simple firewall, does twice damage dice).
5th +16 perform, Sunburst cha mod times a day.
6th +20 perform, Fireball at will.
Icy
Your outfit is full of cool colors, relaxed, glazed, and full of an icy coolness. +2 appraise, Chilling Ray at will (concentrated ray of cold deals 1d3 cold damage per caster level or can perform cantrip effects relating to Cold, such as chill a teacup or snuff a flame based light like a candle for example.)
2nd +4 appraise, Freezing Ray cha mod times a day (as Ray of frost, but 1d6 per caster level 5d6 max, every 4 levels beyond third you can fire an additional ray)
3rd +8 appraise, Ice Lance cha mod times a day.
4th +12 appraise, Ice Wall cha mod times a day. (Treat caster level as +2 for this). .
5th +16 appraise, Polar Beam cha mod times a day (close range, effects all in a 5ft line).
6th +20 Appraise, Ice Lance at will,
Electrical
Your outfit i1s full of sharp, bright colors. electrical, daring, and full energetic appeal. +2 jump, Zap at will (Small bolt of electricity deals 1d3 shock damage per caster level or can perform cantrip effects relating to Shock, such as charge an electrical mechanism, also light a fire, or shock a small expanse of water like a puddle )
2nd +4 jump,Shocking Grasp cha mod +3 times a day
3rd +8 jump , Lightning bolt cha mod times a day
4th +12 jump, Shout cha mod times a day
5th +16 jump, Crackling wave cha mod times a day (short burst 1d4 electric damage +1d4 sonic damage per caster level 25d4 +25d4 max) .
6th +20 jump, Lightning Bolt at will
Poisonous
Your outfit is risky, full of dark colors but different from the Goth. Your gear brings to mind poison and acidity with your cold, poisonous way of carrying yourself. +2 gather information, Spider Bite at will (small ray of acid deals 1d3 acid damage per caster level or can perform cantrip effects relating to Acid, such as melt a portion of an object such as a small bar to a bird cage, or slowly through a bigger bar such as a prison cell.)
2nd +4 gather information, Acid Arrow Cha mod times a day
3rd +8 gather information, Web Cha mod times a day
4th +12 gather information,Acid Fog Cha mod times a day
5th +16 gather information, Horrid Wilting Cha mod times a day .
6th +20 gather information, Spiders Web at will (Web also deals 1d4 Acid damage per caster level to those stuck in web due to countless small highly toxic spider's bites)
Breezy:
your outfit is one of light airy clothes, even clear in parts. Along with your aloof personality, your a shining embodiment of the sky. +2 tumble, Cutting Wind at will (small focused slice of wind deals 1d4 slashing damage per caster level or can perform cantrip effects relating to Wind, such as creating a breeze to blow away leaves, ash, or snuff out candles.)
2nd +4 tumble, Feather Fall at will
3rd +8 tumble, Gaseous Form, Cha mod times per day.
4th +12 tumble, Aereo Blast. Cha mod times per day. (Blast of slashing air deals 1d8 slashing damage per level to a max of 15d8, + 1d4 bludgeoning damage per per level max 10d4. This slicing wind ignores the first 10 points of damage reduction. Reflex save for half damage)
5th +16 tumble, Gale Slice. Cha mod times per day. (Close burst 25ft +5/level. All in area subject to a reflex save for half damage. deals 1d10 pure slashing damage per caster level, ignores first 10 points of damage reduction)
6th +20 tumble Wind Strike at will (1d6 slashing damage per caster level in a line, ignores first 5 points of damage reduction, reflex save for half damage)
Watery:
You dress in cool colors and the occasional clear item or netting. +2 swim. Water Manipulation at will (alter water, make it hotter, colder, or alter its properties to make it gas, or solid. all properties relating to your caster level. such as hardness, or temperature increase/decrease.)
2nd +4 swim: Sea's Blessing Cha mod times per day. (Smooth, cooling water heals 1d4 hp per caster level)
3rd +8 swim: Aqua Strike (http://www.giantitp.com/forums/showthread.php?p=11237186#post11237186) Cha mod times per day.
4th +12 swim: Aqua Blitz cha mod times per day.
5th +16 swim: Aqua Strike at will
6th +20 swim: Maelstrom cha mod times per day.
Magical
You dress in typical wizard get up thrown together, and reworked to be an attractive style rather then drab, tasteless piles of cloth. +2 Spellcraft 3 0 level spells. Uses x2 Cha mod spells per day per spell level, all cantrips at will.
+4 Spellcraft 4 0 level spells, 1 lv 1 spell
+6 Spellcraft 5 0 level spells, 2lv 1 spells, 1 lv 2 spell
+8 Spellcraft 6 0 level spells, 3lv 1 spells, 2lv 2 spells, 1 lv 3 spell
+12 Spellcraft 6 0 level spells, 4lv 1 spells, 3lv 2 spells, 2 lv 3 spells
+20 Spellcraft 6 0 level spells, 5 lv 1 spells, 4 lv 2 spells, 3 lv 3 spells
Magicless
You dress pretty typical, similar to Unnoticable but with more flair and less dirty looking cloths. +2 Use Magic Device. Detect Magic at will.
+4 Use Magic Device Dispel Magic cha mod times per day
+6 Use Magic Device Explosive Dispell
+8 Use Magic Device Greater Dispell magic
+12 Use Magic Device Antimagic Field
+20 Use Magic Device Explosive Antimagic, Dispell magic +5 at will.
Stoned:
You dress in solids, greys, browns, with plenty of jewelery. +2 climb: Pebble Shot @will (1d3/level bludgeoning damage, sends small rock hurling into foe)
+4 climb: Boulder Toss cha mod times per day. (1d6/level, send lark rocks hurling into foe)
+8 climb: Detonate Stone cha mod times per day (you cause stone to explode, 1d4 slashing damage, 1d4 piercing damage, 1d4 pressure damage, per level. destroys 5ft square of stone used.
+12 climb: Statue cha mod times per day
+16 climb: Earthquake cha mod times per day
+20 climb: Boulder Toss, Statue @will
Speedy:
You dress sleek, with patterns that flow, and maybe some trailing effects. +5ft speed
+10ft speed
+20ft speed, 10ft step
+30ft speed, haste cha mod times per day
+40ft speed, 15ft step
+50ft speed, haste @will
Spatial:
You dress in deep blacks with multicolor sparkles, or similar effects leading to the general idea of that. +2 Knowledge Planes blur @will
+4 Knowledge Planes Distortion cha mod times per day
+8 Knowledge Planes Blink cha mod times per day
+16 Knowledge Planes Teleport cha mod times per day
+20 Knowledge Planes Blink, Distortion, Teleport speedx2 all @will
Temporal:
You dress in leathers, adorned in clockwork and metal crafts. +2 Knowledge History. Moment To Think @will (D&D Wiki, homebrew spell)
+4 Knowledge History: Blast From the Past @will You can capture 1/4th of all energy damage you take to save for later (you still take the damage). You can release stored energy at once, or in multiple cases as a ray spell, standard action. You can store twice your character level+cha mod extra damage.
+8 Knowledge History: Time Blast cha mod times per day (ball of light flickering with random images from the future deals 1d6/level Temporal damage, creatures immune to aging are immune to Temporal damage.)
+12 Knowledge History: Temporal acceleration cha mod times per day. (you speed up your time frame allowing you 1 extra round of time.)
+16 Knowledge History: Time Stop cha mod times per day
+20 Knowledge History: Time Blast @will
Woodsy:
You dress in greens, browns, and maybe oranges. +2 Survival. Splinter at will (Wooden shot of wood deals 1d3 piercing damage per caster level.) Can be used to perform slight cantrip level effects using wood, such as lift 5lbs of wood, close a light wooden door, ect.
2nd +4 Survival: Treeshape cha mod times per day
3rd +8 Survival: Splinter Storm cha mod times per day (1d4 damage per caster level, 1 extra splinter per 3 levels)
4th +12 Survival: Animate Plants cha mod times per day.
