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zagan
2011-08-14, 01:32 PM
Alternative Class Features



Astral Aberrant

Aberration frequently posses very strong mental power, bizarre creature only occasionally posses such power, but should they decide to study the mental art they will soon discover that this psionic energy resonate with it’s very being augmenting its ability in unexpected new way. Those that learn and practice with these improved ability call themselves astral aberrant.

Hit Die: d8

Requirements

To take an astral aberrant substitution level, a character must posses the bizarre template, and be about to take his 1th, 5th, or 8th level of psychic warrior.

Class Skills

Astral aberrant substitution levels have the class skills of the standard psychic warrior, plus Knowledge (dungeoneering)

Skill Points at Each Level: As standard psychic warrior.

Class Features

All the following are class features of the astral aberrant substitution levels.

Bizarre Feat: When gaining a bonus feat from your psychic warrior level you can opt to select a template feat that posses the bizarre template as a prerequisite instead of a fighter or psionic feat.
In addition the save DC, if any, of all the abilities granted either by your bizarre template or by template feats that have the bizarre template as a prerequisite become Wisdom based instead of Charisma based.

This substitution feature augment a standard psychic warrior’s bonus feat ability but does not replace it.

Psionic Mutation (Su): You gain a new way to use your mutation by expending your psionic focus, as follow:

Copy: If you expend your psionic focus when you create a copy it does not count against your maximum number of copy (normally one) and you can concentrate on all your copy with the same move action.
---------
Healing Blood: If you expend your psionic focus while healing a creature with your healing blood you heal it of twice the amount of damage you have taken.
---------
Leg: As a swift action you can expend your psionic focus to move up to half your base land speed.
---------
Magic Sensor: As a swift action you can expend your psionic focus to increase the effectiveness of your magic sensor ability, for one minute after doing so you automatically know the school of magic of all the spell you can see without the need to make spellcraft check.
---------
Mind Thrust: If you expend your psionic focus while using your mind thrust ability the save DC to halves the damage increase by 2.
---------
Minion: If you expend your psionic focus while using your minion ability the creature summoned gain temporary hit point equal to your manifester level.
---------
Parabolic Ear: As a swift action you can expend your psionic focus to increase the effectiveness of your parabolic ear ability, for one minute after doing so the modifier for the DC to listen through a door, a wall or at a distance greater than 10 feet are halved.
---------
Slime Projection: If you expend your psionic focus while using your slime projection ability the save DC to avoid being entangle increase by 2.
---------
Tentacles: As a swift action you can expend your psionic focus, until the end of the round your tentacle is considered to be made from deep crystal. If you have two tentacles the effect apply to both.
---------
Warping Flesh: As a swift action you can expend your psionic focus to throw one weapon currently lodge into your body to any one creature within 30ft of you, you must succeed a ranged attack and it deal damage equal to the weapon damage dice plus your strength modifier.


This substitution feature replaces the psychic warrior bonus feat gained at 5th level.

Project Alien Mind (Su): Three times per day, as a standard action, you can expend your psionic focus to render any one creature within 30ft of you confused for 1d4 rounds unless it succeed on a Will save (DC 10 + ½ your manifester level + your Wis modifier).

This substitution feature replaces the psychic warrior bonus feat gained at 8th level.

Table: Astral Aberrant Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Manifesting

1st|
+0|
+2|
+0|
+0|Bonus Feat, Bizarre Feat|As Standard Psychic warrior
5th|
+3|
+4|
+1|
+1|Psionic Mutation|As Standard Psychic warrior
8th|
+6/+1|
+6|
+2|
+2|Project Alien Mind|As Standard Psychic warrior
[/table]



Balanced Elementalist

The Order of the Balanced Square was founded by a shugenja who upon gaining the energy template realize that the element weren’t as opposed as some believed. By studying his own body he developed a new philosophy based on the equilibrium between the four basic elements and changed the way he was using his shugenja’s magic. Since then he has taught those willing to listen to him about the four side of the element and his student are balanced elementalist.

Hit Die: d6

Requirements

To take a balanced elementalist substitution level, a character must posses the energy template, and be about to take his 1th, 4th, or 14th level of shugenja.

Class Skills

Balanced elementalist substitution levels have the class skills of the standard shugenja.

Skill Points at Each Level: As standard shugenja.

Class Features

All the following are class features of the balanced elementalist substitution levels.

Spells: As standard shugenja but to be a balanced elementalist you must belong to the Order of the Balanced Square (see spoiler).


Order of the Balanced Square
0: StickSpc p206: Glues an object weighing 5 pounds or less to another object.
1: Greater Mage HandSpc p136: As Mage Hand but medium range and up to 40lb.
2: Shatter: Sonic vibration damages objects or crystalline creatures.
3: Dispel Magic: Cancels magical spells and effects.
4: Freedom of Movement: Subject moves normally despite impediments.
5: Fabricate: Transforms raw materials into finished items.


Element Equilibrium: Unlike a standard shugenja a balanced elementalist does not favor any one element. A balanced elementalist must if at all possible learn an equal number of spell from each element of each level and it’s list of spell know is modified in consequence (see below). In addition a balanced elementalist does not gain the benefit of the spell focus feat in regard to it’s element spells but it can apply metamagic feat to it’s element spells without increasing their casting times, this even allow him to use the quicken metamagic feat on it’s element spells.

This substitution feature replaces a standard shugenja’s element focus class features.

