VestigeArcanist
2012-02-25, 10:25 PM
This is a homebrew I have come up with for Harry Potter d20 (https://sites.google.com/site/harrypotterd20/home). Currently I have posted the Alchemist Class, with more to follow. Also coming is my thesis for this class and the governing principles that I will use for all additions for the game. All questions, helpful comments and constructive criticisms are welcomed.
[Edit, April 12th, 2012] Previously added was the Transfiguration Master and Combat Transfiguration feat. Also, just added is the Oracle PrC, the Combat Seer PrC, and the Astronomy Skill!
"The ancient study of alchemy is concerned with
making the Philosopher's Stone, a legendary substance
with astonishing powers. The Stone will transform any
metal into pure gold. It also produces the Elixir of Life,
which will make the drinker immortal."
—An unknown book
The Alchemist
Abilities – Constitution is the most important of all the attributes, as your character will become more are more frail with each level he takes. A high Intelliegence synergizes with the class focus on Transfiguration and Potionmaking. Wisdom and Charisma are casting stats for all wizards, and thus cannot be neglected.
Requirements
To become an Alchemist a character must fulfill the following criteria.
Skills: Charms 12 Ranks, Knowledge (Charms) 12 ranks, Knowledge (Herbology) 12 ranks, Knowledge (Magical Creatures) 8 ranks, Knowledge (Transfiguration) 12 ranks, Potionmaking 12 ranks, Transfiguration 12 ranks,
Feats: Fast Researcher, Skill Focus (Transfiguration), Skill Focus (Potionmaking)
Hit Die – d6
Class Skills
The Alchemist's class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier
Alchemist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit
1st|
+0|
+2|
+0|
+2|The Philosopher's Stone, Flawed, Seduction of Immortality, The Price|
+2
2nd|
+1|
+3|
+0|
+3||
+2
3rd|
+1|
+3|
+1|
+3|The Philosopher's Stone, Developing||
+2
4th|
+2|
+4|
+1|
+4||
+2
5th|
+2|
+4|
+2|
+4|The Philosopher's Stone, Stable, Craft Construct|
+2
6th|
+3|
+5|
+2|
+5|The Philosopher's Stone, Emergent|
+2
7th|
+3|
+5|
+2|
+5||
+2
8th|
+4|
+6|
+2|
+6|Philosopher Stone, Imperfect, Swift Transfiguration, Swift Potionmaking, Swift Charms|
+2
9th|
+4|
+6|
+3|
+6||
+2
10th|
+5|
+7|
+3|
+7|Philosopher Stone, Perfect|
+2|[/table]
Class Features
The Philosopher's Stone:
The goal of every Alchemist. A substance of great magic and power which will ultimately grant its user both nigh unlimited wealth and immortality. In the beginning of his quest, an alchemist constructs a prototype of the Philosopher's Stone, and improves upon it as he delves deeper into his studies. The Philosopher's Stone produces an Elixir, whose properties are determined according to the stone's power. Also the stone may have other properties which may add to the Alchemist's spellcasting power.
The Elixir which provides a variety of effects. When someone drinks of the Elixir, they automatically take 1 point of constitution Damage and makes a Fortitude Save against DC 10. If the character fails, they take another point in constitution damage. One point of this Consitution damage is healed in 24 hours, with no other way of healing this particular. If the Stone produces a second Elixir is produce or a character who drank of it once takes it a second time, even from another source, within 24 hours, there is 2 points of constitution loss, with another Fortitude Save against DC 11, which will result in another 2 points damaged. If the Elixir is produce or taken a third time in 24 hours, 3 points of constitution loss, Fortitude Save of DC 13, and so on.
It takes a DC 25 Potionmaking, Transfiguration and Charms Check in succession to Create the Elixir. Also needed is a functioning cauldron, a fire, extensive potions ingredients and one hour of preparation to create. If one of these checks fail, then a faulty Elixir is produced, which will only cause the constitution damage and Fortitude saves, and no benefits. This counts as production of one Elixir in twenty-four hours. Unlimited Elixirs may be produced in this fashion.
All the Elixir's effects last for 24 hours.
The Philosopher's Stone, Flawed: Produces an Elixir which automatically stabilizes a dying character. This may be used any number of times per day.
The Philosopher's Stone, Developing: The Elixir grants its drinker the Diehard Feat. At this time, the Philosopher Stone starts granting its wielder special powers. By investing skill points in the stone, the stone grants the wielder additional bonuses. For every 3 points invested, the wielder gets a +1 bonus to either Charms, Transfiguration and Potionmaking as long at the stone is used as a focus. The total number of skill points that may be invest 3 x Alchemists class level.
The Philosopher's Stone, Stable: The Philosopher's stone may now be used as a focus for the Alchemist's transfigurations. The Alchemist may now use the stone to grant permanent animation to objects. With the stone in his possession, an alchemist is treated as if he had the Craft Construct Feat.
The Philosopher's Stone, Emergent: The Elixir grants its drinker immunities to poison, disease, Ability damage and drain (outside of the Elixir, and other voluntary acts done by the drinker, i.e. rituals, blood prices and getting drunk)
Philosopher Stone, Imperfect: Swift Transfiguration, Swift Charms. Using the stone as a focus, the alchemist may cast a Transfiguration or Charm as a swift action at +10 to the DC. Each use of this ability costs the Alchemist one hit point/5 DC of the spell, which is unable to heal and remains lost for 48 hours. Quick Potionmaking. Using the Philosopher's stone as a catalyst, an alchemist may add +15 DC to potion he is Brewing and cut the time to brew it to 1/4 of the original time. As a catalyst, the stone is not affected by the potion, but it may not be used for any other purpose during this time, including the production of the Elixir.
Philosopher Stone, Perfect: Elixtir of Life. Halts all aging penalties, grants +4 to each Intelligence, Wisdom and Charisma, and +5 to Charms, Transfiguration and Potionmaking. The Philosopher's stone can now transfigure and transform another object into Gold, or another precious metal as desired, permanently. This is a base 65 Transfiguration. The Transfiguration is taxing on the body and which causes 20 points of damage which unable to be healed and remains lost for 48 hours.
Seduction of Immortality: Anyone who sips from the Elixir of life, even an imperfect one, feels the rush of its power. Everyone who tastes it becomes the obsessed with it. Ironically, those most powerful are most vulnerable, since it is within there power to create or steal a Philosopher's stone. Anyone who drinks it, even once, must make a will save of 10 + 1/2 character level + Alchemist Class level + Int score, at every level or else they must to take a level in the Alchemist Class.
Also, if a drinker of the Elixir of Life finds an opportunity to discover or find information about alchemy, a Philosopher's Stone, immortality or mastery of death arises, the same will save must be made or else the Alchemist must vigorously pursue it, even at hazard of others lives and safety. Another will save may be attempted once per hour, and an additional time after (not during or before) an encounter which jeopardizes them self (not others).