5th +16 Survival: Shambler cha mod times per day
6th +20 Survival: Splinter Storm at will
Beastly:
You dress in browns, furs, and leathers. +2 Ride Claws of the Beast at will (give your self claws dealing 1d6 damage as natural weapons, or increase die by one on existing claws)
2nd +4 Ride: Eyes of the Beast at will (give yourself eyes that have Lowlight vision and Darkvison, or give you See in Dark as a devil if you already have both)
3rd +8 Ride: Alter Self cha mod times per day (Beasts only)
4th +12 Ride: Polymorph self cha mod times per day (beasts only)
5th +16 Ride: Shapechange cha mod times per day (beasts only)
6th +20 Ride: Alter self at will
Naturalist:
You dress in organic clothing, often in sunny, leafy colors from yellows, to greens. +2 Handle Animal: Charm Animal at will.
2nd +4 Handle Animal: Animal Trance cha mod times per day
3rd: +8 Handle Animal: Dominate Animal cha mod times per day
4th: +12 Handle Animal: Animal Growth cha mod times per day
5th: +16 Handle Animal: Animal Shapes cha mod times per day
6th: +20 Handle Animal: Can trade a use of a previous ability for equivalent Summon Natures Ally spell.
Nudist
You dress in... Nothing at all! Wow, you ain't shy are ya? +2 Move Silently. Calm People at will (As calm animals) only works on those with your gender as they're preferred sex.
+4 Move Silently: Charm Person at will
+8 Move Silently: Fascinate People cha mod times per day. as Animal Trace, but with people who have your gender as they're preferred sex.
+12 Move Silently: Feign Assault at will. You can throw yourself to the ground with a bluff check to get all those around you to attack who ever your blaming for attacking you. cumulative -10 for use on the same group of people, and -5 if the group knows the person to not be like that. effects any who can see you well, and does not require shared language. (as you can get the message through just as easily with a few tears, and pointed fingers)
+16 Move Silently: Dominate Person cha mod times per day, only works against those with your gender as they're preferred sex.
+20 Move Silently: Fascinate People at will.
Rainy:
You dress in grays, dark blues, and the occasional netting. +2 slight of hand. Create Water at will. Can be used to create precise amounts within your maximum, you can control the creation of your water so fine, you can fill many small cups or vials with it.
2nd +4 slight of hand: Call Rain cha mod time per day (standard action, calls forth light rain two rounds later. Full round action, calls forth rain five rounds later. 2 rounds, calls forth heavy rain ten rounds later.)
3rd+8 slight of hand: Control Water Cha mod times per day
4th +12 slight of hand: Deluge (http://www.giantitp.com/forums/showthread.php?p=11237186#post11237186) cha mod times per day
5th +16 slight of hand: Control Water at will.
6th +20 Tempest cha mod times per day.
Stygian:
you dress in dark greens, bone patterns, and deep blacks and pale whites. +2 Knowledge Religion. Inflict Minor Wounds at will dealing 1d3 per caster level rather then 1
+4: Inflict Moderate wounds cha mod times per day
+8: Inflict Serious wounds cha mod times per day
+12: Inflict Critical wounds cha mod times per day
+16: Harm cha mod times per day
+20: Inflict Serious wounds at will
Tentastical:
you dress in sleek, black designs often adorned with laces, tastles, and/or circles or wavy patterns. You often favor blacks and dark blues, to grays and silvers. +2 Use Rope. Tentacle Slave at will. (conjures a single small sized tentacle that can grab things, pull things, and its small squishy substance can let it enter small holes (I know what your thinking :smallcool: but I mean Key holes.) the tentacle doesn't leave any mark where it appeared, so no worries. It obeys any command you give it. and has a strength score of 16, with 15 AC and 5 hp per caster level. You can command it to initiate a grapple as Black Tentacles, it can deal either 1d3 piercing damage, or 1d3 bludgeoning damage each round it maintains grapple, or no damage if you wish. The tentacles are very helpful, they can pretty much do anything you could do with your own hand but not fine manipulation or wielding of weapons though they can hold them for you.)
2nd +4 Use Rope: Tentacle Enhancement your tentacle spells gain +2 Str, +2 Dex, and +1 round extra duration.) They are also thicker, and provide total concealment through 10ft. At your command, the tentacles sprout acid dripping spikes dealing 1d4slashing damage/level +1d8 Acid damage, +Cha mod. this is called "Tentacle Wrath"
3rd+8 Use Rope: Black Tentacles cha mod times per day. *special: These Tentacles can swap out bludgeoning damage for Piercing damage if you so choose, and recognize the caster and her allies.
4th +12 Use Rope: Love the Tentacle your tentacles produce a smell that causes a will save at the start of victims turn DC= 10+cha mod+1/2 caster levels or they cannot break away that turn, and the tentacles automatically succeed.
5th +16 Use Rope: Tentacle of the Behemoth cha mod times per day. (massive tentacle appears to smash victims in a 30ft Line effect emanating from you that uses an attack roll (Yours +Cha mod rather then dex/str). Those hit suffer a reflex save or be stick to the suckers and be taken back with the tentacle to its watery home (dead))
6th +20 Use Rope: Black Tentacles at will + (Optional) Seed. your tentacles can implant an egg in victims they bring to 1/10th they're hp. the eggs takes a heal check DC=15 to remove, and DC=30 to notice. the eggs hatch 1d12 weeks later as mobile, permanent tentacle slaves that travel the world on they're own until killed, or for 12 years of life, these tentacle slaves grow per size category for every three years of life. once they reach medium size they actively search for victims to impant they're own eggs.
Pumpkinesque:
You dress in purples, greens, and plenty of black and/or brown.
+2 Survival:Seed at will. One seed can be active on a subject at a time. make a ranged attack roll. If you hit, the target is Seeded. they take 1 damage a round for 1d8 rounds.
+4 Survival: Jackfire: cha mod times per day (Small flame appears in hand, as touch attack it sticks to foe dealing 1 point constitution damage a round for 1d6 rounds, and 1d4 fire damage each of those rounds as well, Jackfire is easily removed by stop-drop-and roll, removing item of clothing/armor infected, or getting doused)
+8 Survival: Pumpkin Bomb: cha mod times per day. (small pumpkin appears in hand. When thrown it deals 1d4 fire damage and 1d4 fire damage per caster level to all in 20 ft of point of impact. Range: medium)
+12 Survival: Jack'o lantern: cha mod times per day. You imbue a pumpkin with the spirits of flame and doom. when activated, it glows with unearthly orange light dealing 1d6 untyped damage per caster level to those within 30ft of the pumpkin. Pumpkin can be destroyed at range using Water damage, or Positive energy to stop the effect turning it into a normal pumpkin.)
+16 Survival: Harvest: cha mod times per day. ( A red light fills the area (Cha mod x 100 ft, or an enclosed space, which ever is smaller ) and the sound of the Harvest (indescribable tones of horror) are heard. On a save DC equals Charisma mod + 1/2 caster level +10 the targets become Helpful to you, willing to kill even they're closest friend for you, and over the course of the next 5 rounds if Break Enchantment is not cast, or caster of Harvest is killed, they gain the [plant] type, they're skin greens, hair becomes vines, and eyes become orange orbs. they are then forever your minions until you are killed, then they are free roaming mindless monsters until Break Enchantment is cast. If you are living, Miracle, Wish, or Reality Revision can cure a victim. If they make they're save, they instead take 1d4 untyped damage per caster level.)
+20 Survival: Pumpkin Bomb: at will
Gothic:
You dress in dark colors, dark make up, and often adorn yourself with holy symbols, bone patterns, and are generally depressing for some. As a Gothic dresser, you gain a +2 to intimidate checks at first level, Filth Animation at will (Animates Tiny creatures to tiny skeletons or zombies or can perform cantrip effects relating to the zombies, of course, such as having the zombies go snuff out a candle or pull someones hair.)
2th: +4 at +1 effective caster level for undead interactions (such as attempts made at commanding, or Turning), Greater Disrupt undead usable at will. (1d6 per level damage to undead)
3th: +8 Intimidate , +4 caster level for undead interaction, and Command Undead cha mod times a day.
4th: +12 intimidate +7 caster level for undead interaction, Animate Dead cha mod times a day. .
5th: +16 intimidate +10 caster level for undead interaction, Create undead cha mod times a day, Command undead at will.
6th: +20 intimidate. +13 caster level for undead interaction. Animate dead at will.