Table: Balanced Elementalist Spell Know*
{table=head]
Level|
0|
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th

1st|o+4+0|o+2+0|
--|
--|
--|
--|
--|
--|
--|
--

2nd|o+4+1|o+2+0|
--|
--|
--|
--|
--|
--|
--|
--

3rd|o+4+1|o+2+1|
--|
--|
--|
--|
--|
--|
--|
--

4th|o+5+1|o+2+1|o+1+0|
--|
--|
--|
--|
--|
--|
--

5th|o+6+1|o+3+1|o+2+0|
--|
--|
--|
--|
--|
--|
--

6th|o+6+1|o+3+1|o+2+0|o+1+0|
--|
--|
--|
--|
--|
--

7th|o+7+1|o+4+1|o+2+1|o+2+0|
--|
--|
--|
--|
--|
--

8th|o+7+1|o+4+1|o+2+1|o+2+0|o+1+0|
--|
--|
--|
--|
--

9th|o+8+1|o+4+1|o+3+1|o+3+0|o+2+0|
--|
--|
--|
--|
--

10th|o+8+1|o+4+1|o+3+1|o+3+0|o+2+0|o+1+0|
--|
--|
--|
--

11th|o+8+1|o+4+1|o+4+1|o+4+0|o+3+0|o+2+0|
--|
--|
--|
--

12th|o+8+1|o+4+1|o+4+1|o+4+0|o+3+0|o+2+0|2+0|
--|
--|
--

13th|o+8+1|o+4+1|o+4+1|o+4+0|o+4+0|o+3+0|3+0|
--|
--|
--

14th|o+8+1|o+4+1|o+4+1|o+4+0|o+4+0|o+3+0|3+0|2+0|
--|
--

15th|o+8+1|o+4+1|o+4+1|o+4+0|o+4+0|o+4+0|4+0|3+0|
--|
--

16th|o+8+1|o+4+1|o+4+1|o+4+0|o+4+0|o+4+0|4+0|3+0|2 +0|
--

17th|o+8+1|o+4+1|o+4+1|o+4+0|o+4+0|o+4+0|4+0|4+0|3 +0|
--

18th|o+8+1|o+4+1|o+4+1|o+4+0|o+4+0|o+4+0|4+0|4+0|3 +0|2+0

19th|o+8+1|o+4+1|o+4+1|o+4+0|o+4+0|o+4+0|4+0|4+0|4 +0|3+0

20th|o+8+1|o+4+1|o+4+1|o+4+0|o+4+0|o+4+0|4+0|4+0|4 +0|4+0
[/table]
*At each level, a balanced elementalist gets an order spell for each spell level, starting at 1st until 5th, the order of the balanced square does not grant spell above 5th level. The "o" on this list represent that. The number in the middle is the number of spells taken from each element to a maximum of one of each element per spell level (except 0 level spell with a maximum of two per elements. The final number is the additional number of spell know that do not belong to a particular element.

Elemental Exchange: As a standard action you can expend one 1st level (or higher) spell slot to use your energy ray ability one additional times per day.

This substitution feature replaces one of the standard shugenja’s 2nd level spell slot per day, from this point onward the balanced elementalist can cast one less 2nd level spell per day.

Elemental Body (Su): You gain Elemental BodySpc p78 as a bonus spell know but when you cast it you do not need to select an element you gain the benefit from all four elements simultaneously.

This substitution feature replaces one of the standard shugenja’s 7th level spell slot per day, from this point onward the balanced elementalist can cast one less 7th level spell per day.

Table: Balanced Elementalist Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|{colsp=10}
Spells per Day

||||||
0|
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th

1st|
+0|
+0|
+0|
+2|Element Equilibrium, Sense element|
5|
3|

4th|
+2|
+1|
+1|
+4|Elemental Exchange|
6|
6|
2|

14th|
+7/+2|
+4|
+4|
+9|Elemental Body|
6|
6|
5|
6|
6|
6|
5|
2
[/table]



Beast Soul

The ultimate goal of all totemist is to become more like the magical beast that they so revere, those that gain the wonderful template had their wish fulfilled. But they didn’t stop their and use their newfound power to better integrate magical soul within themselves and to improves their template’s granted abilities. They have become beast soul.

Hit Die: d8

Requirements

To take a Beast Soul substitution level, a character must posses the wonderful template, and be about to take his 1st, 3rd, or 8th level of totemist.

Class Skills

Beast Soul substitution levels have the class skills of the standard totemist.

Skill Points at Each Level: As standard totemist.

Class Features

All the following are class features of the beast soul substitution levels.

Soul Weaponry (Su): Once per day you can invest essentia into this ability. For each point of essentia invest into this ability your effective caster level with the spell-like abilities granted by your magical weaponry ability increase by 2. Once the amount of essentia invested is chosen, it cannot be altered and remain invested for 24 hours.

This substitution feature replaces a standard totemist’s wild empathy class features.

Magical Defense (Su): You can invest essentia into this ability as if it was a soulmeld. For each point of essentia invest into this ability your damage reduction increase by 1 and your spell resistance increase by 2. In addition if you invest at least 3 points of essentia into this ability your damage reduction is no longer overcome by magic weapon.

This substitution feature replaces a standard totemist’s totem’s protection class features.

