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Welknair
2012-06-12, 02:52 PM
Mixed Ultimate Homebrew Arts I: Power has a Price




"Ladies and gentlemen, boys and girls, my name is 'Omme Breuer and I will be your host today. Allow me to welcome you all to the first installment of MIXED ULTIMATE HOMEBREW ARTS! We have a fine line-up of capable contestants awaiting your viewing pleasure; for them, only one question remains:

ARE YOU READY TO 'BREW IT?!"

I welcome you, one and all, to the first Mixed Ultimate Homebrew Arts (MUHA) Contest. This competition is intended to encourage and award creativity and originality, with a specific focus on its works having far-ranging effects on any world in which they are included. We aren't looking for cool PrCs that are only ever used by one character in your campaign. No, we're looking for the things that represent more fundamental aspects of the world.

The most peculiar aspect of this competition is how open-ended it is: Contestants are allowed to submit work of any type (Base Class, PrC, Monster, Feat(s), spell(s), and so on), or come up with something entirely new.

Without any further ado, THE RULES:

1. Contestants will be creating original homebrew material which accomplishes the "Objective" set forth in the contest. This material can consist of any standard form of homebrew (Base Class, PrC, Feat, Spell, Monsters, Race, Item) or be something entirely new (Introducing Bloodlines would be an example of this). A submission can combine homebrew-forms and may contain multiple pieces, such as having a Base Class supported by a selection of new spells, an entirely new magic subsystem (like incarnum, martial maneuvers or xenotheurgy), or maybe something else entirely.

2. No portion of a submission may be posted elsewhere on these boards prior to or during the contest. Only new work may be submitted. Any work found to have been created prior to the contest will be disqualified.

3. All submissions must be for Dungeons and Dragons 3.5.

4. Each contestant is limited to a single submission.

5. Work may only be posted by its creator and may not be copied from anywhere else. Plagiarism warrants instant disqualification.

6. Submissions must include a name, crunch, fluff, and a brief evaluation on how the submission would impact a world in which it was used.

7. Submissions will be judged by Welknair, Morph Bark, Owrtho, and Milo v3. The judging criteria are: Completion of Objective, Balance, Flavor, and Originality, each on a one-to-ten scale. Said judging will occur after the submission period has ended and the winner shall be the indvidual who is awarded the highest average score.

8. Once scoring is completed, the average scores for each contestant will be posted in a large table in the first post of that contest thread. By entering a work into this competition, you give permission for your score to be displayed publicly. There is to be no debate over who received what score and why.

9. This thread is strictly for submissions. Discussion on submitted works should occur in the accompanying Chat Thread (http://www.giantitp.com/forums/showthread.php?p=13385192#post13385192).

10. No reserving posts.

Special Emphasis: Submissions to this contest are much more likely to score well if they are seen to have far-ranging effects on the world (Demonstrating a before-unseen aspect of the universe) and if they employ entirely new mechanics. Subsystems are looked upon very favorably. This isn't to say that they are the only way to win, but the focus of this competition is original flavor/mechanics, not just another Class/PrC/Monster contest.


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Contest I: Power Has a Price
Objective: Show that power comes with a price. This could be a change in how spellcasting or leveling works, a new type of spellcasting, new ways the world works, or anything else you can come up with to convey this notion about the world.
Submission Time: June 14th to July 28th, 2012.

Much more eloquently put by Morph Bark:


I can assure everyone that if they manage to BLOW MY MIND, I will give them ONE JILLION DOLLARS.

I don't even care WHAT you make, as long as you make SOMETHING.

Be it feat chains, tactical feats, a new monster with a bloodline attached, a prestige class with some spells, a base class with an entire new magic system (which can be as simple or as complicated as you like it), a group of races under a new subtype, a race with a Paragon class and racial substitution levels or a racial prestige class, new optional rules in the same vein as the rules for Honor/Taint/Reputation/Contacts in Unearthed Arcana (or the SRD), a legacy weapon, a pair of artifacts opposed to each other that are in a delicate balance, a major artifact broken into several pieces that each count as minor artifacts that grant special new abilities depending on which of the pieces you combine, a magic item set with some nice lore behind it.