Necrotic:
you dress in deep blacks run through with reds and whites. +2 Knowledge (Planes). Summon minor undead at will (summon tiny sized skeletons or zombies)
2nd +4 knowledge (planes) Zombie Bomber At Will (you detonate the energies inside one of your summoned zombies. it deals negative energy damaged based on caster level and zombie size. 1d3/level, tiny 1d4/level, small, 1d6/level, medium, 1d8/level, large, 1d10/level, huge. Deals damage to all within 10ft)
3rd +6 Knowledge (Planes) Summon Undead Cha mod times per day. (Summon 1d4+1 small zombies/skeletons)
4th +12 knowledge (planes) Summon undead cha mod times per day. (Summon 1d4+1 medium zombies/skeletons)
5th +16 knowledge (planes) Summon undead cha mod times per day. (summon 1d4+1 large zombies/skeletons
6th +20 Knowledge (planes) Summon Undead cha mod times per day. (summon 1d4+1 huge zombies/skeletons)
Charming:
You and your outfit is cute, elegant, handsome, and or adorned with flowers, roses, and jewelery. Alternatively, it can be sleek, revealing and seductive. +2 Diplomacy. Sweet Talk at will (1 minute per caster level, +1 bluff and diplomacy or can perform cantrip effects relating to can be used to alter your voice just enough to not be distinguished.)
2nd +4 Diplomacy, Charm Person cha mod times a day
3rd +8 Diplomacy, Glamor cha mod times a day (+4 Appearance, +2 Charisma for caster level = rounds)
4th +12 Diplomacy, Suggestion cha mod times a day
5th +16 Diplomacy, Command Monster cha mod times a day
6th +20 diplomacy, Mass charm person at will, No longer have Glamor. instead you permanently have +4 appearance and +2 charisma when in this Style.
Scholarly:
You dress in uniform, button up shirts, and sweaters. Your dress speaks of order, stability, and education. +1 to a knowledge of choice, Common Knowledge at will (+1 to next knowledge check, only one common knowledge active at once (only one +1 at a time) or can be used to learn something that is glaringly obvious to those around you.)
2nd: +2 knowledge of choice, Students Boon (http://www.dandwiki.com/wiki/Student%27s_Boon_%283.5e_Spell%29), at will.
3rd: +4 knowledge of choice, Clairvoyance (http://www.dandwiki.com/wiki/SRD:Clairaudience/Clairvoyance) Cha mod times per day.
4th: +6 knowledge of choice, Vision cha mod times a day.
5th: +10 knowledge of choice, Foresight cha mod times a day
6th: +12 knowledge of choice, Clairvoyance at will
Unnoticeable:
Taking a break from the usual, These Stylists use their fabrics as a means to go unnoticed, blend in with crowds or shadows. +2 Hide. They gain a special percentage chance of going unnoticed, If check succeeds, they don't register in the targets mind. Roll for Registry after Hide, slight of hand and move silently checks. If your not perceived, you need not roll again for five minutes and you gain all the benefits of being considered under effects of Cloud Mind. effect is reduced to half if you try to perform a hostile, or otherwise threatening action such as attack, or theft. at 1st, this is 10%
2th: +4 hide, 20% chance to go unnoticed
3th: +8 hide, 40% chance to go unnoticed.
4th: +12 hide, 60% chance to go unnoticed.
5th: +16 hide, 80% chance to go unnoticed.
6th: +20 hide, 100% chance to go unnoticed
Cosplay:
You always dress differently, You like to mimic others, pretend to be someone else. Some people don't get you, but its not you you want them to get.
As a Cosplayer, you gain +2 to Disguise checks at first level, Quick Disguise at will (Make disguise checks at half the time with use of this spell can be used to also half the time it takes to change a Style.)
2th: +4 Disguise Self cha mod times per day
3th: +8 disguise Alter self cha mod times per day.
4th: +12 disguise Polymorph Self (Any Human-looking race only, such as elves, or devils, But not something like a Spider or Horse), Cha mod times per day.
5th: +16 disguise Shapechange (Any Human-looking race only, such as elves, or devils, But not something like a Spider or Horse), Cha mod times per day. .
6th: +20 disguise. Alter self at will.
Seeker:
You dress in leathers, metals, and the occasional chain or two. Your pretty cold and uncaring, But otherwise technically lawful. +2 Sense Motive. In addition you can wear Light armor without any penalties or lost class features so long as its over or under your clothing
2nd +4 Sense Motive, Detect Evil at will.
3rd +8 Sense Motive, Zone of Truth Cha mod times per day. . No save. All in area but caster must tell the truth, or not at all.
4th +12 Sense Motive, Atonement Cha mod times per day. . Subject need not be willing, but if they're not you add 30 minutes to casting time (1 hour 30 min). .
5th +16 sense motive, Imprison Cha mod times per day.
6th +20 sense motive, Zone of Truth at will
Healing
You dress in royal blues, golds, and are use Holy symbols as a normal person would jewelery. +2 Heal, Cure Light wounds at will or can perform cantrip effects relating to Light, Such a creating small sources of light or even dimming sources of light with cantrip like power level)
2nd +4 heal, Cure Moderate wounds Cha mod times per day
3rd +8 heal, Cure Serious Wounds Cha mod times per day.
4th +12 heal, Regenerate Cha mod times per day. .
5th +16 heal, Mass Heal Cha mod times per day. .
6th +20 heal, Cure serious wounds at will.
Bling:
Your outfit is very ostentatious, It may not only be revealing, but your dress is all silvers and gold. You wear more gold and precious apparel then most kings or queens. +2 Craft of choice, Coin Shot at will (Make a ranged attack using charisma rather then dex with a coin dealing 1 +cha mod damage, coins are not retrievable on a hit or can perform cantrip effects relating to Coin or Wealth, such as calling a coin to you from across the table. Alternatively, Coin Shot can fire multiple coins for 1 damage each to a maximum of Cha mod x character level.)
2nd +4 craft, Shine at will You make an item seem x.5/cha mod as valuable. (+5 cha mod = x2.5 times as valuable)
3rd +8 craft. Radiance. Your surrounded by a 10ft +5 per cha mod aura that makes items appear more valuable by half your Shine value change. Cha mod times per day you can increase this to become an aura of awe. DC = 15 + cha mod, or become shaken,
4th +12 craft. Summon gold Cha mod times per day. You summon 1d10 gold coins per caster level x5
5th +16 craft. Golden Touch Cha mod times per day. You touch a creature or object. On a failed will save DC = 18 + Cha mod, on a fail, they become a statue or item of solid gold.
6th +20 craft. Radiance-Awe at will
Finder:
Your outfit consists of long jackets, sexy hats, maybe even a manacle or two. +2 Search, Insight at will (+1 search, spot, and listen 1 minute per caster level or can perform cantrip effects relating to finding things, such as slowly clearing away dust as the prestidigitation effect of cleaning with more control or making a cloud of harmless dust the helps you see the invisible. )
2nd +4 search, Locate Object at will
3rd +8 search, Locate person at will
4th +12 search, True Seeing cha mod times per day.
5th +16 search, Refuge cha mod times per day. No need for willing target...
6th +20 search, True Seeing at will.
Hawkeye:
Your outfit is of leathers, holsters, quivers, and generally speaks "Adventurer" +2 spot. In addition, you can wear light armors without loosing class features from this class.
2nd +4 spot, +3 attack bonus to ranged weapons, +1 to damage.
3rd +8 spot, +5 attack bonus to ranged weapons, +3 to damage.
4th +12 spot, +7 attack bonus to ranged weapons, +5 to damage.
5th +16 spot, +10 attack bonus to ranged weapons, +7 to damage.
6th +20 spot. +15 attack bonus to ranged weapons, +10 damage.
Colorpuff:
Your outfit is flamboyantly riddled with multitudes of color, yet somehow they don't clash and even... looks good? Only a Stylist could possibly pull it off thats for sure. +2 Escape artist (Dazzling colors help to confuse and mask your movements) Prismatic Ball at will (Ball of multicolor light is conjured in the hand, and thrown, When it hits it inflicts 1 point of random damage per caster level to all within 10ft of impact. (1d6 1Fire, 2Shock, 3Frost, 4Force, 5Acid, 6Sonic), Paints the area in colors relating to effects for 1d20 minutes) or can perform cantrip effects relating to Color, such as color modification from Prestidigitation that last three times as long.