Incarnum Power (Su): You can invest essentia into this ability as if it was a soulmeld. For each point of essentia invest into this ability the duration of your supernatural power ability increase by 1 round. If you divest an amount of essentia from this ability while your supernatural power is active the corresponding additional round are lost and it may end the effect of the ability.

This substitution feature replaces a standard totemist’s ability to rebind a totem soulmeld gained at 8th level. A beast soul instead gains that class feature at 12th level, and thereafter the number of times per day you can use that ability is reduced by one.

Table: Beast Soul Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Meldshaping

1st|
+0|
+2|
+2|
+0|Soul weaponry, Illiteracy|As Standard Totemist
3rd|
+2|
+3|
+3|
+1|Magical defense|As Standard Totemist
8th|
+6/+1|
+6|
+6|
+2|Incarnum power|As Standard Totemist
[/table]

zagan
2011-08-14, 01:36 PM
Disciplined Golem

Monk are those that spend a lifetime trying to achieve enlightenment by reaching physical and mental perfection. Monk that have become artificial found themselves with a dilemma, their body is by their very nature, much closer to physical perfection than a biological body could be, to start with at least. After much studying they have reach the conclusions that they need to focus more on their mental so they could catch up. Because this necessitate even more discipline than normal they are called disciplined golem.

Hit Die: d8

Requirements

To take a disciplined golem substitution level, a character must posses the artificial template, and be about to take his 4th, 5th, 11th or 17th level of monk.

Class Skills

Disciplined golem substitution levels have the class skills of the standard monk.

Skill Points at Each Level: As standard monk.

Class Features

All the following are class features of the disciplined golem substitution levels.

Enhance Body (Ex): Your unarmed strike and natural weapon grant by the artificial template (slam or rake) can be enhance as if they were masterwork manufactured weapon. You must be present during the whole enhancing process. At 4th level the maximum effective bonus of your unarmed strike or natural weapon can posses is +3, at 10th level this become +6 and at 16th level the maximum is +9.
In addition you can choose to supply in part or in totality the experience point cost of the enhancement in place of the crafter.

This substitution feature replaces a standard monk’s ki strike class features, if this substitution feature is selected at 4th level it’s improvement are automatically gained at 10th and 16th in place of the normal ki strike improvement.

Golem Flurry (Ex): You can attack with your natural weapon grant by the artificial template (slam or rake) as secondary natural weapon when making a flurry of blow. You penalty to attack roll from your flurry apply to those attack as well.

This substitution feature replaces a standard monk’s purity of body class features.

Ignore Vulnerabilities (Ex): You lose the spell vulnerabilities special quality granted by your artificial templates.

This substitution feature replaces a standard monk’s diamond body class features.

Artificial Wisdom (Ex): You gain a bonus to your Wisdom score depending on the amount of time since you’ve gained your artificial template. +1 for 200 years, +2 for 300 years or +3 for 400 years.

This substitution feature replaces a standard monk’s timeless body class features.

Table: Disciplined Golem Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Monk Abilities

4th|
+3|
+4|
+4|
+4|Enhance Body +3|As Standard Monk
5th|
+3|
+4|
+4|
+4|Golem Flurry|As Standard Monk
10th|
+7/+2|
+7|
+7|
+7|Enhance Body +6|As Standard Monk
11th|
+8/+3|
+7|
+7|
+7|Ignore Vulnerabilities|As Standard Monk
16th|
+12/+7/+2|
+10|
+10|
+10|Enhance Body +9|As Standard Monk
17th|
12/+7/+2|
+10|
+10|
+10|Artificial Wisdom|As Standard Monk
[/table]



Earth Emissary

Becoming a weed creature is a dream come true for most druid, becoming closer to nature than ever before. Being able to effortlessly talk to all plant, to take nourishment directly from the earth and much more. This as push some of them to research how to better integrate these new abilities with their tradition. They have decide to call themselves earth emissary.

Hit Die: d8

Requirements

To take a earth emissary substitution level, a character must posses the weed template, and be about to take his 1st, 4th, or 12th level of druid.

Class Skills

Earth emissary substitution levels have the class skills of the standard druid.

Skill Points at Each Level: As standard druid.

Class Features

All the following are class features of the earth emissary substitution levels.

Wild Empathy (Ex): As standard druid but you take a -4 penalty on the check when using it on animal, like with magical beast. In return you can use wild empathy on plant creature with an Intelligence score of 1 or 2 with no penalty and on mindless one with a -4 penalty.

This substitution feature augment a standard druid’s wild empathy ability but does not replace it.

Green Understanding (Ex): You gain a +2 bonus to AC on attack made by plant creature and a +2 bonus on saving throw against spell-like, psi-like or supernatural abilities of plant creature.

This substitution feature replaces a standard druid’s resist nature lure class features.

Wild Shape (Su): As standard druid but while in the shape of a plant creature you retain some special abilities and qualities grant by your weed template as follow: root, pollen cloud, speak with plant and wooden affinity.

This substitution feature augment a standard druid’s wild shape ability but does not replace it.

Table: Earth Emissary Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Spellcasting

1st|
+0|
+2|
+0|
+2|Animal Companion, Nature Sense, Wild Empathy|As Standard Druid
4th|
+3|
+4|
+1|
+4|Green Understanding|As Standard Druid
12th|
+9/+4|
+8|
+4|
+8|Wild Shape (plant)|As Standard Druid
[/table]



Fae Magician

Warlock that gained their power from pact or link with fey being have always exist. Recently some of them had become fey themselves, by gaining the seelie template, this mean that their power is now even more closely link with the fey but also that they are less dependent on an external source of power. To differentiate themselves from other warlock they have decide to go by a different name, fae magician.