The Price
The Philosopher's Stone is produced in a week long ritual requiring a fully equipped and stocked potions lab, and a setting fitted for a weeks worth of isolated and quiet work. With all Rituals, a permanent and indelible sacrifice must be made, where the price may never be given back. The ritual, a sacrifice of blood must be made by the alchemist himself, no substitute can be had. This results in a permanent loss of 1 point of constitution. Also a large quantity of materials must be used to produce the Stone, including gold itself. The total cost of the ritual comes to 100 Galleons. The ritual must be performed each time a Philosopher's stone is created, and for each increase in the Stone's power at levels 3, 5, 6, 8 and 10.
"Transfiguration is some of the most complex and dangerous
magic you will learn at Hogwarts. Anyone messing around in my
class will leave and not come back. You have been warned."
—Minerva McGonagall
Transfiguration Master
Abilities –
Requirements
To become a Transfiguration Master a character must fulfill the following criteria.
Skills: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks
Feats: Fast Researcher, Skill Focus (Transfiguration), Skill Focus (Knowledge: Transfiguration)
Hit Die – d6
Class Skills
The Transfiguration Master class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier
Transfiguration Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit
1st|
+0|
+2|
+0|
+2|Bonus Transfiguration, Out of Nothing|
+2
2nd|
+1|
+3|
+0|
+3|Extend Transfiguration|
+2
3rd|
+2|
+3|
+1|
+3|Combat Transfiguration, Agimagus|
+2
4th|
+3|
+4|
+1|
+4|Ease of Use|
+2
5th|
+3|
+4|
+2|
+4|Transfigure Counterspell, Enduring Transfiguration|
+2 [/table]
Class Features
Bonus Transfiguration: At the first level, the Transfiguration Master gains a bonus to all Transfiguration and Knowledge (Transfiguration) checks equal to their class level.
Out of Nothing: At the first level, The Transfiguration Master may now transfigure the air where previously she could not. You add +5 to the normal check, and the spell last 1/4 of the length it would normally last.
Extend Transfiguration: At the second level, the Transfiguration Master's transfiguration's now last 1 minutue/caster level x Transfiguration Master class level.
Combat Transfiguration: At the third level, the Transfiguration Master is given the Combat Transfiguration feat.
Animagus: At the third level, the Transfiguration Master is given the Agimagus feat. The Transfiguration Master may choose an animal that has an equal hit die to himself, instead of Character level -3. If the Transfiguration Master has this feat already, then she may take another feat of her choosing.
Ease of Use: At the fourth level, all transfigurations spells are now -5 DC for the Transfiguration Master.
Transfigure Counterspell: Whenever a successful counterspell is performed (not Protego or Block with transfigured object), the Transfiguration Master, at level five, may immediately cast a transfiguration spell so long as the target is not animate, or is in the possession of someone or something animate. This may be done at every successful counterspell in a round. This spell in turn may be counterspelled by the target, though it is her own turn.
For instance, Professor McGonagall is dueling Bellatrix Lestrange. Bellatrix Lestrange fires a stunning spell at Professor McGonagall. Professor McGonagall successfully counterspells it, whips her wand around and transfigures a flying dagger aiming at Bellatrix. Bellatrix counterspells the dagger and Apparates away to safety.
Enduring Transfiguration: At this mastery, a Transfiguration Master may add +25 DC to a transfiguration check. If she succeeds, Her given transfiguration will have an infinite duration.
Certainly I knew, Minerva. But one does not parade the fact that one is All-Knowing. I frequently act as though I am not possessed of the Inner Eye, so as not to make others nervous.
Sybill Trelawney
Oracle
Abilities –
Requirements
To become an Oracle a character must fulfill the following criteria.
Skills: Divination 12 ranks, Knowledge (Astronomy) 12 ranks
Feats: True Seer, Skill Focus (Divination), Skill Focus (Astronomy)
Hit Die – d6
Class Skills
The Oracle's class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Astronomy), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit
1st|
+0|
+0|
+2|
+2|Trance, Divination Bonus, Cost of Mind, Predestined |
+2
2nd|
+1|
+0|
+3|
+3|Detect Aura|
+2
3rd|
+1|
+1|
+3|
+3|Skill Bonus|
+2
4th|
+2|
+1|
+4|
+4|Read Aura|
+2
5th|
+2|
+2|
+4|
+4 | Spontaneous Prophecy, Cost of Senses|
+2
6th|
+3|
+2|
+5|
+5|Empowered Divination, Improved Detect Aura |
+2
7th|
+3|
+2|
+5|
+5| Walk in Fate, not by Sight, Foretelling the Brutal Truth |
+2
8th|
+4|
+2|
+6|
+6|Sensitivity to Fate, Reduce DC on Divinations, Swift Divination|
+2
9th|
+4|
+3|
+6|
+6|Live in the Future|
+2
10th|
+5|
+3|
+7|
+7|Prophecy Blurring the Line Between Fate and Freewill |
+2|[/table]
Class Features
Trance: At the first level, the Oracle gains the power to Trance. In a peaceful environment, one where the oracle may potentially rest or sleep, the Oracle may go into a trance, or a daydream-like state. After 2 hours of trance, the Oracle receives prophetic dreams, as per the true seer feat. This is not a directed act, and thus the Oracle may not choose the subject of her dream. However, upon awaking, she immediately knows if the vision she had in her trance was from the Past, Present or Future.
The Oracle may shorten the time necessary for as successful trance, by being alone and in complete silence, by burning beneficial incense, or by taking mind-altering substances. For each one of these elements, the time necessary for a successful trance is cut in half, minimum time being a half-hour.
Divination Bonus
From the first level forward, the Oracle receives a divination bonus equal to his class level.
Cost of Mind
The Life of an Oracle is taxing on the body and mind. As her Inner Eye expands, she loses grip on the reality of the here and now. At every level, the Oracle is drained of one point of Intelligence or Wisdom. The Oracle may choose to be drained of a different attribute at each level, but the choice is permanent. There is no way to regain or restore the drained points.
Predestined
Once the Oracle has seen the Beyond, she knows that she is destined to be an Oracle. The further the Oracle has Seen, the greater her conviction. Anyone who has taken a level in Oracle must make a will save of 10 + 1/2 character level + Oracle Class level + Cha score, at every level or else they must to take a level in the Oracle Class.