2nd +4 Escape Artist. Colorbeam: Cha mod times per day. (Line deals 1d6 per caster level of a random energy damage as shown on Prismatic Ball to each caught in the line. Area the Colorbeam enters is painted in a random color relating to the energies used)
3rd: +8 Escape Artist. Prismatic Orb,, cha mod times per day. (as Ball, but 1d8 per caster level and within 15ft of impact.)
4th: +12 Escape Artist. Prismatic Spray (http://www.dandwiki.com/wiki/SRD:Prismatic_Spray) cha mod times per day.
5th: +16 Escape Artist. Prismatic Wall (http://www.dandwiki.com/wiki/SRD:Prismatic_Wall) cha mod times per day.
6th: +20 Escape Artist. Prismatic Orb at will
Note: Light Armor bonuses (from Seeker and Hawkeye) stack to become Medium armor.
My Style:
The Stylist can always wear what she wishes despite any class restrictions, if for some reason you should ever be restricted by class to not wear a style. But you still keep anything you would lose from dressing in something else, you essentially just ignore such restrictions.
Trapfinding:
Stylists are use to deception, trickery, and its no different to them when the opposition gets violent, laying traps intent on making her look a fool (or a dead fool) before others.
Stylists 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.
Stylists 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.
A Stylist 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 her party) without disarming it.
Evasion (Ex):
Stylists become adept at dodging spit balls, buckets of paint, and water baloons. For the sake of the new designer clothing they bought the other day they learn to hone their reflexes.
At 2nd level and higher, a Stylist can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Stylist is wearing light armor or no armor. A helpless Stylist does not gain the benefit of evasion.
At eight level, the Stylist gains improved evasion
Uncanny Dodge (Ex):
Knowing how to best avoid that spash of paint is all well and good, but it never proved quite enough. The Stylist develops a sixth sense if you will for avoiding disaster.
Starting at 4th level, a Stylist can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Stylist already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Flair (Ex)
Every Flair level, you can spike a single class by one rank. You cannot spike a rank beyond third if your not level five or more, you cannot spike a rank beyond fourth if your not level ten or more, you cannot spike a rank to fifth if your not fifteenth or more, and you cannot spike a rank to sixth if your not 20 or more.
Improved Uncanny Dodge (Ex):
At 5th level and higher, a Stylist can no longer be flanked. This defense denies a rogue or similar precision attacker the ability to sneak attack/sudden strike the Stylist by flanking her, unless the attacker has at least four more rogue levels than the target has Stylist levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Freestyle (Ex)
The Stylist is daring, the Stylist is brave! The stylist.... mixes fashions.
At each Freestyle level, the Stylist can wear an additional style at once. The first Freestyle level for example, the Stylist could wear two Styles at once. Such as Hawkeye and Seeker. Levels do not stack, if you have three Hawkeye styles and two Seeker styles for example, you do not have Five of both or three of both, You have simply that: Three Hawkeye and two Seeker. You just benefit from both at once.
For each extra style fused, You add the number of styles to benefits of all used in the fusion, whether it be a percentage, skill bonus, or taken from the charisma modifier worth of times per day you can use an ability. If you would normally use Searing Ray 5 times a day, and have two fusions you instead use Searing Ray 6 times per day, because your adding one style.
You can still wear the styles separately, and the fused fashion is not static. but an open number of styles you can throw together on whim as long as you have the style.
That may not be useful to everyone however. Freestyle also allows you free use to apply Metamagic feats to spells, So long as you have the Charisma modifiable equal to what the effective spell level would be ( usual starting effective levels 1: 0 2: 2 3: 3 4: 6 5: 8-9 6: same as 3, sometimes nine). You pay for the feats normally otherwise.
Prestidigitation (Sp):
The stylist can use Prestidigitation at will, typically to alter colors, clean stains, and stitch seems. In addition, they can use it to help them in changing. They can now change whole outfits as a full round action, gaining the benefit of a new style on the next round.
Greater Prestidigitation (Sp):
Prestidigitation, but effects wear off naturally rather then by an imposed time limit. (Cleaning a stain will permanently clean that stain until another stain is added in the same spot, Coloring clothing permanently colors clothing until it naturally fades with time)
Mass Prestidigitation (Sp):
Normal prestidigitation but you can effect anything within a close range, and multiple things at once. such as clean the entire area of stains, recolor the entire area with different colors, or soil an entire area. This is otherwise as normal Prestidigitation, not Greater.
Mass Greater Prestidigitation (Sp):
Same as Mass Prestidigitation, but the Greater version.
Poise (Ex)
The Stylist can hold perfectly still for hours if need be, She always looks her best in everything she does. +1 charisma, +1 appearance. +4 to Balance, +4 to Move Silently, and +2 Hide. She gains a +8 to bluff checks to appear in perfect condition despite mental or physical impediments.
Killer Moves (Su):
The Stylist can make a perform (Act or Dance) to create the following effects to all who can see or within Charisma x 10 = feet, which ever is shorter:
DC
10: Mass Daze
15: Mass Suggestion
20: Mass Hypnosis
25: Mass Petrification
30: Mass Kill
Your Perform check determines what effect you create. Meanwhile they make a will save DC= 15+1 per effect (+1 Daze, +2 Suggestion +3 Hypnosis, ect) +your Charisma modifier.
Top 5
Stylist
http://www.glogster.com/media/1/3/18/27/3182794.jpg
"Its all about the style"
Quick overview in the form of a quote:
"I'm a Stylist. Fashion, Beauty, and Power all go hand in hand. I don't need armor, I don't need weapons. My power is in the fashion." ~anonymous.
Adventures:
Stylists love to flaunt their badassery and superior fashion. Or, they could be simple punk drawing power from their expressions against conformity, and adventure to further break the chain of every day life.
Characteristics:
Stylists are capable of a variety of effects using clothing, whether it be a crazy tie that lets the shift perception around them to ease past the guards, or wear a pimpingly awesome coat that fascinates crowds to your whim.
Alignment:
Stylists are typically chaotic, They either care little about others and seek only to be superior to everyone around them through use of glorious new fashion statements, or they could be chaotic misfits who are against law and strict rules of government.
Religion:
Stylists rarely either have time, or so they think, for religion. Or they see religion as just another structure that would seek to bind them to a king of another sort.
Background:
Many Stylists enter the class at young ages, ranging from 13-18. During which time they find that a little fabric can take you a long ways. From there they simply get more in tune with the powers of the colorful fibers and continue throughout life full of confidence, pride, and a will to move on.
Races:
Humans, Halfligns, and the occasional misfit from other races often make up the most of the Stylists, Orcs care little for apparel, Elves are usually to structured. Meanwhile Humans and Halflings are known for being able to be quiet rebellious or self important enough.
Other Classes:
Stylists are always getting close to the Clerics or Wizards to best keep up appearances, no one wants to be sick on a big day. and to a Stylist thats usually every day.
Role:
Stylists are stealthy, cunning, and wait until most preferable to attack when forced to fight. They tend to do their best to avoid combat in the first place through deception, diplomacy, and even seduction. But there are just some creatures that just don't know your true value and completely ignore you, the bastards.
Adaptation:
Stylists could fit any campaign in which Wizards, or Sorcerers could fit and more. No magic? Fine, their Psionic, No Psionics either? Maybe extraordinary abilities. To much? Then it sounds like your just being stingy now, really.
GAME RULE INFORMATION
Stylists's have the following game statistics.
Abilities:
Charisma Charisma Charisma. Its all about the Stylist's charisma, their visual appeal, their force of personality, and it just generally makes them look nicer. A not so close second is Dexterity, for dodge bonus to AC and some nice finesse weapons. Followed in in corner number three is Constitution, You gotta be healthy to look healthy in the first place, and lets face it: healthy is more often then not synonymous with sexy.
Alignment:
Any non lawful.
Hit Die:
d8
Starting Age:
As rogue.
Starting Gold:
6d8x10 gp
Class Skills
The Stylist's class skills (and the key ability for each skill) are...