Hit Die: d6

Requirements

To take a fae magician substitution level, a character must posses the seelie template, and be about to take his 3rd or 8th level of warlock.

Class Skills

Fae magician substitution levels have the class skills of the standard warlock, plus Knowledge (nature).

Skill Points at Each Level: As standard warlock.

Class Features

All the following are class features of the fae magician substitution levels.

Eldritch Luck (Su): At 3rd level you gain the ability to use your wild luck ability one additional times per day, the new bonus replace any previous one. At 7th and every four levels thereafter you can gain one additional uses of wild luck as show on Table: Fae Magician Substitution Levels.

This substitution feature replaces a standard warlock’s damage reduction class features and all improvement of it.

Fairies Healing (Su): Starting at 8th level, once per day, as a standard action you can heal a number of points of damage equal to twice your class level. At 13th level this improve to three times your class level and at 18th level this improves again to four times your class level.

This substitution feature replaces a standard warlock’s fiendish resilience class features and all improvement of it.

Table: Fae Magician Substitution Levels
{table="head"]
Level|
Base attack bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Invocations

3rd|
+2|
+1|
+1|
+3|Eldritch Luck +1/day|As Standard Warlock
7th|
+5|
+2|
+2|
+5|Eldritch Luck +2/day|As Standard Warlock
8th|
+6/+1|
+2|
+2|
+6|Fairies Healing x2|As Standard Warlock
11th|
+8/+3|
+3|
+3|
+7|Eldritch Luck +3/day|As Standard Warlock
13th|
+9/+4|
+4|
+4|
+8|Fairies Healing x3|As Standard Warlock
15th|
+11/+6/+1|
+5|
+5|
+9|Eldritch Luck +4/day|As Standard Warlock
18th|
+13/+8/+3|
+6|
+6|
+11|Fairies Healing x4|As Standard Warlock
19th|
+14/+9/+4|
+6|
+6|
+11|Eldritch Luck +5/day|As Standard Warlock
[/table]

zagan
2011-08-14, 01:37 PM
Feral Hunter

For most becoming a divided creature is a nightmare, a feral spirit in their own mind that can take control at any moment seem like a truly dreadful fate. But for a ranger, living constantly in the wild, hunting those that menace the natural order it’s a perfect fit to complement their ability. They have become feral hunter.

Hit Die: d8

Requirements

To take a feral hunter substitution level, a character must posses the divided template, and be about to take his 2nd, 4th, 6th, 8th, 11th, 12th or 16th level of ranger.

Class Skills

Feral hunter substitution levels have the class skills of the standard ranger.

Skill Points at Each Level: As standard ranger.

Class Features

All the following are class features of the feral hunter substitution levels.

Combat Style (Ex): At 2nd level you gain access to a combat style unique to divided creature, natural weapon combat. If you selects this style, you are treated as having the multiattack feat, even if you do not have the normal prerequisites for that feat.
The benefits of your chosen style apply only when you wears light or no armor. You loses all benefits of your combat style when wearing medium or heavy armor.

This substitution feature augment a standard ranger’s combat style ability but does not replace it.

Animal Companion (Ex): As the standard ranger ability but your effective druid level is equal to your ranger level.

This substitution feature augment a standard ranger’s animal companion ability but does not replace it.

Spellcasting: At 4th you do not gain the ability to cast spell and you never gain it thereafter.

This substitution feature removes a standard ranger’s spellcasting ability but does not replace it.

Improved Combat Style (Ex): At 6th level your aptitude with natural weapon combat improves. If you selects this style, you are treated as having the improved natural attack (claw) feat, even if you do not have the normal prerequisites for that feat.
As before, the benefits of your chosen style apply only when you wears light or no armor. You loses all benefits of your combat style when wearing medium or heavy armor.

This substitution feature augment a standard ranger’s improved combat style ability but does not replace it.

Transform Animal (Sp): At 8th level, once per day, you can use alter self, as the spell but with a range of touch, as a spell-like ability on your animal companion only, with caster level equal to your class level.

You can only gain this substitution level if you have taken the 4th feral hunter substitution level.
This substitution feature does not replace any of the standard ranger abilities.

Combat Style Mastery (Ex): At 6th level your aptitude with natural weapon combat improves again. If you selects this style, you are treated as having the improved multiattack feat, even if you do not have the normal prerequisites for that feat.
As before, the benefits of your chosen style apply only when you wears light or no armor. You loses all benefits of your combat style when wearing medium or heavy armor.

This substitution feature augment a standard ranger’s combat style mastery ability but does not replace it.

Heal Companion (Sp): At 12th level, once per day, you can use heal, as the spell, as a spell-like ability on your animal companion only, with a caster level equal to you class level, the save DC is Wisdom based.

You can only gain this substitution level if you have taken the 4th feral hunter substitution level.
This substitution feature does not replace any of the standard ranger abilities.

Enlarge Companion: At 16th level, once per day, you can use animal growth, as the spell, as a spell-like ability on your animal companion only, with a caster level equal to you class level, the save DC is Wisdom based.

You can only gain this substitution level if you have taken the 4th feral hunter substitution level.
This substitution feature does not replace any of the standard ranger abilities.