Detect Aura
At the second level, the Oracle may detect other people’s Auras at will. Using a standard action, the Oracle may see the aura, or life force, of all living creatures within her line of vision, up to 100 feet + 20 feet per class level. This power is unobscured by non-magical barriers less than one foot thick. If she focuses for an a full round, she may see everything 360 degrees to 100 feet + 20 feet per class level, though she is unable to pinpoint the locations of those that are would be in her line of sight. If she focuses on a specific Aura for a single round, she may determine the HD of the creature to +/-3 HD. The DM makes a hidden 1d4-1 roll when the Oracle uses this power. He adds or subtracts the number from the actual HD, which is what the Oracle perceives. There is no way, magical or otherwise, to know if this is correct, or what the DM rolled, even with divinations.
An Occulmens for sufficient power may fool or even conceal his Aura is he so chooses.
Skill Bonus
At the third level, The Oracle is able to peer into the future slightly, to help with a skill check. Make a Divination check. The result minus 15 divided by 5 equals the bonus you gain to any Skill check you do that round. You may use this ability Cha modifier + Class level times per day. You get a -2 penalty to Skill checks if you get 15 or below. Also, rolling a 1 means that you take a -10 to your all your skill checks for the next minute.
Read Aura
At Level 4, the Oracle may read peoples Auras as she reads peoples palms. As a full round Action, a Oracle may read a person’s aura within 30 ft + 5 feet per class level. Make a DC 25 Divination check. If you succeed you successfully read the person Aura. You automatically know the person’s alignment, name, birth-date and ranks in divination. In all other ways, this is like the palm reading divination ability.
Spontaneous Prophecy
At the Fifth Level, the Oracle may utter strange prophecy without meaning to, or remembering uttering at all. This most often occurs to people of great importance, or people who will be of great importance in the future, (if the prophecy causes the future or merely predicts it is a matter of scholarly debate). The only memory of a prophecy is that of momentary disorientation, similar to zoning out, or when you get up to do something and forget what you meant to do. Ergo, there is no indication to the player that a prophecy has occurred. This, of course, is up to GM discretion.
Cost of the Senses
The Oracle, for reasons of only known to herself, is driven to do an act of self mutilation. At the fifth level, the Oracle performs an 8 hour long magical ritual where she gouges her eyes out and leaves her permanently blind. This ritual may have been done violently or magically, no Oracle will ever tell of the ritual, as it is a powerful ritual, unique to each Oracle, discovered when looking beyond. No one ever observes the ritual, as the Oracle foresees any interruptions and ensures that it is done with absolute privacy.
The blindness cannot be healed or lifted in anyway. The Oracle may perceive the Auras of living plants, creatures and persons via her Detect Aura Class feature. This gives the general shape and location of the living beings, but that is all.
Using her now gouge eyeballs as a focus, she may see into the future as if she gazed into a crystal ball. She may gaze into her own future or someone else’s future in this way. The Oracle must always keep her eyes close to her. If were ever to be destroyed or taken from her possession, she would lose all her class features, and she’d still be unable to heal herself. If anyone were to gain possession of her eyes, with at least 15 ranks in divination, they would gain all the class benefits (not the costs) of that particular Oracle.
Empowered Divination
At level six, the powers of the Oracles “Inner Eye” expand in both scope and frame. Whenever the Oracle does any divination, she may perceive twice as far in the future as she could previously, she may divine information not only about that specific person, but also their blood relatives (given a +10 DC, for immediate relatives, and +10 DC for each ‘degree’ of blood separation) and, lastly, she may add +10 DC to a divination check and communicate any bonuses that she herself may receive from a divination, such as forewarning, to an ally of hers within 30 ft + 5 feet per class level.
Improved Detect Aura
At level six, the Detect Aura ability is in use by the Oracle continuously, without need of any action. A move action is necessary if the aura want to change from the line of sight to 360 degree vision. In this way, when using the line by sight version of this ability, the Oracle may negate many drawbacks of her self-inflicted blindness. With her detect Aura ability, she may observe the relative size and shape of the people around her, and most movements they make, allowing her to target and defend herself largely unimpeded in combat. She still cannot detect non-living things and cannot see barriers.
Walk in Fate, not by Sight
At level seven, the Oracle begins to gain special powers from the Eyes. By investing skill points into the Oracle’s eyes, the eyes grant the wielder additional bonuses. For every 3 points invested, the wielder gets a +1 bonus to either Divination, Counter Curses or Caster level when counter spelling, or for every four points spent, the wielder may gain +1 to AC or attack. Each eye may be used separately for this class feature, but must be kept together or neither will work and the Oracle will lose her class abilities. These effects do not stack. The total number of skill points that may be invest 3 x Oracle class level for each eye.
Foretelling the Brutal Truth
At level seven, the Oracle continues to live more by her Inner Eye in Time and thus loses her grip on reality. Whenever the Oracle meets or ‘sees’ someone, she immediately tells them there fortune as if she had read their Aura. If someone asks if the Oracle can read their fortune, the Oracle immediately incurs a vision as she would receive as if she were gazing into a crystal ball (Divination DC 25) and abruptly blurts out what she sees. A Will Save DC 20 + Class level will give the Oracle enough strength to hold back what she sees, if she desires. A Diplomacy check, DC 15 + class level, will ensure that what she says will not come out in the blunt, alienating and brutal manner that is typical of visions.
For this reason, most Oracle live as hermits, with the occasional servant, after alienating a large number of people, and causing more problems than not with their divinations.
Sensitivity to Fate
At level eight, the Oracle becomes hypersensitive to cosmic events and senses their coming. According to the GM’s discretion, the Oracle is able to identify the linchpin of a sequence of events, be it a person, object or decision that is made, and is able to vaguely foresee the events that will unfold if this linchpin goes on unmolested. Further, the Oracle will know the action that must be taken in order to forestall the doom or glory that proceeds from this turning point, though she will not know how it is to be done. The action may have to be done by another, and the Oracle must convince him with her own words. So often magic is not enough to compel a great change, as required by Time, but also an enduring intent that will weather the streams of Time itself.
Each occurrence of this ability does 2 wisdom or intelligence (whichever is higher) damage to the Oracle, and subsequent divinations using information directly gained from this class feature does an additional wisdom or intelligence damage (whichever is higher).
Reduce DC on Divination
At level eight, the Oracle uses divinations with great ease. All divinations are -5 DC as they were before.
Swift Divining
At level eight, the Oracle may use any divination as a swift action at +20 DC.
Living in the Future
At level nine, the Oracle’s powers have advanced so that she literally lives a moment ahead of everyone else. Every round, she may gain one additional standard or move action, or an additional attack at her highest BAB. To any question she may ask, she already knows the answer that will be given (provided that the answer can be given in 12 seconds or less). She also may auto-pass any reflex saves provided that she is conscious and able to move reasonably unhindered.