Appraise, Balance, Bluff, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Intimidate, Knowledge (local), Listen, Move Silently, Open Lock, Perfom, Profession, Search, SEnse Motive, Slight of Hand, Spot, and Tumble
Skill Points at First Level:
(6 + Int modifier) x 4
Skill Points at Each Additional Level:
6 + Int modifier
The Stylist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2| Style, Trapfinding, My Style
2nd|
+1|
+0|
+3|
+3| Evasion, Flair
3rd|
+2|
+1|
+3|
+3| Uncanny Dodge, Prestidigitation
4th|
+3|
+1|
+4|
+4| Style, Freestyle
5th|
+3|
+1|
+4|
+4| Improved Uncanny Dodge
6th|
+4|
+2|
+5|
+5| Flair
7th|
+5|
+2|
+5|
+5|Style, Greater Prestidigitation
8th|
+6/1|
+2|
+6|
+6|Freestyle, Improved Evasion
9th|
+6/1|
+3|
+6|
+6| Poise
10th|
+7/2|
+3|
+7|
+7|Style
11th|
+8/3|
+3|
+7|
+7|-
12th|
+9/4|
+4|
+8|
+8|Freestyle, Flair
13th|
+9/4|
+4|
+8|
+8|Style, Mass Prestidigitation
14th|
+10/5|
+4|
+9|
+9|-
15th|
+11/6/1|
+5|
+9|
+9| Killer moves
16th|
+12/7/2|
+5|
+10|
+10| Style, Freestyle
17th|
+12/7/2|
+5|
+10|
+10| Flair, Mass Greater Prestidigitation
18th|
+13/8/3|
+6|
+11|
+11|-
19th|
+14/9/4|
+6|
+11|
+11|Style
20th|
+15/10/5|
+6|
+12|
+12|Freestyle, Flair[/table]
http://i1012.photobucket.com/albums/af247/pokeaddict17xakatsukifan17/138640.jpg?t=1286758712
Class Features
All of the following are class features of the Stylist.
Weapon and Armor Proficiencies:
Stylists are proficient with no armors, no shields, and simple weapons.
Style (Ex):
The Stylist is especially fond of select styles of fashion to extraordinary levels. They gain bonuses by dressing their style. At every "Style" level they may select another style and increase existing styles by one. When dressed in your style and not wearing armor unless the Style calls for it, you gain an insight bonus to AC equal to your charisma modifier, +1 for every four levels for Cha +5 AC at lv 20 If applicable, caster level is equal to your Stylist levels. At level thirteen, any style that would be raised to fifth is halted in progression until the next style level, all others still grow however.
Flaming
Your outfit is full of warm colors, flamboyant and full of fiery spunk. +2 Perform, Ray of heat at will. (Concentrated ray of heat deals 1d3 fire damage per caster level, or can perform cantrip effects relating to heat. warm a teacup or light a fire for example.)
2nd +4 perform, Scorching Ray cha mod times a day
3rd +8 perform, Fireball cha mod times a day.
4th +12 perform, Greater Firewall cha mod times a day. (simple firewall, does twice damage dice).
5th +16 perform, Sunburst cha mod times a day.
6th +20 perform, Fireball at will.
Icy
Your outfit is full of cool colors, relaxed, glazed, and full of an icy coolness. +2 appraise, Chilling Ray at will (concentrated ray of cold deals 1d3 cold damage per caster level or can perform cantrip effects relating to Cold, such as chill a teacup or snuff a flame based light like a candle for example.)
2nd +4 appraise, Freezing Ray cha mod times a day (as Ray of frost, but 1d6 per caster level 5d6 max, every 4 levels beyond third you can fire an additional ray)
3rd +8 appraise, Ice Lance cha mod times a day.
4th +12 appraise, Ice Wall cha mod times a day. (Treat caster level as +2 for this). .
5th +16 appraise, Polar Beam cha mod times a day (close range, effects all in a 5ft line).
6th +20 Appraise, Ice Lance at will,
Electrical
Your outfit i1s full of sharp, bright colors. electrical, daring, and full energetic appeal. +2 jump, Zap at will (Small bolt of electricity deals 1d3 shock damage per caster level or can perform cantrip effects relating to Shock, such as charge an electrical mechanism, also light a fire, or shock a small expanse of water like a puddle )
2nd +4 jump,Shocking Grasp cha mod +3 times a day
3rd +8 jump , Lightning bolt cha mod times a day
4th +12 jump, Shout cha mod times a day
5th +16 jump, Crackling wave cha mod times a day (short burst 1d4 electric damage +1d4 sonic damage per caster level 25d4 +25d4 max) .
6th +20 jump, Lightning Bolt at will
Poisonous
Your outfit is risky, full of dark colors but different from the Goth. Your gear brings to mind poison and acidity with your cold, poisonous way of carrying yourself. +2 gather information, Spider Bite at will (small ray of acid deals 1d3 acid damage per caster level or can perform cantrip effects relating to Acid, such as melt a portion of an object such as a small bar to a bird cage, or slowly through a bigger bar such as a prison cell.)
2nd +4 gather information, Acid Arrow Cha mod times a day
3rd +8 gather information, Web Cha mod times a day
4th +12 gather information,Acid Fog Cha mod times a day
5th +16 gather information, Horrid Wilting Cha mod times a day .
6th +20 gather information, Spiders Web at will (Web also deals 1d4 Acid damage per caster level to those stuck in web due to countless small highly toxic spider's bites)
Breezy:
your outfit is one of light airy clothes, even clear in parts. Along with your aloof personality, your a shining embodiment of the sky. +2 tumble, Cutting Wind at will (small focused slice of wind deals 1d4 slashing damage per caster level or can perform cantrip effects relating to Wind, such as creating a breeze to blow away leaves, ash, or snuff out candles.)
2nd +4 tumble, Feather Fall at will
3rd +8 tumble, Gaseous Form, Cha mod times per day.
4th +12 tumble, Aereo Blast. Cha mod times per day. (Blast of slashing air deals 1d8 slashing damage per level to a max of 15d8, + 1d4 bludgeoning damage per per level max 10d4. This slicing wind ignores the first 10 points of damage reduction. Reflex save for half damage)
5th +16 tumble, Gale Slice. Cha mod times per day. (Close burst 25ft +5/level. All in area subject to a reflex save for half damage. deals 1d10 pure slashing damage per caster level, ignores first 10 points of damage reduction)
6th +20 tumble Wind Strike at will (1d6 slashing damage per caster level in a line, ignores first 5 points of damage reduction, reflex save for half damage)
Watery:
You dress in cool colors and the occasional clear item or netting. +2 swim. Water Manipulation at will (alter water, make it hotter, colder, or alter its properties to make it gas, or solid. all properties relating to your caster level. such as hardness, or temperature increase/decrease.)
2nd +4 swim: Sea's Blessing Cha mod times per day. (Smooth, cooling water heals 1d4 hp per caster level)
3rd +8 swim: Aqua Strike (http://www.giantitp.com/forums/showthread.php?p=11237186#post11237186) Cha mod times per day.
4th +12 swim: Aqua Blitz cha mod times per day.
5th +16 swim: Aqua Strike at will
6th +20 swim: Maelstrom cha mod times per day.
Magical
You dress in typical wizard get up thrown together, and reworked to be an attractive style rather then drab, tasteless piles of cloth. +2 Spellcraft 3 0 level spells. Uses x2 Cha mod spells per day per spell level, all cantrips at will.
+4 Spellcraft 4 0 level spells, 1 lv 1 spell
+6 Spellcraft 5 0 level spells, 2lv 1 spells, 1 lv 2 spell
+8 Spellcraft 6 0 level spells, 3lv 1 spells, 2lv 2 spells, 1 lv 3 spell
+12 Spellcraft 6 0 level spells, 4lv 1 spells, 3lv 2 spells, 2 lv 3 spells
+20 Spellcraft 6 0 level spells, 5 lv 1 spells, 4 lv 2 spells, 3 lv 3 spells
Magicless
You dress pretty typical, similar to Unnoticable but with more flair and less dirty looking cloths. +2 Use Magic Device. Detect Magic at will.
+4 Use Magic Device Dispel Magic cha mod times per day
+6 Use Magic Device Explosive Dispell
+8 Use Magic Device Greater Dispell magic
+12 Use Magic Device Antimagic Field
+20 Use Magic Device Explosive Antimagic, Dispell magic +5 at will.