For all you care or I know or the opposite you might even write a little story and afterwards think "HM, I WONDER HOW HE DID THAT" and base some little homebrew thingies off of it that are related to one another.

Just remember that there is ONE and ONE ONLY, SINGLE guideline:


Power
has a
Price

Welknair
2012-06-14, 12:23 AM
The submission period has officially begun. All entrants have 6 weeks from today to submit their final works. May the best 'brewer win.

Amechra
2012-06-15, 04:47 PM
So, do you really wish to take this path?

It will give you strength.
It will also give you hunger.

Contract with Sin

You gave up your humanity for the strength to do what you need to do, whatever that might have been. Maybe a soldier gives away their life to Wrath to help him get through his next battle, maybe a young lover gives away their life to Lust to help them win the person they love from a distance.

All that is constant is that none of them count on the hunger. The horrible, gnawing hunger, that no amount of food or drink can sate (well, unless they are a Glutton, but that is a special case). And so they starve until they eventually discover that, well, the fist they drove into their neighbor's face fed them fro a day, or that that first hit of a new drug sated their thirst.

And now they can't stop... ever.

Rules
To make a pact, a character must perform a ritual costing 100 gp; at that point, they are treated as if they were Initiated to whatever sin they chose during the ritual. To seal the deal, they must perform an Act.

An Act is defined as any action that typifies the sin they are making a pact to; a person Initiated to Sloth might sleep for a day and a night, while an Initiate of Gluttony might eat an entire feast by themselves.

From this point onwards, their fate is sealed; they are no longer able to eat, drink or sleep. Of course, this doesn't mean that they don't NEED any of those things; instead they replace these with a Craving as specified in the Sin's entry, which in turn fulfill their need to eat, drink, and sleep for 24 hours. Anyone who resists their new needs starves and becomes Fatigued, can't renew spellcasting (they can only satiate a Need to refresh spellcasting once every 24 hours anyways, though.), and is generally in bad straits.

In addition, each type of Sin has a general set of actions which are Forbidden; performing a Forbidden action results in a -1 penalty on all attack rolls, skill checks, ability checks, and saves, which stacks with other penalties from performing Forbidden actions.

In exchange, anyone who makes a Pact receives a single Bloodline of their choice; however, they do not receive the normal Affinity, Skill bonuses, and Ability score benefits for the Bloodline, instead using the bonuses listed for each Sin in their entry. They may only use their Bloodline abilities if they have attended to their Needs within the last 24 hours. They don't lose any levels to pay for this "free" bloodline.

In addition, anyone who has made a Pact with a Sin changes their Affinity to apply in any situation where they are attempting to fulfill their Need.

The Sins
Avarice
The sin of GREED. You want everything. Everything you see is yours. Many times, the one making the pact is poor, or already greedy

Need: A person who has completed their Pact with Avarice (henceforth an Avaritor) has a Need to acquire objects of value. Note that this does not mean only objects that have monetary value; any object that the Avaritor knows has value, in any sense of the word, has the capacity to fulfill the need. These objects, once acquired, are usually stored somewhere safe, where they can't leave the Avaritor's possession; because that would be horrific.

Forbidden Action: An Avaritor cannot willingly allow any object that has any amount of value leave their possession.

Skills: An Avaritor gets their skill bonuses from the following, in this order: Appraise, Sleight of Hand, Bluff, Disable Device

Ability Scores: Dexterity, Charisma, Strength

Envy
The sin of JEALOUSY. You hate anyone who owns anything that you don't. Lovers and Royals are equally likely to pursue this pact.

Need: A person who has completed their Pact with Envy (henceforth a Green-Eyes) has a Need to destroy an object or relationship that has sentimental value that they do not themselves own or share.

Forbidden Action: A Green-Eyes cannot actively choose not to fulfill their Need at any point in time. It is fine if they are not aware of the object or relationship; they just can't know about it and choose to let it be.

Skills: A Green-Eyes gets their skill bonuses from the following, in this order: Bluff, Sleight of Hand, Open Lock, Disable Device

Ability Scores: Dexterity, Charisma, Wisdom

Gluttony
The sin of HUNGER. A person with this pact could have been a starving orphan, or they could have been a Gourmand looking for a new taste.