Blurring the Line Between Fate and Freewill
Once a month, the Oracle may seek out to create their own prophecy, for either the greater good or ill. First there is the preparation, an eight hour secret ritual, uninterrupted and unobserved. Each hour a Divination check must be made, starting at DC 5 at the first hour, +5 DC with each additional hour, concluding with DC 40. If any check fails, then the ritual must start over from the beginning. No one ever observes or interrupts the ritual, as the Oracle foresees any interruptions and ensures that it is done with absolute privacy.
The desired benefit from this ritual must be written on a piece of paper, which will be consumed during the ritual. This desire may be extremely great or trivial. This requires a belayed sacrifice, which shall be determined by the DM after the successful ritual, but it is not known to the Oracle. The sacrifice almost always requires a person’s death, someone’s sanity, several ruined lives, and a series of conflicts with no apparent end. Only after the sacrifice, can the desire come true. Because of the steep price of the ritual, Oracles usually seek great and magnificent ends for it, though some have done it for selfish and personal reasons. There is no way to foresee the results of the ritual, nor the costs, nor how long it will take to fulfill the requirements of Fate.
After the ritual, the Oracle will start getting pangs of Fate. The Oracle will feel to do certain things, say specific things to people, and cast certain spells, most of which may not seem to be of great importance of direction. These actions will put events into motion which the Oracle may not see without great difficultly, (+25 DC Divination Checks) and even then vaguely. Eventually, the events start to come together in two ways. One, the price of the ritual comes into fruitition in a manner which the Oracle sees the destruction she has wrought, with the absolute realization of her personal responsibility in the manner. Two, the benefit which she desires comes two her, sometime after the sacrifice.
Once the ritual has been successfully completed, there is no going back. Each time the Oracle ignores or tries to undo the consequences of her pangs of Fate, she takes 1 point Intelligence or Wisdom Drain, whichever is higher. These cannot be regained until she resumes following the pangs of fate. Also, since Fate takes the shortest and most efficient path possible, every time she resists Fate she receives two tasks in place of the one that she ignored, for the additional hardship she brought on.
Broaden your minds, my dears, and allow your eyes to see past the mundane!
—Sybill Trelawney
Combat Seer
Abilities –
Requirements
To become a Combat Seer a character must fulfill the following criteria.
Skills: Divination 12 ranks, Knowledge: Dark Arts 12
Feats: Combat Divination, Weapon Focus (Wand), Skill Focus (Knowledge: Dark Arts)
Hit Die – d6
Class Skills
The Combat Seer class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Astronomy), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier
Combat Seer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit
1st|
+1|
+2|
+0|
+2|Bonus to Forewarning, Battle Precognition|
+2
2nd|
+2|
+3|
+0|
+3|Deflect Spells|
+2
3rd|
+3|
+3|
+1|
+3|Bonus to Combat Divination, Drawn to Combat|
+2
4th|
+4|
+4|
+1|
+4|Dodge Spells|
+2
5th|
+5|
+4|
+2|
+4|Predetermine Combat, Return Spells|
+2 [/table]
Class Features
Bonus to Forewarning
At the first level, the Combat Seer gains a bonus when he uses his forewarning ability to gain a bonus on initiative. He adds his class level to his initiative check when using forewarning. He does not gain this if he rolls a '1'.
Battle Precognition
At the first level, the Combat Seer begins to learn battle precognition.
When in combat (i.e. not surprised or flatfooted), the Combat Seer intuitively knows immediately beforehand what spell is about to be cast on him. this does not give him enough time to warn anyone about the spell, but gives him an extra split second to counter it. The Combat Seer gains his class level to his checks when counterspelling.
As he is able to see and thus react a split second before it happens, the Combat seer gains one additional Counterspelling attempt each round.
Deflect Spells
At the second level, the Combat Seer's becomes more adept to battle precognition.
If a Combat Seer is targeted by a ranged magical attack targeted within 10 feet +5 ft per 3 class levels he may make a Divination check. If it exceeds the spell skill check done by the opposing caster, the Combat Seer successfully deflects the spell either into the air, 90 degrees to the right, 90 degrees to the left, or straight downwards as according to the wishes of the Combat Seer.
This ability uses up one counterspell attempt.
Bonus to Combat Divination
At the third level, the Combat Seer may add his class level to his AC or attack when he uses the Combat Divination Feat.
Drawn to Combat
The Combat Seer becomes obsessed with fighting. He instinctively knows where there is a fight, magical or otherwise, within 1 + 1/class level miles from him. He knows if there it is magical or nonmagical. When he percieves the fight, he must make a Will Save, DC 20 + Class Level (or DC 15 + Class level if it is a nonmagical fight) or else he must do everything in his power to get into, and win, that fight. Every three rounds he may make another will save to leave the fight, but +2 is added to the DC for each previous attempt.
Dodge Spells
At the fourth level, a combat Seer may simply choose to swiftly dodge a spell that was targeting him. This is a result of straining his magical divination capacities, and results in nonlethal damage equal to class level + Charisma Modifier. This may be used a number of times per day equal to the Combat Seer's Charisma Modifier. This may only be done once per round. This is a use of a counterspell attempt.
Predetermine Combat
All practitioners of divination are able to Peer into the Moment, but it is unable to reveal the results of combat. Through intense training in both battle and divination, the fully trained Combat Seer is not bound by such rules. In or immediately preceding combat, a Combat Seer may Peer into the Moment at +15 DC. If he succeeds, he may preroll all his attacks for the next minute (10 rounds). If, he is unsatisfied with the results of any of those rolls, may choose to withhold his attacks for the rest of that round, for additional counterspelling attempts, or to do some other action that does not require an attack roll.
Return Spells
At the fifth level, the Combat Seer's perfects his battle precognition.
Whenever he successfully deflects a spell, a Combat Seer may immediately roll an attack roll to catch and throw back the spell at the original caster. This is done immediately after a successful spell deflection and it requires an attack roll.
Additional Feats
Combat Transfiguration:Normal: Once per round, a wizard/witch can attempt to Counterspell and attack directed at them. Negating this attack requires the wizard/witch to succeed in an opposed attack roll, as well as an opposing skill check of the same type of the spell. If the wizard/witches attack roll is less than her opponent’s,and/or the skill check is less than the opponents the attack is unaffected by the counterspelling attempt and is resolved as normal. Using this initial Magical counterspelling attempt counts as an immediate action. The wizard or witch must also know the spell in question or take a -4 penalty to counterspell it.
Special: A wizard with this feat may cast a transfiguration spell in order to block an incoming attack onto there person. This may be done by animating an inanimate object to block the attack or by transfiguring an inanimate object. Make a trnsfiguration check. This check must exceed the attacker's spell check and make the transfiguration DC. In addition, you no long add +10 DC to do block the Avada Kedavra with a transfiguration. This ability can be used a number of times per round equal to counterspelling atempts you have for said round. This ability cannnot be used while flat-footed.