Table: Feral Hunter Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

2nd|
+2|
+3|
+3|
+0|Combat Style (natural weapon)
4th|
+4|
+4|
+4|
+1|Animal Companion
6th|
+6/+1|
+5|
+5|
+2|Improved Combat Style (natural weapon)
8th|
+8/+3|
+6|
+6|
+2|Swift Tracker, Transform Animal
11th|
+11/+6/+1|
+7|
+7|
+3|Combat Style Mastery (natural weapon)
12th|
+12/+7/+2|
+8|
+8|
+4|Heal Companion
16th|
+16/+11/+6/+1|
+10|
+10|

+5|Enlarge Companion
[/table]



Herculean Leader

A marshal is a leader of men, fighting by their side and encouraging them. at first glance becoming an oversized creature does not seem to be particularly advantageous for a marshal. But oversized marshal quickly discovered that being bigger allow them to be more easily seen by their allies and to better support them. After further experimentation they’ve also learn how to share the benefit of their template with their allies giving them a serious advantage in any conflict. Their men call them herculean leader.

Hit Die: d8

Requirements

To take a herculean leader substitution level, a character must posses the oversized template, and be about to take his 1st, 5th, or 8th level of marshal.

Class Skills

Herculean leader substitution levels have the class skills of the standard marshal.

Skill Points at Each Level: As standard marshal.

Class Features

All the following are class features of the Herculean Leader substitution levels.

Battlefield Inspiration: You gain battlefield inspirationMini p25 as a bonus feat even if you do not the prerequisite. If you already have this feat you can choose any other feat for which you met the prerequisite.

This substitution feature replaces a standard marshal’s skill focus (diplomacy) bonus feat.

Powerful Aura (Ex): You gain an unique minor aura that grant the benefit of your powerful build ability to all your allies, within 60ft. Your allies cannot use the powerful build ability grant in this way to met prerequisite and it’s benefit do not stack if an allies already posses powerful build. Unlike other minor aura it’s benefit do not change depending on your Charisma modifier.

This substitution feature replaces a standard marshal’s minor aura gained at 5th level, in effect instead of selecting a minor aura from the standard list you gained powerful aura.

Sharing Environment (Sp): When you use the spell-like ability grant by your environmental specialty you can choose to share it’s benefit with all your allies within 60ft of you. If an ally exit this radius it lose the benefit but regain them if he come back as long as it’s still in effect.

This substitution feature replaces a standard marshal’s 2nd daily use of the grant move action ability. From this point onward the character has one fewer daily uses of grant move action than a normal marshal of his level does.

Table: Herculean Leader Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Minor Aura|
Major Aura

1st|
+0|
+2|
+0|
+2|Battlefield Inspiration|
1|
0

5th|
+3|
+4|
+1|
+1|Powerful Aura|
3|
2

8th|
+6/+1|
+6|
+2|
+6|Share Environment|
4|
2
[/table]



Magical Burglar

Spellthief are able to literally steal magic from the mind of a caster. On the other side we have mundane creature who can attract a spell as it’s being cast. When the two combined the resulting being is one that can deprived a spellcaster of it’s spell in a few short moment. They are magical burglar.

Hit Die: d6

Requirements

To take a magical burglar substitution level, a character must posses the mundane template, and be about to take his 1st, 3rd, or 11th level of spellthief.

Class Skills

Magical burglar substitution levels have the class skills of the standard spellthief.

Skill Points at Each Level: As standard spellthief.

Class Features

All the following are class features of the magical burglar substitution levels.

Catch Spell (Su): When you successfully use your attract magic ability on a spell (and not a power) you can choose to have the spell not take effect on you and instead treat it as if you have steal it with your steal spell class features. Once you’ve gained a spell in this fashion you can use it like any other stolen spell as per your steal spell class features.

This substitution feature replaces a standard spellthief’s trapfinding class features.

Preserved Magic (Ex): The spell you stole no longer fade after one hour, they instead fade after one hour plus one hour per three class levels. If you posses the steal spell-like ability class feature, stolen spell-like ability only fade after one minute plus one minute per three class levels instead.

This substitution feature replaces a standard spellthief’s steal energy resistance 10 class features, this class features is instead gained at 11th level and improved to steal energy resistance 20 at 19th level.

Steal Personal Effect (Su): You can now use your steal spell effect ability to steal effect with a range of personal.

This substitution feature replaces a standard spellthief’s spellgrace +2. From this point onward your bonus grant by your spellgrace class feature is reduced by 1 to a maximum of +2 at 20th level.

Table: Magical Burglar Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Spellcasting

1st|
+0|
+0|
+0|
+2|Sneak Attack +1d6, Steal Spell, Catch Spell|As Standard Spellthief
3rd|
+2|
+1|
+1|
+3|Preserved Magic|As Standard Spellthief
11th|
+8/+3|
+3|
+3|
+7|Steal Personal Effect, Steal Energy Resistance 10|As Standard Spellthief
[/table]

zagan
2011-08-14, 01:38 PM
Monstrous Rager

Linking the instinctual way to fight of a barbarian with the way most monster fought seem logical and plenty of barbarian follow various tradition inspired by monster. Barbarian with the savage template have the privilege of being monster themselves. They have learned how to melded their new instinct with their tradition. Some call them monstrous rager.

Hit Die: d12

Requirements

To take a monstrous rager substitution level, a character must posses the savage template, and be about to take his 1st, 3rd, or 7th level of barbarian.