Stoned:
You dress in solids, greys, browns, with plenty of jewelery. +2 climb: Pebble Shot @will (1d3/level bludgeoning damage, sends small rock hurling into foe)
+4 climb: Boulder Toss cha mod times per day. (1d6/level, send lark rocks hurling into foe)
+8 climb: Detonate Stone cha mod times per day (you cause stone to explode, 1d4 slashing damage, 1d4 piercing damage, 1d4 pressure damage, per level. destroys 5ft square of stone used.
+12 climb: Statue cha mod times per day
+16 climb: Earthquake cha mod times per day
+20 climb: Boulder Toss, Statue @will
Speedy:
You dress sleek, with patterns that flow, and maybe some trailing effects. +5ft speed
+10ft speed
+20ft speed, 10ft step
+30ft speed, haste cha mod times per day
+40ft speed, 15ft step
+50ft speed, haste @will
Spatial:
You dress in deep blacks with multicolor sparkles, or similar effects leading to the general idea of that. +2 Knowledge Planes blur @will
+4 Knowledge Planes Distortion cha mod times per day
+8 Knowledge Planes Blink cha mod times per day
+16 Knowledge Planes Teleport cha mod times per day
+20 Knowledge Planes Blink, Distortion, Teleport speedx2 all @will
Temporal:
You dress in leathers, adorned in clockwork and metal crafts. +2 Knowledge History. Moment To Think @will (D&D Wiki, homebrew spell)
+4 Knowledge History: Blast From the Past @will You can capture 1/4th of all energy damage you take to save for later (you still take the damage). You can release stored energy at once, or in multiple cases as a ray spell, standard action. You can store twice your character level+cha mod extra damage.
+8 Knowledge History: Time Blast cha mod times per day (ball of light flickering with random images from the future deals 1d6/level Temporal damage, creatures immune to aging are immune to Temporal damage.)
+12 Knowledge History: Temporal acceleration cha mod times per day. (you speed up your time frame allowing you 1 extra round of time.)
+16 Knowledge History: Time Stop cha mod times per day
+20 Knowledge History: Time Blast @will
Woodsy:
You dress in greens, browns, and maybe oranges. +2 Survival. Splinter at will (Wooden shot of wood deals 1d3 piercing damage per caster level.) Can be used to perform slight cantrip level effects using wood, such as lift 5lbs of wood, close a light wooden door, ect.
2nd +4 Survival: Treeshape cha mod times per day
3rd +8 Survival: Splinter Storm cha mod times per day (1d4 damage per caster level, 1 extra splinter per 3 levels)
4th +12 Survival: Animate Plants cha mod times per day.
5th +16 Survival: Shambler cha mod times per day
6th +20 Survival: Splinter Storm at will
Beastly:
You dress in browns, furs, and leathers. +2 Ride Claws of the Beast at will (give your self claws dealing 1d6 damage as natural weapons, or increase die by one on existing claws)
2nd +4 Ride: Eyes of the Beast at will (give yourself eyes that have Lowlight vision and Darkvison, or give you See in Dark as a devil if you already have both)
3rd +8 Ride: Alter Self cha mod times per day (Beasts only)
4th +12 Ride: Polymorph self cha mod times per day (beasts only)
5th +16 Ride: Shapechange cha mod times per day (beasts only)
6th +20 Ride: Alter self at will
Naturalist:
You dress in organic clothing, often in sunny, leafy colors from yellows, to greens. +2 Handle Animal: Charm Animal at will.
2nd +4 Handle Animal: Animal Trance cha mod times per day
3rd: +8 Handle Animal: Dominate Animal cha mod times per day
4th: +12 Handle Animal: Animal Growth cha mod times per day
5th: +16 Handle Animal: Animal Shapes cha mod times per day
6th: +20 Handle Animal: Can trade a use of a previous ability for equivalent Summon Natures Ally spell.
Nudist
You dress in... Nothing at all! Wow, you ain't shy are ya? +2 Move Silently. Calm People at will (As calm animals) only works on those with your gender as they're preferred sex.
+4 Move Silently: Charm Person at will
+8 Move Silently: Fascinate People cha mod times per day. as Animal Trace, but with people who have your gender as they're preferred sex.
+12 Move Silently: Feign Assault at will. You can throw yourself to the ground with a bluff check to get all those around you to attack who ever your blaming for attacking you. cumulative -10 for use on the same group of people, and -5 if the group knows the person to not be like that. effects any who can see you well, and does not require shared language. (as you can get the message through just as easily with a few tears, and pointed fingers)
+16 Move Silently: Dominate Person cha mod times per day, only works against those with your gender as they're preferred sex.
+20 Move Silently: Fascinate People at will.
Rainy:
You dress in grays, dark blues, and the occasional netting. +2 slight of hand. Create Water at will. Can be used to create precise amounts within your maximum, you can control the creation of your water so fine, you can fill many small cups or vials with it.
2nd +4 slight of hand: Call Rain cha mod time per day (standard action, calls forth light rain two rounds later. Full round action, calls forth rain five rounds later. 2 rounds, calls forth heavy rain ten rounds later.)
3rd+8 slight of hand: Control Water Cha mod times per day
4th +12 slight of hand: Deluge (http://www.giantitp.com/forums/showthread.php?p=11237186#post11237186) cha mod times per day
5th +16 slight of hand: Control Water at will.
6th +20 Tempest cha mod times per day.
Stygian:
you dress in dark greens, bone patterns, and deep blacks and pale whites. +2 Knowledge Religion. Inflict Minor Wounds at will dealing 1d3 per caster level rather then 1
+4: Inflict Moderate wounds cha mod times per day
+8: Inflict Serious wounds cha mod times per day
+12: Inflict Critical wounds cha mod times per day
+16: Harm cha mod times per day
+20: Inflict Serious wounds at will
Tentastical:
you dress in sleek, black designs often adorned with laces, tastles, and/or circles or wavy patterns. You often favor blacks and dark blues, to grays and silvers. +2 Use Rope. Tentacle Slave at will. (conjures a single small sized tentacle that can grab things, pull things, and its small squishy substance can let it enter small holes (I know what your thinking :smallcool: but I mean Key holes.) the tentacle doesn't leave any mark where it appeared, so no worries. It obeys any command you give it. and has a strength score of 16, with 15 AC and 5 hp per caster level. You can command it to initiate a grapple as Black Tentacles, it can deal either 1d3 piercing damage, or 1d3 bludgeoning damage each round it maintains grapple, or no damage if you wish. The tentacles are very helpful, they can pretty much do anything you could do with your own hand but not fine manipulation or wielding of weapons though they can hold them for you.)
2nd +4 Use Rope: Tentacle Enhancement your tentacle spells gain +2 Str, +2 Dex, and +1 round extra duration.) They are also thicker, and provide total concealment through 10ft. At your command, the tentacles sprout acid dripping spikes dealing 1d4slashing damage/level +1d8 Acid damage, +Cha mod. this is called "Tentacle Wrath"
3rd+8 Use Rope: Black Tentacles cha mod times per day. *special: These Tentacles can swap out bludgeoning damage for Piercing damage if you so choose, and recognize the caster and her allies.
4th +12 Use Rope: Love the Tentacle your tentacles produce a smell that causes a will save at the start of victims turn DC= 10+cha mod+1/2 caster levels or they cannot break away that turn, and the tentacles automatically succeed.
5th +16 Use Rope: Tentacle of the Behemoth cha mod times per day. (massive tentacle appears to smash victims in a 30ft Line effect emanating from you that uses an attack roll (Yours +Cha mod rather then dex/str). Those hit suffer a reflex save or be stick to the suckers and be taken back with the tentacle to its watery home (dead))
6th +20 Use Rope: Black Tentacles at will + (Optional) Seed. your tentacles can implant an egg in victims they bring to 1/10th they're hp. the eggs takes a heal check DC=15 to remove, and DC=30 to notice. the eggs hatch 1d12 weeks later as mobile, permanent tentacle slaves that travel the world on they're own until killed, or for 12 years of life, these tentacle slaves grow per size category for every three years of life. once they reach medium size they actively search for victims to impant they're own eggs.
Pumpkinesque:
You dress in purples, greens, and plenty of black and/or brown.