Additional Skill
Knowledge (Astronomy):
Deals with The planets, stars, constellation, the moon and its phases, eclipses, comets and astrology. Synergy: If you have 5 or more ranks in Knowledge (Astronomy) give +2 to all Divination checks.
[Edit, April 12th, 2012] Previously added was the Transfiguration Master and Combat Transfiguration feat. Also, just added is the Oracle PrC, the Combat Seer PrC, and the Astronomy Skill!
"The ancient study of alchemy is concerned with
making the Philosopher's Stone, a legendary substance
with astonishing powers. The Stone will transform any
metal into pure gold. It also produces the Elixir of Life,
which will make the drinker immortal."
—An unknown book
The Alchemist
Abilities – Constitution is the most important of all the attributes, as your character will become more are more frail with each level he takes. A high Intelliegence synergizes with the class focus on Transfiguration and Potionmaking. Wisdom and Charisma are casting stats for all wizards, and thus cannot be neglected.
Requirements
To become an Alchemist a character must fulfill the following criteria.
Skills: Charms 12 Ranks, Knowledge (Charms) 12 ranks, Knowledge (Herbology) 12 ranks, Knowledge (Magical Creatures) 8 ranks, Knowledge (Transfiguration) 12 ranks, Potionmaking 12 ranks, Transfiguration 12 ranks,
Feats: Fast Researcher, Skill Focus (Transfiguration), Skill Focus (Potionmaking)
Hit Die – d6
Class Skills
The Alchemist's class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier
Alchemist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit
1st|
+0|
+2|
+0|
+2|The Philosopher's Stone, Flawed, Seduction of Immortality, The Price|
+2
2nd|
+1|
+3|
+0|
+3||
+2
3rd|
+1|
+3|
+1|
+3|The Philosopher's Stone, Developing||
+2
4th|
+2|
+4|
+1|
+4||
+2
5th|
+2|
+4|
+2|
+4|The Philosopher's Stone, Stable, Craft Construct|
+2
6th|
+3|
+5|
+2|
+5|The Philosopher's Stone, Emergent|
+2
7th|
+3|
+5|
+2|
+5||
+2
8th|
+4|
+6|
+2|
+6|Philosopher Stone, Imperfect, Swift Transfiguration, Swift Potionmaking, Swift Charms|
+2
9th|
+4|
+6|
+3|
+6||
+2
10th|
+5|
+7|
+3|
+7|Philosopher Stone, Perfect|
+2|[/table]
Class Features
The Philosopher's Stone:
The goal of every Alchemist. A substance of great magic and power which will ultimately grant its user both nigh unlimited wealth and immortality. In the beginning of his quest, an alchemist constructs a prototype of the Philosopher's Stone, and improves upon it as he delves deeper into his studies. The Philosopher's Stone produces an Elixir, whose properties are determined according to the stone's power. Also the stone may have other properties which may add to the Alchemist's spellcasting power.
The Elixir which provides a variety of effects. When someone drinks of the Elixir, they automatically take 1 point of constitution Damage and makes a Fortitude Save against DC 10. If the character fails, they take another point in constitution damage. One point of this Consitution damage is healed in 24 hours, with no other way of healing this particular. If the Stone produces a second Elixir is produce or a character who drank of it once takes it a second time, even from another source, within 24 hours, there is 2 points of constitution loss, with another Fortitude Save against DC 11, which will result in another 2 points damaged. If the Elixir is produce or taken a third time in 24 hours, 3 points of constitution loss, Fortitude Save of DC 13, and so on.
It takes a DC 25 Potionmaking, Transfiguration and Charms Check in succession to Create the Elixir. Also needed is a functioning cauldron, a fire, extensive potions ingredients and one hour of preparation to create. If one of these checks fail, then a faulty Elixir is produced, which will only cause the constitution damage and Fortitude saves, and no benefits. This counts as production of one Elixir in twenty-four hours. Unlimited Elixirs may be produced in this fashion.
All the Elixir's effects last for 24 hours.
The Philosopher's Stone, Flawed: Produces an Elixir which automatically stabilizes a dying character. This may be used any number of times per day.
The Philosopher's Stone, Developing: The Elixir grants its drinker the Diehard Feat. At this time, the Philosopher Stone starts granting its wielder special powers. By investing skill points in the stone, the stone grants the wielder additional bonuses. For every 3 points invested, the wielder gets a +1 bonus to either Charms, Transfiguration and Potionmaking as long at the stone is used as a focus. The total number of skill points that may be invest 3 x Alchemists class level.
The Philosopher's Stone, Stable: The Philosopher's stone may now be used as a focus for the Alchemist's transfigurations. The Alchemist may now use the stone to grant permanent animation to objects. With the stone in his possession, an alchemist is treated as if he had the Craft Construct Feat.
The Philosopher's Stone, Emergent: The Elixir grants its drinker immunities to poison, disease, Ability damage and drain (outside of the Elixir, and other voluntary acts done by the drinker, i.e. rituals, blood prices and getting drunk)
Philosopher Stone, Imperfect: Swift Transfiguration, Swift Charms. Using the stone as a focus, the alchemist may cast a Transfiguration or Charm as a swift action at +10 to the DC. Each use of this ability costs the Alchemist one hit point/5 DC of the spell, which is unable to heal and remains lost for 48 hours. Quick Potionmaking. Using the Philosopher's stone as a catalyst, an alchemist may add +15 DC to potion he is Brewing and cut the time to brew it to 1/4 of the original time. As a catalyst, the stone is not affected by the potion, but it may not be used for any other purpose during this time, including the production of the Elixir.
Philosopher Stone, Perfect: Elixtir of Life. Halts all aging penalties, grants +4 to each Intelligence, Wisdom and Charisma, and +5 to Charms, Transfiguration and Potionmaking. The Philosopher's stone can now transfigure and transform another object into Gold, or another precious metal as desired, permanently. This is a base 65 Transfiguration. The Transfiguration is taxing on the body and which causes 20 points of damage which unable to be healed and remains lost for 48 hours.
Seduction of Immortality: Anyone who sips from the Elixir of life, even an imperfect one, feels the rush of its power. Everyone who tastes it becomes the obsessed with it. Ironically, those most powerful are most vulnerable, since it is within there power to create or steal a Philosopher's stone. Anyone who drinks it, even once, must make a will save of 10 + 1/2 character level + Alchemist Class level + Int score, at every level or else they must to take a level in the Alchemist Class.
Also, if a drinker of the Elixir of Life finds an opportunity to discover or find information about alchemy, a Philosopher's Stone, immortality or mastery of death arises, the same will save must be made or else the Alchemist must vigorously pursue it, even at hazard of others lives and safety. Another will save may be attempted once per hour, and an additional time after (not during or before) an encounter which jeopardizes them self (not others).