Class Skills

Monstrous rager substitution levels have the class skills of the standard barbarian, plus Knowledge (nature)

Skill Points at Each Level: As standard barbarian.

Class Features

All the following are class features of the monstrous rager substitution levels.

Monstrous Exchange (Ex): You can, as a free action, expend one use of your rage ability to gain one additional use of your bestial attribute ability for the day or expend one use of your bestial attribute ability to gain one additional use of rage for the day.

This substitution feature replaces a standard barbarian’s fast movement class features.

Raging Insight (Ex): While you are raging and using your bestial attribute ability at the same time you gain the benefit of one bonus feat chosen from the list of bonus feat grant by your savage template, you can choose a different feat each time and do not need to met it’s prerequisite. You cannot use the chosen feat to met prerequisite.

This substitution feature replaces a standard barbarian’s trap sense +1 class features. You instead gain trap sense +1 at 6th level and all further improvement of that ability are reduce by one for a maximum of trap sense +5 at 18th level.

Bestial Weapon (Ex): As long as your are wielding the exotic weapon in which you gained proficiency with your savage template while raging or using your bestial attribute it cannot be sundered and you cannot be disarmed of it.

This substitution feature replaces a standard barbarian’s damage reduction 1/- class features. You instead gain damage reduction 1/- at 10th level and all further improvement of that ability are reduce by one for a maximum of damage reduction 4/- at 19th level.

Table: Monstrous Rager Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+1|
+2|
+0|
+0|Illiteracy, Rage 1/day, Monstrous Exchange
3rd|
+3|
+3|
+1|
+1|Raging Exchange
7th|
+7/+2|
+5|
+2|
+2|Bestial weapon
[/table]



Negative Manipulator

Becoming an undead being, an immortal creature, is the ultimate goal of all dread necromancer. The majority of dread necromancer those that become unliving simply abandoned this path, because their goal was met. But those that didn’t, realize that being an undead was a boon for a dread necromancer. They could heal themselves at will and they could manipulate negative energy in completely new way. They became negative manipulator.

Hit Die: d6

Requirements

To take a negative manipulator substitution level, a character must posses the unliving template, and be about to take his 4th, 14th or 20th level of dread necromancer.

Class Skills

Negative manipulator substitution levels have the class skills of the standard dread necromancer.

Skill Points at Each Level: As standard dread necromancer.

Class Features

All the following are class features of the negative manipulator substitution levels.

Negative Projection (Su): You can use the spectral hand spell to deliver your paralysis touch ability and negative conduit ability, to remove or inflict a negative level. In addition while delivering either of those ability your spectral hand gain a bonus to attack roll equal to your Charisma modifier.

This substitution feature replaces a standard dread necromancer’s mental bastion class features.

Improved Negative Projection (Su): The spectral hand you create gain bonus Hit points equal to your class level. In addition it can now flank a creature gaining all the normal benefit for doing so.

You can only gain this substitution level if you posses the negative projection substitution features.
This substitution feature replaces a standard dread necromancer’s mental bastion class features.

Undead Apotheosis: Unlike other dread necromancer you already are an undead being so you cannot really become a lich but you have studied enough to change your body in similar way. You lose the unfinished subtype becoming fully undead with all the traits that this entail. You no longer posses a Constitution score, all your existing Hit dice become d12s and you must reroll your hit points. You still gain a phylactery without the need to pay experience point or gold and it work just like a lich phylactery but creating it is not in itself an evil act. You gain a +5 natural armor bonus, if you already posses a natural armor bonus apply whichever is better. You gain the lich Paralyzing Touch ability (in addition to your unliving’s paralysis touch ability). Your damage reduction increase to 15/bludgeoning and magic. You gain immunity to cold, electricity, polymorph (though you can still use polymorph effects on yourself), and mind-affecting attacks. You gain a +2 bonus to your Intelligence, Wisdom and Charisma score. Finally you gain a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

This substitution feature replaces a standard dread necromancer’s lich transformation class features.

Table: Negative Manipulator Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save[center]|
Ref Save|
Will Save|
Special|
Spelcasting

4th|
+2|
+1|
+1|
+4|Negative Projection|As Standard Dread Necromancer
14th|
+7/+2|
+4|
+4|
+9|Improved Negative projection|As Standard Dread Necromancer
20th|
+10/+5|
+6|
+6|
+12|Undead Apotheosis|As Standard Dread Necromancer
[/table]


[center]Otherworldly Champion

Crusader being divine warrior can particularly appreciate the gift that come with becoming an exiled creature. Most think that they can use those to gift to further their deity goal. Some have studied way to blended the divine inspiration that grant them their martial prowess with those gift to become even more fearsome in battle, they are otherworldly champion.

Hit Die: d10

Requirements

To take a otherworldly champion substitution level, a character must posses the exiled template, and be about to take his 3rd, 6th, or 10th level of crusader.

Class Skills

Otherworldly champion substitution levels have the class skills of the standard crusader, plus Knowledge (the planes).

Skill Points at Each Level: As standard crusader.

Class Features

All the following are class features of the otherworldly champion substitution levels.

Telepathic Understanding (Su): You automatically know the alignment of any creature you contact mentally using your lesser telepathy ability (or telepathy if you posses the true telepathy feat). In addition you can make a martial lore check (DC 15) to learn what martial discipline this creature favor, the one she know the most maneuvers from, if the creature does not know any maneuvers you do not learn anything.