+2 Survival:Seed at will. One seed can be active on a subject at a time. make a ranged attack roll. If you hit, the target is Seeded. they take 1 damage a round for 1d8 rounds.
+4 Survival: Jackfire: cha mod times per day (Small flame appears in hand, as touch attack it sticks to foe dealing 1 point constitution damage a round for 1d6 rounds, and 1d4 fire damage each of those rounds as well, Jackfire is easily removed by stop-drop-and roll, removing item of clothing/armor infected, or getting doused)
+8 Survival: Pumpkin Bomb: cha mod times per day. (small pumpkin appears in hand. When thrown it deals 1d4 fire damage and 1d4 fire damage per caster level to all in 20 ft of point of impact. Range: medium)
+12 Survival: Jack'o lantern: cha mod times per day. You imbue a pumpkin with the spirits of flame and doom. when activated, it glows with unearthly orange light dealing 1d6 untyped damage per caster level to those within 30ft of the pumpkin. Pumpkin can be destroyed at range using Water damage, or Positive energy to stop the effect turning it into a normal pumpkin.)
+16 Survival: Harvest: cha mod times per day. ( A red light fills the area (Cha mod x 100 ft, or an enclosed space, which ever is smaller ) and the sound of the Harvest (indescribable tones of horror) are heard. On a save DC equals Charisma mod + 1/2 caster level +10 the targets become Helpful to you, willing to kill even they're closest friend for you, and over the course of the next 5 rounds if Break Enchantment is not cast, or caster of Harvest is killed, they gain the [plant] type, they're skin greens, hair becomes vines, and eyes become orange orbs. they are then forever your minions until you are killed, then they are free roaming mindless monsters until Break Enchantment is cast. If you are living, Miracle, Wish, or Reality Revision can cure a victim. If they make they're save, they instead take 1d4 untyped damage per caster level.)
+20 Survival: Pumpkin Bomb: at will
Gothic:
You dress in dark colors, dark make up, and often adorn yourself with holy symbols, bone patterns, and are generally depressing for some. As a Gothic dresser, you gain a +2 to intimidate checks at first level, Filth Animation at will (Animates Tiny creatures to tiny skeletons or zombies or can perform cantrip effects relating to the zombies, of course, such as having the zombies go snuff out a candle or pull someones hair.)
2th: +4 at +1 effective caster level for undead interactions (such as attempts made at commanding, or Turning), Greater Disrupt undead usable at will. (1d6 per level damage to undead)
3th: +8 Intimidate , +4 caster level for undead interaction, and Command Undead cha mod times a day.
4th: +12 intimidate +7 caster level for undead interaction, Animate Dead cha mod times a day. .
5th: +16 intimidate +10 caster level for undead interaction, Create undead cha mod times a day, Command undead at will.
6th: +20 intimidate. +13 caster level for undead interaction. Animate dead at will.
Necrotic:
you dress in deep blacks run through with reds and whites. +2 Knowledge (Planes). Summon minor undead at will (summon tiny sized skeletons or zombies)
2nd +4 knowledge (planes) Zombie Bomber At Will (you detonate the energies inside one of your summoned zombies. it deals negative energy damaged based on caster level and zombie size. 1d3/level, tiny 1d4/level, small, 1d6/level, medium, 1d8/level, large, 1d10/level, huge. Deals damage to all within 10ft)
3rd +6 Knowledge (Planes) Summon Undead Cha mod times per day. (Summon 1d4+1 small zombies/skeletons)
4th +12 knowledge (planes) Summon undead cha mod times per day. (Summon 1d4+1 medium zombies/skeletons)
5th +16 knowledge (planes) Summon undead cha mod times per day. (summon 1d4+1 large zombies/skeletons
6th +20 Knowledge (planes) Summon Undead cha mod times per day. (summon 1d4+1 huge zombies/skeletons)
Charming:
You and your outfit is cute, elegant, handsome, and or adorned with flowers, roses, and jewelery. Alternatively, it can be sleek, revealing and seductive. +2 Diplomacy. Sweet Talk at will (1 minute per caster level, +1 bluff and diplomacy or can perform cantrip effects relating to can be used to alter your voice just enough to not be distinguished.)
2nd +4 Diplomacy, Charm Person cha mod times a day
3rd +8 Diplomacy, Glamor cha mod times a day (+4 Appearance, +2 Charisma for caster level = rounds)
4th +12 Diplomacy, Suggestion cha mod times a day
5th +16 Diplomacy, Command Monster cha mod times a day
6th +20 diplomacy, Mass charm person at will, No longer have Glamor. instead you permanently have +4 appearance and +2 charisma when in this Style.
Scholarly:
You dress in uniform, button up shirts, and sweaters. Your dress speaks of order, stability, and education. +1 to a knowledge of choice, Common Knowledge at will (+1 to next knowledge check, only one common knowledge active at once (only one +1 at a time) or can be used to learn something that is glaringly obvious to those around you.)
2nd: +2 knowledge of choice, Students Boon (http://www.dandwiki.com/wiki/Student%27s_Boon_%283.5e_Spell%29), at will.
3rd: +4 knowledge of choice, Clairvoyance (http://www.dandwiki.com/wiki/SRD:Clairaudience/Clairvoyance) Cha mod times per day.
4th: +6 knowledge of choice, Vision cha mod times a day.
5th: +10 knowledge of choice, Foresight cha mod times a day
6th: +12 knowledge of choice, Clairvoyance at will
Unnoticeable:
Taking a break from the usual, These Stylists use their fabrics as a means to go unnoticed, blend in with crowds or shadows. +2 Hide. They gain a special percentage chance of going unnoticed, If check succeeds, they don't register in the targets mind. Roll for Registry after Hide, slight of hand and move silently checks. If your not perceived, you need not roll again for five minutes and you gain all the benefits of being considered under effects of Cloud Mind. effect is reduced to half if you try to perform a hostile, or otherwise threatening action such as attack, or theft. at 1st, this is 10%
2th: +4 hide, 20% chance to go unnoticed
3th: +8 hide, 40% chance to go unnoticed.
4th: +12 hide, 60% chance to go unnoticed.
5th: +16 hide, 80% chance to go unnoticed.
6th: +20 hide, 100% chance to go unnoticed
Cosplay:
You always dress differently, You like to mimic others, pretend to be someone else. Some people don't get you, but its not you you want them to get.
As a Cosplayer, you gain +2 to Disguise checks at first level, Quick Disguise at will (Make disguise checks at half the time with use of this spell can be used to also half the time it takes to change a Style.)
2th: +4 Disguise Self cha mod times per day
3th: +8 disguise Alter self cha mod times per day.
4th: +12 disguise Polymorph Self (Any Human-looking race only, such as elves, or devils, But not something like a Spider or Horse), Cha mod times per day.
5th: +16 disguise Shapechange (Any Human-looking race only, such as elves, or devils, But not something like a Spider or Horse), Cha mod times per day. .
6th: +20 disguise. Alter self at will.
Seeker:
You dress in leathers, metals, and the occasional chain or two. Your pretty cold and uncaring, But otherwise technically lawful. +2 Sense Motive. In addition you can wear Light armor without any penalties or lost class features so long as its over or under your clothing
2nd +4 Sense Motive, Detect Evil at will.
3rd +8 Sense Motive, Zone of Truth Cha mod times per day. . No save. All in area but caster must tell the truth, or not at all.
4th +12 Sense Motive, Atonement Cha mod times per day. . Subject need not be willing, but if they're not you add 30 minutes to casting time (1 hour 30 min). .
5th +16 sense motive, Imprison Cha mod times per day.
6th +20 sense motive, Zone of Truth at will
Healing
You dress in royal blues, golds, and are use Holy symbols as a normal person would jewelery. +2 Heal, Cure Light wounds at will or can perform cantrip effects relating to Light, Such a creating small sources of light or even dimming sources of light with cantrip like power level)
2nd +4 heal, Cure Moderate wounds Cha mod times per day
3rd +8 heal, Cure Serious Wounds Cha mod times per day.
4th +12 heal, Regenerate Cha mod times per day. .
5th +16 heal, Mass Heal Cha mod times per day. .
6th +20 heal, Cure serious wounds at will.