The Price
The Philosopher's Stone is produced in a week long ritual requiring a fully equipped and stocked potions lab, and a setting fitted for a weeks worth of isolated and quiet work. With all Rituals, a permanent and indelible sacrifice must be made, where the price may never be given back. The ritual, a sacrifice of blood must be made by the alchemist himself, no substitute can be had. This results in a permanent loss of 1 point of constitution. Also a large quantity of materials must be used to produce the Stone, including gold itself. The total cost of the ritual comes to 100 Galleons. The ritual must be performed each time a Philosopher's stone is created, and for each increase in the Stone's power at levels 3, 5, 6, 8 and 10.
"Transfiguration is some of the most complex and dangerous
magic you will learn at Hogwarts. Anyone messing around in my
class will leave and not come back. You have been warned."
—Minerva McGonagall
Transfiguration Master
Abilities –
Requirements
To become a Transfiguration Master a character must fulfill the following criteria.
Skills: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks
Feats: Fast Researcher, Skill Focus (Transfiguration), Skill Focus (Knowledge: Transfiguration)
Hit Die – d6
Class Skills
The Transfiguration Master class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier
Transfiguration Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit
1st|
+0|
+2|
+0|
+2|Bonus Transfiguration, Out of Nothing|
+2
2nd|
+1|
+3|
+0|
+3|Extend Transfiguration|
+2
3rd|
+2|
+3|
+1|
+3|Combat Transfiguration, Agimagus|
+2
4th|
+3|
+4|
+1|
+4|Ease of Use|
+2
5th|
+3|
+4|
+2|
+4|Transfigure Counterspell, Enduring Transfiguration|
+2 [/table]
Class Features
Bonus Transfiguration: At the first level, the Transfiguration Master gains a bonus to all Transfiguration and Knowledge (Transfiguration) checks equal to their class level.
Out of Nothing: At the first level, The Transfiguration Master may now transfigure the air where previously she could not. You add +5 to the normal check, and the spell last 1/4 of the length it would normally last.
Extend Transfiguration: At the second level, the Transfiguration Master's transfiguration's now last 1 minutue/caster level x Transfiguration Master class level.
Combat Transfiguration: At the third level, the Transfiguration Master is given the Combat Transfiguration feat.
Animagus: At the third level, the Transfiguration Master is given the Agimagus feat. The Transfiguration Master may choose an animal that has an equal hit die to himself, instead of Character level -3. If the Transfiguration Master has this feat already, then she may take another feat of her choosing.
Ease of Use: At the fourth level, all transfigurations spells are now -5 DC for the Transfiguration Master.
Transfigure Counterspell: Whenever a successful counterspell is performed (not Protego or Block with transfigured object), the Transfiguration Master, at level five, may immediately cast a transfiguration spell so long as the target is not animate, or is in the possession of someone or something animate. This may be done at every successful counterspell in a round. This spell in turn may be counterspelled by the target, though it is her own turn.
For instance, Professor McGonagall is dueling Bellatrix Lestrange. Bellatrix Lestrange fires a stunning spell at Professor McGonagall. Professor McGonagall successfully counterspells it, whips her wand around and transfigures a flying dagger aiming at Bellatrix. Bellatrix counterspells the dagger and Apparates away to safety.
Enduring Transfiguration: At this mastery, a Transfiguration Master may add +25 DC to a transfiguration check. If she succeeds, Her given transfiguration will have an infinite duration.
Certainly I knew, Minerva. But one does not parade the fact that one is All-Knowing. I frequently act as though I am not possessed of the Inner Eye, so as not to make others nervous.
Sybill Trelawney
Oracle
Abilities –
Requirements
To become an Oracle a character must fulfill the following criteria.
Skills: Divination 12 ranks, Knowledge (Astronomy) 12 ranks
Feats: True Seer, Skill Focus (Divination), Skill Focus (Astronomy)
Hit Die – d6
Class Skills
The Oracle's class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Astronomy), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit
1st|
+0|
+0|
+2|
+2|Trance, Divination Bonus, Cost of Mind, Predestined |
+2
2nd|
+1|
+0|
+3|
+3|Detect Aura|
+2
3rd|
+1|
+1|
+3|
+3|Skill Bonus|
+2
4th|
+2|
+1|
+4|
+4|Read Aura|
+2
5th|
+2|
+2|
+4|
+4 | Spontaneous Prophecy, Cost of Senses|
+2
6th|
+3|
+2|
+5|
+5|Empowered Divination, Improved Detect Aura |
+2
7th|
+3|
+2|
+5|
+5| Walk in Fate, not by Sight, Foretelling the Brutal Truth |
+2
8th|
+4|
+2|
+6|
+6|Sensitivity to Fate, Reduce DC on Divinations, Swift Divination|
+2
9th|
+4|
+3|
+6|
+6|Live in the Future|
+2
10th|
+5|
+3|
+7|
+7|Prophecy Blurring the Line Between Fate and Freewill |
+2|[/table]
Class Features
Trance: At the first level, the Oracle gains the power to Trance. In a peaceful environment, one where the oracle may potentially rest or sleep, the Oracle may go into a trance, or a daydream-like state. After 2 hours of trance, the Oracle receives prophetic dreams, as per the true seer feat. This is not a directed act, and thus the Oracle may not choose the subject of her dream. However, upon awaking, she immediately knows if the vision she had in her trance was from the Past, Present or Future.
The Oracle may shorten the time necessary for as successful trance, by being alone and in complete silence, by burning beneficial incense, or by taking mind-altering substances. For each one of these elements, the time necessary for a successful trance is cut in half, minimum time being a half-hour.
Divination Bonus
From the first level forward, the Oracle receives a divination bonus equal to his class level.
Cost of Mind
The Life of an Oracle is taxing on the body and mind. As her Inner Eye expands, she loses grip on the reality of the here and now. At every level, the Oracle is drained of one point of Intelligence or Wisdom. The Oracle may choose to be drained of a different attribute at each level, but the choice is permanent. There is no way to regain or restore the drained points.
Predestined
Once the Oracle has seen the Beyond, she knows that she is destined to be an Oracle. The further the Oracle has Seen, the greater her conviction. Anyone who has taken a level in Oracle must make a will save of 10 + 1/2 character level + Oracle Class level + Cha score, at every level or else they must to take a level in the Oracle Class.
Detect Aura
At the second level, the Oracle may detect other people’s Auras at will. Using a standard action, the Oracle may see the aura, or life force, of all living creatures within her line of vision, up to 100 feet + 20 feet per class level. This power is unobscured by non-magical barriers less than one foot thick. If she focuses for an a full round, she may see everything 360 degrees to 100 feet + 20 feet per class level, though she is unable to pinpoint the locations of those that are would be in her line of sight. If she focuses on a specific Aura for a single round, she may determine the HD of the creature to +/-3 HD. The DM makes a hidden 1d4-1 roll when the Oracle uses this power. He adds or subtracts the number from the actual HD, which is what the Oracle perceives. There is no way, magical or otherwise, to know if this is correct, or what the DM rolled, even with divinations.