This substitution feature replaces a standard crusader’s zealous surge class features.

Vassal Initiating (Su): Once per encounter, your vassal creature can initiate a martial maneuver (boost, counter or strike only) in your place. It must abide by all the normal rule for initiating a maneuver but it choose the maneuver from your list of granted maneuver and when used the maneuver is expended from as if you add use it yourself normally. For this purpose your vassal creature as an initiator level equal to your own.

This substitution feature replaces a standard crusader’s smite 1/day class features. You instead gain smite 1/day at 18th level.

Rapid Dimension Door (Sp): You can now use your dimension door spell-like ability as a move action and you can act normally after doing so.

This substitution feature replaces a standard crusader’s die hard bonus feat.

Table: Otherworldly Champion Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Maneuvers

3rd|
+3|
+3|
+1|
+1|Telepathic Understanding|As Standard Crusader
6th|
+6/+1|
+5|
+2|
+2|Vassal Initiating|As Standard Crusader
10th|
+10/+5|
+7|
+3|
+3|Rapid Dimension Door|As Standard Crusader
[/table]

zagan
2011-08-14, 01:39 PM
Swarm Shinobi

Ninja are warrior and assassin of the shadow, those that become arthropod creature where delight to discover that they now posses an innate poison and could effortlessly climb wall. Because of those gift their neglect some of the traditional ninja area of study to harvest more power from their change. This manifest in a swarm of vermin taking residence in their body and following their bidding. Despite the squeamishness involved they welcome these creature for their and used them frequently. They have become swarm shinobi.

Hit Die: d6

Requirements

To take a swarm shinobi substitution level, a character must posses the arthropod template, and be about to take his 3rd, 7th, or 10th level of ninja.

Class Skills

Swarm shinobi substitution levels have the class skills of the standard ninja, plus Knowledge (nature).

Skill Points at Each Level: As standard ninja.

Class Features

All the following are class features of the swarm shinobi substitution levels.

Swarm Symbioses (Ex): A swarm of vermin inhabited your body, living just under your skin. Once per encounter as a standard action you can summon this swarm of vermin, it appear around you (sharing at least one square with you). You are immune to your swarm distraction ability. Use the statistic of a spider swarm to determine your swarms abilities, in addition your swarm gain bonus hit point equal to twice your Hit dice. Your swarm cannot move more than 100ft away from you. Once summoned you can control the movement your swarm as free action once per round. If your swarm is destroyed you cannot summon it again for the rest of the day while it regenerate inside your body, it otherwise return inside your body at the end of the encounter or after 2 minutes whichever come first.

This substitution feature replaces a standard ninja’s poison use class features.

Rapid Climb (Ex): You gain the rapid climb feat as a bonus feat even if you do not meet the prerequisite. In addition you can now take 20 on Climb check even if rushed or threatened.

This substitution feature replaces a standard ninja’s speed climb class features.

Improved Swarm Symbioses (Ex): Your swarm improved, it is now based on the statistic of a centipede swarm. In addition any creature, other than you, that share a square with your swarm lose their Dexterity bonus to AC. Finally as long as you share at least square with your swarm you gain a 20% miss chance against all attack.

You can only gain this substitution level if you posses the swarm symbioses substitution features.
This substitution feature replaces a standard ninja’s improved poison use class features.

Table: Swarm Shinobi Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

3rd|
+2|
+1|
+3|
+1|Sudden Strike +2d6, Swarm Symbioses
7th|
+5|
+2|
+5|
+2|Sudden Strike +3d6, Rapid Climb
9th|
+6/+1|
+3|
+6|
+3|Sudden Strike +5d6, Improved Swarm Symbioses
[/table]



Thief Jelly

Rogue have the annoying tendencies to sneak into place uninvited either to steal and sometimes to stab people in the back. Few people really trust them when they know of their capability. Rogue that have become slime creature are even less trust, they’ve became alien and can now do thing impossible for other. Some call them in jest thief jelly, but this name as been adopted by the slimed rogue.

Hit Die: d6

Requirements

To take a thief jelly substitution level, a character must posses the slime template, and be about to take his 1st, 4th, or 6th level of rogue.

Class Skills

Thief jelly substitution levels have the class skills of the standard rogue, plus Knowledge (dungeoneering).

Skill Points at Each Level: As standard rogue.

Class Features

All the following are class features of the thief jelly substitution levels.

Slime’s Tool (Ex): As a standard action you can transform part of your body in a masterwork tool for any one Strength or Dexterity based skill, plus Disable Devices, Forgery or Heal. You can only create one such tool at a times and because it’s part of your body you are the only one that can uses it.

This substitution feature replaces a standard rogue’s trapfinding class features.

Sticky Acid (Ex): Whenever you deal sneak attack damage to a creature using your acid production ability (directly or with an acid vial, or even with the acid attack feat) that creature take half the amount of sneak attack damage you dealt to it at the beginning of your next turn from the acid left in the wound.

This substitution feature replaces a standard rogue’s uncanny dodge class features, you instead gain uncanny dodge at level 8th in place of improved uncanny dodge.

Sneaky Blob (Ex): The blob that you create with your split special ability gain the sneak attack ability dealing half the number of dices of damage you posses yourself, minimum 1d6. It must still abide by all the normal rule for dealing sneak attack damage.