Bling:
Your outfit is very ostentatious, It may not only be revealing, but your dress is all silvers and gold. You wear more gold and precious apparel then most kings or queens. +2 Craft of choice, Coin Shot at will (Make a ranged attack using charisma rather then dex with a coin dealing 1 +cha mod damage, coins are not retrievable on a hit or can perform cantrip effects relating to Coin or Wealth, such as calling a coin to you from across the table. Alternatively, Coin Shot can fire multiple coins for 1 damage each to a maximum of Cha mod x character level.)
2nd +4 craft, Shine at will You make an item seem x.5/cha mod as valuable. (+5 cha mod = x2.5 times as valuable)
3rd +8 craft. Radiance. Your surrounded by a 10ft +5 per cha mod aura that makes items appear more valuable by half your Shine value change. Cha mod times per day you can increase this to become an aura of awe. DC = 15 + cha mod, or become shaken,
4th +12 craft. Summon gold Cha mod times per day. You summon 1d10 gold coins per caster level x5
5th +16 craft. Golden Touch Cha mod times per day. You touch a creature or object. On a failed will save DC = 18 + Cha mod, on a fail, they become a statue or item of solid gold.
6th +20 craft. Radiance-Awe at will
Finder:
Your outfit consists of long jackets, sexy hats, maybe even a manacle or two. +2 Search, Insight at will (+1 search, spot, and listen 1 minute per caster level or can perform cantrip effects relating to finding things, such as slowly clearing away dust as the prestidigitation effect of cleaning with more control or making a cloud of harmless dust the helps you see the invisible. )
2nd +4 search, Locate Object at will
3rd +8 search, Locate person at will
4th +12 search, True Seeing cha mod times per day.
5th +16 search, Refuge cha mod times per day. No need for willing target...
6th +20 search, True Seeing at will.
Hawkeye:
Your outfit is of leathers, holsters, quivers, and generally speaks "Adventurer" +2 spot. In addition, you can wear light armors without loosing class features from this class.
2nd +4 spot, +3 attack bonus to ranged weapons, +1 to damage.
3rd +8 spot, +5 attack bonus to ranged weapons, +3 to damage.
4th +12 spot, +7 attack bonus to ranged weapons, +5 to damage.
5th +16 spot, +10 attack bonus to ranged weapons, +7 to damage.
6th +20 spot. +15 attack bonus to ranged weapons, +10 damage.
Colorpuff:
Your outfit is flamboyantly riddled with multitudes of color, yet somehow they don't clash and even... looks good? Only a Stylist could possibly pull it off thats for sure. +2 Escape artist (Dazzling colors help to confuse and mask your movements) Prismatic Ball at will (Ball of multicolor light is conjured in the hand, and thrown, When it hits it inflicts 1 point of random damage per caster level to all within 10ft of impact. (1d6 1Fire, 2Shock, 3Frost, 4Force, 5Acid, 6Sonic), Paints the area in colors relating to effects for 1d20 minutes) or can perform cantrip effects relating to Color, such as color modification from Prestidigitation that last three times as long.
2nd +4 Escape Artist. Colorbeam: Cha mod times per day. (Line deals 1d6 per caster level of a random energy damage as shown on Prismatic Ball to each caught in the line. Area the Colorbeam enters is painted in a random color relating to the energies used)
3rd: +8 Escape Artist. Prismatic Orb,, cha mod times per day. (as Ball, but 1d8 per caster level and within 15ft of impact.)
4th: +12 Escape Artist. Prismatic Spray (http://www.dandwiki.com/wiki/SRD:Prismatic_Spray) cha mod times per day.
5th: +16 Escape Artist. Prismatic Wall (http://www.dandwiki.com/wiki/SRD:Prismatic_Wall) cha mod times per day.
6th: +20 Escape Artist. Prismatic Orb at will
Note: Light Armor bonuses (from Seeker and Hawkeye) stack to become Medium armor.
My Style:
The Stylist can always wear what she wishes despite any class restrictions, if for some reason you should ever be restricted by class to not wear a style. But you still keep anything you would lose from dressing in something else, you essentially just ignore such restrictions.
Trapfinding:
Stylists are use to deception, trickery, and its no different to them when the opposition gets violent, laying traps intent on making her look a fool (or a dead fool) before others.
Stylists 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.
Stylists 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.
A Stylist 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 her party) without disarming it.
Evasion (Ex):
Stylists become adept at dodging spit balls, buckets of paint, and water baloons. For the sake of the new designer clothing they bought the other day they learn to hone their reflexes.
At 2nd level and higher, a Stylist can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Stylist is wearing light armor or no armor. A helpless Stylist does not gain the benefit of evasion.
At eight level, the Stylist gains improved evasion
Uncanny Dodge (Ex):
Knowing how to best avoid that spash of paint is all well and good, but it never proved quite enough. The Stylist develops a sixth sense if you will for avoiding disaster.
Starting at 4th level, a Stylist can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Stylist already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Flair (Ex)
Every Flair level, you can spike a single class by one rank. You cannot spike a rank beyond third if your not level five or more, you cannot spike a rank beyond fourth if your not level ten or more, you cannot spike a rank to fifth if your not fifteenth or more, and you cannot spike a rank to sixth if your not 20 or more.
Improved Uncanny Dodge (Ex):
At 5th level and higher, a Stylist can no longer be flanked. This defense denies a rogue or similar precision attacker the ability to sneak attack/sudden strike the Stylist by flanking her, unless the attacker has at least four more rogue levels than the target has Stylist levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Freestyle (Ex)
The Stylist is daring, the Stylist is brave! The stylist.... mixes fashions.
At each Freestyle level, the Stylist can wear an additional style at once. The first Freestyle level for example, the Stylist could wear two Styles at once. Such as Hawkeye and Seeker. Levels do not stack, if you have three Hawkeye styles and two Seeker styles for example, you do not have Five of both or three of both, You have simply that: Three Hawkeye and two Seeker. You just benefit from both at once.
For each extra style fused, You add the number of styles to benefits of all used in the fusion, whether it be a percentage, skill bonus, or taken from the charisma modifier worth of times per day you can use an ability. If you would normally use Searing Ray 5 times a day, and have two fusions you instead use Searing Ray 6 times per day, because your adding one style.
You can still wear the styles separately, and the fused fashion is not static. but an open number of styles you can throw together on whim as long as you have the style.
That may not be useful to everyone however. Freestyle also allows you free use to apply Metamagic feats to spells, So long as you have the Charisma modifiable equal to what the effective spell level would be ( usual starting effective levels 1: 0 2: 2 3: 3 4: 6 5: 8-9 6: same as 3, sometimes nine). You pay for the feats normally otherwise.
Prestidigitation (Sp):
The stylist can use Prestidigitation at will, typically to alter colors, clean stains, and stitch seems. In addition, they can use it to help them in changing. They can now change whole outfits as a full round action, gaining the benefit of a new style on the next round.
Greater Prestidigitation (Sp):
Prestidigitation, but effects wear off naturally rather then by an imposed time limit. (Cleaning a stain will permanently clean that stain until another stain is added in the same spot, Coloring clothing permanently colors clothing until it naturally fades with time)
Mass Prestidigitation (Sp):
Normal prestidigitation but you can effect anything within a close range, and multiple things at once. such as clean the entire area of stains, recolor the entire area with different colors, or soil an entire area. This is otherwise as normal Prestidigitation, not Greater.
Mass Greater Prestidigitation (Sp):
Same as Mass Prestidigitation, but the Greater version.
Poise (Ex)
The Stylist can hold perfectly still for hours if need be, She always looks her best in everything she does. +1 charisma, +1 appearance. +4 to Balance, +4 to Move Silently, and +2 Hide. She gains a +8 to bluff checks to appear in perfect condition despite mental or physical impediments.
Killer Moves (Su):
The Stylist can make a perform (Act or Dance) to create the following effects to all who can see or within Charisma x 10 = feet, which ever is shorter:
DC
10: Mass Daze
15: Mass Suggestion
20: Mass Hypnosis
25: Mass Petrification
30: Mass Kill
Your Perform check determines what effect you create. Meanwhile they make a will save DC= 15+1 per effect (+1 Daze, +2 Suggestion +3 Hypnosis, ect) +your Charisma modifier.