Need: A person who has completed their Pact with Gluttony (henceforth a Glutton) has a Need to eat and drink twice the normal amount of food that a normal being of their race consumes; this supersedes the normal inability for someone who has made a pact with a sin to eat.

Forbidden Action: A Glutton cannot willingly refuse to eat or drink, and cannot forgo eating whenever they feasibly can (i.e., they will not stop battle to eat, but if there is food lying around, they must eat as much as they can.)

Skills: A Glutton gets their skill bonuses from the following, in this order: Profession (Chef), Craft (Cooking), Appraise, Survival

Ability Scores: Strength, Constitution, Wisdom

LUST
The sin of EXPERIENCE. You want to pursue the new and exciting to the exclusion of everything else. Anyone who has experienced soul-killing boredom might pursue this pact.

Need: A person who has completed their Pact with Lust (henceforth a Lecher) has a Need to experience new luxuries, which could be anything from sex with a new woman to taking a hit of a novel drug.

Forbidden Action: A Lecher cannot consciously resist any carnal desire they might have.

Skills: A Glutton gets their skill bonuses from the following, in this order: Bluff, Diplomacy, Perform (Sexual Technique), Gather Information

Ability Scores: Charisma, Wisdom, Constitution

PRIDE
The sin of HUBRIS. You are perfection, and none can compete with you; or so you think. Anyone who has any sort of stake in their ego may take this path, from an actor to a politician.

Need: A person who has completed their Pact with Pride (henceforth a Narcissist) has a Need to glorify themselves in the eyes of everyone else, and to put down others and make them feel inferior.

Forbidden Action: A Narcissist cannot willingly allow another creature to spread information regarding any of the Narcissist's faults, or that casts the Narcissist in a bad light.

Skills: A Narcissist gains a bonus in any 4 Craft, Knowledge, or Profession skills of their choice, in any order they want, as long as they pertain to their perceived area of superiority.

Ability Scores: Charisma, Strength, Intelligence

SLOTH
The sin of INACTION. You lie around all day, finally experiencing relaxation. Anyone who feels that they have done far too much work in their lives may make a Pact with Sloth.

Need: A person who has completed their Pact with Sloth (henceforth a Slugabed) has a Need to sleep for at least 14 hours a day; this supersedes the normal inability to sleep that a person who has made a Pact with a Sin has.

Forbidden Action: A Slugabed can not willingly go without sleep in any situation where they could safely go to sleep, and cannot willingly allow themselves to be awakened by another creature.

Skills: A Slugabed gains a bonus to the following skills, in the following order: Lucid Dreaming, Autohypnosis, Concentration, Survival

Ability Scores: Wisdom, Constitution, Charisma

Wrath
The sin of ANGER. You harm others to feed yourself. Soldiers and gang members in the belly of a city might make a Pact to give themselves a little bit of an edge.

Need: A person who has completed their Pact with Wrath (henceforth a Warmonger) has a Need to inflict serious physical or emotional pain on another being.

Forbidden Action: A Warmonger cannot willingly avoid a confrontation, and cannot show restraint while causing physical or emotional pain to another sentient being.

Skills: A Slugabed gains a bonus to the following skills, in the following order: Iajutsu Focus, Tumble, Sense Motive, Intimidate

Ability Scores: Strength, Constitution, Dexterity

Dragons and Pacts with Sin
For reasons ill understood, True Dragons are sometimes naturally born with a Pact with Sin; when this happens, their Need progresses more slowly (they usually only need to fulfill their Needs once a week to feel sufficiently fed and rested), and is not felt at all until they become Young Adults.

Such horribly cursed creatures are probably the reason behind stereotypes about dragons, where they are horrid creatures that rest on mounds of gold, sleep for years, and kidnap virgins. Their kin, as soon as they catch onto the fact that one of their relatives doesn't eat or sleep (the afflicted dragon usually learns to hide their seeming lack of a need to eat, sleep, or drink early on.) usually either kicks them out, or in extreme cases, kills them as a precaution.

In even rarer case, the same can happen to any Dragonblooded race, with the effects first being displayed in early adolescence; this can even affect Dragonborn of Bahamut and Spellscales, even though they do not naturally go through such a state.