This substitution feature replaces a standard rogue’s +2 improvement of trap sense. From this point onward your bonus from trap sense is reduced by 1 to a maximum of +5 at 18th level.

Table: Thief Jelly Substitution Levels
{table="head"]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+0|
+0|
+2|
+0|Sneak Attack +1d6, Slime’s Tool
4th|
+3|
+1|
+4|
+1|Sticky Acid
6th|
+4|
+2|
+5|
+2|Sneaky Blob
[/table]



Wyrm Heart

Dragonfire adept are those that aspire to become dragon, studying way to gain their magic and power for themselves. Those that have become breather creature found it much easier than other, because they gain some of it naturally and now they can simply add more. Those particular people call themselves wyrm heart.

Hit Die: d8

Requirements

To take a wyrm heart substitution level, a character must posses the breather template, and be about to take his 1st, 4th, or 19th level of dragonfire adept.

Class Skills

Wyrm Heart substitution levels have the class skills of the standard dragonfire adept, plus

Skill Points at Each Level: As standard dragonfire adept.

Class Features

All the following are class features of the wyrm heart substitution levels.

Dragon Being (Ex): You gain 1 hit point, a + 1 bonus on Listen, Search and Spot check and a +1 bonus on saving throw against fatigue and fear effect. In addition, you can select draconic feats as if you were a sorcerer of your character level.

This substitution feature replaces a standard dragonfire adept’s dragontouched bonus feat.

Scales (Ex): As the standard dragonfire adept ability but the bonus stack with the natural armor bonus grant by your breather template, but only with this bonus.

This substitution feature augment a standard dragonfire adept’s scales class features but does not replace it.

Breather Effect: You can now apply any breath effect you know to your breath weapon granted by your breather template. You must still abide by all the normal rule for breath effect such as those that can only apply to cone or line shaped breath weapon.

This substitution feature replaces a standard dragonfire adept’s dragonkin class features.

Immunities (Ex): At 19th level, you gain immunities to fatigue and fear effect.

This substitution feature replaces a standard dragonfire adept’s immunities class features.

Table: Wyrm Heart Substitution Levels
{table="head"]
Level|
Base attack bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Invocations

1st|
+0|
+2|
+0|
+2|Breath Weapon 1d6, Dragon Being, Least Invocations|As Standard Dragonfire Adept
2nd|
+1|
+3|
+0|
+3|Breath Effects, Scales +2|As Standard Dragonfire Adept
4th|
+2|
+4|
+1|
+4|Breather Effect|As Standard Dragonfire Adept
19th|
+9/+4|
+11|
+6|
+11|Immunities|As Standard Dragonfire Adept
[/table]

Pyromancer999
2011-08-14, 02:13 PM
Looks nice, although I'm a bit disappointed there's not a Breather + Sorcerer ACF, as Dragons and the like have been pretty closely tied to Sorcerers for a lot of 3.5e, and still maintain a strong connection in other editions.

zagan
2011-08-14, 02:25 PM
Looks nice, although I'm a bit disappointed there's not a Breather + Sorcerer ACF, as Dragons and the like have been pretty closely tied to Sorcerers for a lot of 3.5e, and still maintain a strong connection in other editions.

I hesitate but finally I've chosen to do dragonfire adept for two reasons, first the dfa granted a number of ability that would have been redundant for a breather and second there's a sorcerer acf for dragonblood character in races of the dragon, because breather are dragon they can take it.

Pyromancer999
2011-08-14, 02:33 PM
I hesitate but finally I've chosen to do dragonfire adept for two reasons, first the dfa granted a number of ability that would have been redundant for a breather and second there's a sorcerer acf for dragonblood character in races of the dragon, because breather are dragon they can take it.

Actually, I don't think Breather sorcerers can really take the Sorcerer substitution levels in Races of the Dragon. They're for Dragonblood characters, and while a Breather can technically take the substitution levels, the substitution levels are aimed at making the character more like a dragon. As such, those levels wouldn't be of much use to a Breather Sorcerer. Wouldn't make much sense fluff-wise either.

Also, not saying you should replace the Dragonfire Adept substitution levels, although those seem to be redundant to me, just saying you should consider adding on another set of substitution levels, as these are substitution levels, not really ACFs. Alternative Class Features serve as a substitution for one class feature, while substitution levels replace normal levels and often grant multiple different class features.

zagan
2011-08-15, 01:35 PM
Actually, I don't think Breather sorcerers can really take the Sorcerer substitution levels in Races of the Dragon. They're for Dragonblood characters, and while a Breather can technically take the substitution levels, the substitution levels are aimed at making the character more like a dragon. As such, those levels wouldn't be of much use to a Breather Sorcerer. Wouldn't make much sense fluff-wise either.

While fluff wise, yes it wouldn't really fit the benefit grant by the acf don't clash with the ability grant by the template. Well draconic heritage a little but you still a bonus against save of an effect and you qualify for other draconic feat.


Also, not saying you should replace the Dragonfire Adept substitution levels, although those seem to be redundant to me, just saying you should consider adding on another set of substitution levels, as these are substitution levels, not really ACFs. Alternative Class Features serve as a substitution for one class feature, while substitution levels replace normal levels and often grant multiple different class features.

The nuance betwen ACF and Sub level seem very thin to me. And I won't create another sub level for breather because if I do that, I need to do another one for each of the other templates and I'm running out of idea. Plus I'll like to go on another project.

Still if you got good idea, your welcome to make one, it would be great.