An Occulmens for sufficient power may fool or even conceal his Aura is he so chooses.
Skill Bonus
At the third level, The Oracle is able to peer into the future slightly, to help with a skill check. Make a Divination check. The result minus 15 divided by 5 equals the bonus you gain to any Skill check you do that round. You may use this ability Cha modifier + Class level times per day. You get a -2 penalty to Skill checks if you get 15 or below. Also, rolling a 1 means that you take a -10 to your all your skill checks for the next minute.
Read Aura
At Level 4, the Oracle may read peoples Auras as she reads peoples palms. As a full round Action, a Oracle may read a person’s aura within 30 ft + 5 feet per class level. Make a DC 25 Divination check. If you succeed you successfully read the person Aura. You automatically know the person’s alignment, name, birth-date and ranks in divination. In all other ways, this is like the palm reading divination ability.
Spontaneous Prophecy
At the Fifth Level, the Oracle may utter strange prophecy without meaning to, or remembering uttering at all. This most often occurs to people of great importance, or people who will be of great importance in the future, (if the prophecy causes the future or merely predicts it is a matter of scholarly debate). The only memory of a prophecy is that of momentary disorientation, similar to zoning out, or when you get up to do something and forget what you meant to do. Ergo, there is no indication to the player that a prophecy has occurred. This, of course, is up to GM discretion.
Cost of the Senses
The Oracle, for reasons of only known to herself, is driven to do an act of self mutilation. At the fifth level, the Oracle performs an 8 hour long magical ritual where she gouges her eyes out and leaves her permanently blind. This ritual may have been done violently or magically, no Oracle will ever tell of the ritual, as it is a powerful ritual, unique to each Oracle, discovered when looking beyond. No one ever observes the ritual, as the Oracle foresees any interruptions and ensures that it is done with absolute privacy.
The blindness cannot be healed or lifted in anyway. The Oracle may perceive the Auras of living plants, creatures and persons via her Detect Aura Class feature. This gives the general shape and location of the living beings, but that is all.
Using her now gouge eyeballs as a focus, she may see into the future as if she gazed into a crystal ball. She may gaze into her own future or someone else’s future in this way. The Oracle must always keep her eyes close to her. If were ever to be destroyed or taken from her possession, she would lose all her class features, and she’d still be unable to heal herself. If anyone were to gain possession of her eyes, with at least 15 ranks in divination, they would gain all the class benefits (not the costs) of that particular Oracle.
Empowered Divination
At level six, the powers of the Oracles “Inner Eye” expand in both scope and frame. Whenever the Oracle does any divination, she may perceive twice as far in the future as she could previously, she may divine information not only about that specific person, but also their blood relatives (given a +10 DC, for immediate relatives, and +10 DC for each ‘degree’ of blood separation) and, lastly, she may add +10 DC to a divination check and communicate any bonuses that she herself may receive from a divination, such as forewarning, to an ally of hers within 30 ft + 5 feet per class level.
Improved Detect Aura
At level six, the Detect Aura ability is in use by the Oracle continuously, without need of any action. A move action is necessary if the aura want to change from the line of sight to 360 degree vision. In this way, when using the line by sight version of this ability, the Oracle may negate many drawbacks of her self-inflicted blindness. With her detect Aura ability, she may observe the relative size and shape of the people around her, and most movements they make, allowing her to target and defend herself largely unimpeded in combat. She still cannot detect non-living things and cannot see barriers.
Walk in Fate, not by Sight
At level seven, the Oracle begins to gain special powers from the Eyes. By investing skill points into the Oracle’s eyes, the eyes grant the wielder additional bonuses. For every 3 points invested, the wielder gets a +1 bonus to either Divination, Counter Curses or Caster level when counter spelling, or for every four points spent, the wielder may gain +1 to AC or attack. Each eye may be used separately for this class feature, but must be kept together or neither will work and the Oracle will lose her class abilities. These effects do not stack. The total number of skill points that may be invest 3 x Oracle class level for each eye.
Foretelling the Brutal Truth
At level seven, the Oracle continues to live more by her Inner Eye in Time and thus loses her grip on reality. Whenever the Oracle meets or ‘sees’ someone, she immediately tells them there fortune as if she had read their Aura. If someone asks if the Oracle can read their fortune, the Oracle immediately incurs a vision as she would receive as if she were gazing into a crystal ball (Divination DC 25) and abruptly blurts out what she sees. A Will Save DC 20 + Class level will give the Oracle enough strength to hold back what she sees, if she desires. A Diplomacy check, DC 15 + class level, will ensure that what she says will not come out in the blunt, alienating and brutal manner that is typical of visions.
For this reason, most Oracle live as hermits, with the occasional servant, after alienating a large number of people, and causing more problems than not with their divinations.
Sensitivity to Fate
At level eight, the Oracle becomes hypersensitive to cosmic events and senses their coming. According to the GM’s discretion, the Oracle is able to identify the linchpin of a sequence of events, be it a person, object or decision that is made, and is able to vaguely foresee the events that will unfold if this linchpin goes on unmolested. Further, the Oracle will know the action that must be taken in order to forestall the doom or glory that proceeds from this turning point, though she will not know how it is to be done. The action may have to be done by another, and the Oracle must convince him with her own words. So often magic is not enough to compel a great change, as required by Time, but also an enduring intent that will weather the streams of Time itself.
Each occurrence of this ability does 2 wisdom or intelligence (whichever is higher) damage to the Oracle, and subsequent divinations using information directly gained from this class feature does an additional wisdom or intelligence damage (whichever is higher).
Reduce DC on Divination
At level eight, the Oracle uses divinations with great ease. All divinations are -5 DC as they were before.
Swift Divining
At level eight, the Oracle may use any divination as a swift action at +20 DC.
Living in the Future
At level nine, the Oracle’s powers have advanced so that she literally lives a moment ahead of everyone else. Every round, she may gain one additional standard or move action, or an additional attack at her highest BAB. To any question she may ask, she already knows the answer that will be given (provided that the answer can be given in 12 seconds or less). She also may auto-pass any reflex saves provided that she is conscious and able to move reasonably unhindered.
Blurring the Line Between Fate and Freewill
Once a month, the Oracle may seek out to create their own prophecy, for either the greater good or ill. First there is the preparation, an eight hour secret ritual, uninterrupted and unobserved. Each hour a Divination check must be made, starting at DC 5 at the first hour, +5 DC with each additional hour, concluding with DC 40. If any check fails, then the ritual must start over from the beginning. No one ever observes or interrupts the ritual, as the Oracle foresees any interruptions and ensures that it is done with absolute privacy.