Lohj
2012-06-19, 01:30 AM
Name:
Lifesewer
Crunch
Doctors, Clerics, and the like focus on restoring a body to its natural state. Lifesewers, however, go further. They treat Life like energy, and simply shift it from one place to another. One pursues this class because they are fascinated with Life. However, doing so has a hefty cost. Many have died in the journey of this class. You may as well...
Class Skills:
Lifesewer(and the key ability for each skill) are: Concentration (Con), Heal (Wis), Knowledge (Basic Anatomy) (Int), Knowledge (Human Anatomy) (Int), Profession (Healer) (Int), Survival (Wis), Skill points: (4 + Int Mod) x 4 at 1st level

Alignment: Any-lawful. The Lifesewer believes in the inherent structure in life, and thereby must live by that belief. They can be good or evil, harming their enemies to heal their allies, or harming their allies to heal themselves. Whatever the cause, they have free will, and can practice how they choose, or how those around with power them allow them to.
Hit Dice: d8
{table]Level|BAB|Fort Save|Ref Save|Will Save|Special|Life Pool
1st|+0|+0|+2|+0|Life Pool, Lifesewing|6
2nd|+1|+0|+3|+0||12
3rd|+1|+1|+3|+1||18
4th|+2|+1|+4|+1||24
5th|+2|+1|+4|+1|Life Blade|30
6th|+3|+2|+5|+2||36
7th|+3|+2|+5|+2||42
8th|+4|+2|+6|+2||48
9th|+4|+3|+6|+3||54
10th|+5|+3|+7|+3|Life Bond|60
11th|+5|+3|+7|+3||66
12th|+6/+1|+4|+8|+4||72
13th|+6/+1|+4|+8|+4||78
14th|+7/+2|+4|+9|+4||84
15th|+7/+2|+5|+9|+5|My Life is the Link to Yours|90
16th|+8/+3|+5|+10|+5||96
17th|+8/+3|+5|+10|+5||102
18th|+9/+4|+6|+11|+6||108
19th|+9/+4|+6|+11|+6||114
20th|+10/+5|+6|+12|+6|Pure Essence|120[/table]
Fluff
Weapon and Armor Proficiencies: The Lifesewer is proficient with all simple weapons, and light armor.
Life Pool (SU): The energy of the beings that live in the world is the currency of the Lifesewers, and this currency is stored in their body as a Life pool. The maximum amount of Life energy that a Lifesewer can store is listed on the table above. The way a Lifesewer charges their Life Pool is through their unique talent, Lifesewing. The points in the Life Pool are never lost due to time. At level 6, he can cure diseases of his allies as the spell Remove Disease. Doing so costs Life Pool points equal to the level of the creature x 2.
Lifesewing (SU): The main tool of a Lifesewer is their name sake, Lifesewing. As a standard action, a Lifesewer can make a melee touch attack against an opponent, dealing damage equal to his Heal skill modifier. Any damage dealt this way is immediately stored into the Lifesewers Life Pool. Any converted damage that would go above the Lifepool cap is lost. The Lifesewer can use the points in his Life Pool to heal allies. By using a standard action, a Lifesewer can heal an adjacent ally points equal to any amount currently in his Life Pool, but this is a taxing process. By doing so, he is sickened for a number of rounds equal to his ½ the points healed, rounded down. Multiple uses while sickened simply extend the length of the sickening to the new value, or the old value, whichever is longer. At later levels, he grows adjusted to the process, thereby making it less stressful upon him. At level 8, it is reduced to 1/3, rounded down. At level 15, it is reduced to ¼, rounded down. If he heals them for more than ½ the amount currently in his Lifepool, he takes 1 point of temporary Con for one minute instead. If this loss of Con Reduces the Lifesewer’s Maximum HP decreasing, he must make a Fortitude save (DC = Damage healed), or be Dazed for 3 rounds. If he uses this ability on himself, he is sickened for the regular amount, but only heals for ½ the amount.
Life Blade (SU): The Lifesewer has adjusted to the power they channel, and have found a way to control it, making them more menacing in battle, but at great personal risk. By expending a number of points equal to one quarter his maximum Life Pool value, he can create a Life blade. This is a move action. The weapon is considered a Masterwork one-handed Martial Weapon the Lifesewer is Proficient with, and as such can be affected by feats (Weapon Focus, Weapon Specialization, etc…) It deals 1d8 damage on a hit, and has a critical strike threat of 19-20/X2. The Life Blade appears as a Longsword, though it glows green, shedding light in a 10 foot radius. In addition, the Lifesewer can reverse the Lifepool’s power through it. Upon making a successful attack against an opponent with the Life Blade, the Lifesewer can deal damage to himself and the target equal to any amount from his Life Pool.
Life Bond (SU): At Level 10, the Lifesewer can link his life to his companions. Doing so takes 1 hour of contemplation with each ally (up to a maximum number equaling his Con modifier), and connects their Life forces. If that ally would be brought to negative hit points or below, the Lifesewer can use a swift action to take the damage from the attack upon himself. The damage he can take is limited to his current Life Pool points. If he wishes to take the damage, he must also expend Life Pool points equal to the damage he would take. He cannot use this ability if he has no Life Pool points.
My Life is the Link to Yours (SU): The Lifesewer is now so attuned with the energy he wields, he can restore it to those who have lost it. Once per day, as a full-round action, the Life-sewer can restore to life any creature that has died within the hour. Doing so takes points from his blood pool equal to the creature’s level x 2, and the Lifesewer is sickened for one hour following. The creature is raised as the Raise Dead spell, and as such loses 1 level or 2 points of Con, if the creature was level 1.
Pure Essence (EX): At level 20, the Lifesewer is at the pinnacle of his power. When using his Life Pool through is Life Blade to hurt an enemy, he only takes ½ the damage dealt. He gains a +2 inherent bonus to his Constitution.
He is also gains Blindsense out to 100 ft. This allows him to pinpoint the presence of living creatures, but does not negate the miss chance against creatures that have cover.
Once per day, when the Lifesewer would be reduced to negative hitpoints, he can as an immediate action expend all points in his lifepool to heal himself as his Lifesewer ability.
The Lifesewer also stops aging, though still experiences all the effects of aging they already had before reaching Level 20.