The desired benefit from this ritual must be written on a piece of paper, which will be consumed during the ritual. This desire may be extremely great or trivial. This requires a belayed sacrifice, which shall be determined by the DM after the successful ritual, but it is not known to the Oracle. The sacrifice almost always requires a person’s death, someone’s sanity, several ruined lives, and a series of conflicts with no apparent end. Only after the sacrifice, can the desire come true. Because of the steep price of the ritual, Oracles usually seek great and magnificent ends for it, though some have done it for selfish and personal reasons. There is no way to foresee the results of the ritual, nor the costs, nor how long it will take to fulfill the requirements of Fate.
After the ritual, the Oracle will start getting pangs of Fate. The Oracle will feel to do certain things, say specific things to people, and cast certain spells, most of which may not seem to be of great importance of direction. These actions will put events into motion which the Oracle may not see without great difficultly, (+25 DC Divination Checks) and even then vaguely. Eventually, the events start to come together in two ways. One, the price of the ritual comes into fruitition in a manner which the Oracle sees the destruction she has wrought, with the absolute realization of her personal responsibility in the manner. Two, the benefit which she desires comes two her, sometime after the sacrifice.
Once the ritual has been successfully completed, there is no going back. Each time the Oracle ignores or tries to undo the consequences of her pangs of Fate, she takes 1 point Intelligence or Wisdom Drain, whichever is higher. These cannot be regained until she resumes following the pangs of fate. Also, since Fate takes the shortest and most efficient path possible, every time she resists Fate she receives two tasks in place of the one that she ignored, for the additional hardship she brought on.
Broaden your minds, my dears, and allow your eyes to see past the mundane!
—Sybill Trelawney
Combat Seer
Abilities –
Requirements
To become a Combat Seer a character must fulfill the following criteria.
Skills: Divination 12 ranks, Knowledge: Dark Arts 12
Feats: Combat Divination, Weapon Focus (Wand), Skill Focus (Knowledge: Dark Arts)
Hit Die – d6
Class Skills
The Combat Seer class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Astronomy), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier
Combat Seer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit
1st|
+1|
+2|
+0|
+2|Bonus to Forewarning, Battle Precognition|
+2
2nd|
+2|
+3|
+0|
+3|Deflect Spells|
+2
3rd|
+3|
+3|
+1|
+3|Bonus to Combat Divination, Drawn to Combat|
+2
4th|
+4|
+4|
+1|
+4|Dodge Spells|
+2
5th|
+5|
+4|
+2|
+4|Predetermine Combat, Return Spells|
+2 [/table]
Class Features
Bonus to Forewarning
At the first level, the Combat Seer gains a bonus when he uses his forewarning ability to gain a bonus on initiative. He adds his class level to his initiative check when using forewarning. He does not gain this if he rolls a '1'.
Battle Precognition
At the first level, the Combat Seer begins to learn battle precognition.
When in combat (i.e. not surprised or flatfooted), the Combat Seer intuitively knows immediately beforehand what spell is about to be cast on him. this does not give him enough time to warn anyone about the spell, but gives him an extra split second to counter it. The Combat Seer gains his class level to his checks when counterspelling.
As he is able to see and thus react a split second before it happens, the Combat seer gains one additional Counterspelling attempt each round.
Deflect Spells
At the second level, the Combat Seer's becomes more adept to battle precognition.
If a Combat Seer is targeted by a ranged magical attack targeted within 10 feet +5 ft per 3 class levels he may make a Divination check. If it exceeds the spell skill check done by the opposing caster, the Combat Seer successfully deflects the spell either into the air, 90 degrees to the right, 90 degrees to the left, or straight downwards as according to the wishes of the Combat Seer.
This ability uses up one counterspell attempt.
Bonus to Combat Divination
At the third level, the Combat Seer may add his class level to his AC or attack when he uses the Combat Divination Feat.
Drawn to Combat
The Combat Seer becomes obsessed with fighting. He instinctively knows where there is a fight, magical or otherwise, within 1 + 1/class level miles from him. He knows if there it is magical or nonmagical. When he percieves the fight, he must make a Will Save, DC 20 + Class Level (or DC 15 + Class level if it is a nonmagical fight) or else he must do everything in his power to get into, and win, that fight. Every three rounds he may make another will save to leave the fight, but +2 is added to the DC for each previous attempt.
Dodge Spells
At the fourth level, a combat Seer may simply choose to swiftly dodge a spell that was targeting him. This is a result of straining his magical divination capacities, and results in nonlethal damage equal to class level + Charisma Modifier. This may be used a number of times per day equal to the Combat Seer's Charisma Modifier. This may only be done once per round. This is a use of a counterspell attempt.
Predetermine Combat
All practitioners of divination are able to Peer into the Moment, but it is unable to reveal the results of combat. Through intense training in both battle and divination, the fully trained Combat Seer is not bound by such rules. In or immediately preceding combat, a Combat Seer may Peer into the Moment at +15 DC. If he succeeds, he may preroll all his attacks for the next minute (10 rounds). If, he is unsatisfied with the results of any of those rolls, may choose to withhold his attacks for the rest of that round, for additional counterspelling attempts, or to do some other action that does not require an attack roll.
Return Spells
At the fifth level, the Combat Seer's perfects his battle precognition.
Whenever he successfully deflects a spell, a Combat Seer may immediately roll an attack roll to catch and throw back the spell at the original caster. This is done immediately after a successful spell deflection and it requires an attack roll.
Additional Feats
Combat Transfiguration:Normal: Once per round, a wizard/witch can attempt to Counterspell and attack directed at them. Negating this attack requires the wizard/witch to succeed in an opposed attack roll, as well as an opposing skill check of the same type of the spell. If the wizard/witches attack roll is less than her opponent’s,and/or the skill check is less than the opponents the attack is unaffected by the counterspelling attempt and is resolved as normal. Using this initial Magical counterspelling attempt counts as an immediate action. The wizard or witch must also know the spell in question or take a -4 penalty to counterspell it.
Special: A wizard with this feat may cast a transfiguration spell in order to block an incoming attack onto there person. This may be done by animating an inanimate object to block the attack or by transfiguring an inanimate object. Make a trnsfiguration check. This check must exceed the attacker's spell check and make the transfiguration DC. In addition, you no long add +10 DC to do block the Avada Kedavra with a transfiguration. This ability can be used a number of times per round equal to counterspelling atempts you have for said round. This ability cannnot be used while flat-footed.
Additional Skill
Knowledge (Astronomy):
Deals with The planets, stars, constellation, the moon and its phases, eclipses, comets and astrology. Synergy: If you have 5 or more ranks in Knowledge (Astronomy) give +2 to all Divination checks.