Impact:In the world, no matter where you go, Life exists. Necromancers attempt to control Unlife, and others try to end it. But, Life finds a way to continue. Lifesewers, in that sense, are the most threatening state of existence ever, as they can manipulate life. Power is meaningless unless one is in a state to use it. Lifesewers have both, and can live theoretically forever. This kind of power can turn the tides of Wars, alter the faces of Continents, wipe out civilizations. And because this isn’t magic as it is known, it can affect dragons. Therefore, all who would pursue this class have the potential to change the course of History.

Techwarrior
2012-07-03, 04:58 AM
Blood Magic

Blood Magic is a grueling process of arcane rituals that use the energy of creatures around the caster to fuel the magic's effects. Blood Magic is best at creating effects that weaken and debilitate targets. Creatures that use Blood Magic do so in one of two ways.

There are creatures that hail from the plane of blood, Eliria. These creatures can use Blood Magic because of the magical energies that is inherent to the plane. For them it is as natural as breathing.

Others have made a pact with a native of Eliria to gain the use of Blood Magic. These are called Atropic Mages. To them, Blood Magic is an art that is difficult to understand, and strenuous, even dangerous, to use. That is the price of such power though, and Atropic Mages have payed for it. What exactly the Elirian gain from this bond has been debated by advanced scholars for centuries.

The Atropic Mage

What's yours is mine.
-An Atropic Mage, just before sucking the life energy from a foe.

Sometimes, someone makes a deal with a creature for power. Rarely, someone asks for the ability to channel life essence. Powerful beings from the plane of Eliria will occasionally grant the persons wishes, so long as they give up something for that power. Their soul.

Game Rule Information
Hit Die: d8
Skills: 4+Int
Class Skills: Concentration, Craft, Decipher Script, Knowledge (The Planes), Profession, Speak Language, Spellcraft
Pacts and Class Skills: Each Pact gives an Atropic Mage access to one or more skills, see individual pacts for details.

The Atropic Mage
{table=head]Level|BAB|Fort|Reflex|Will|Class Features
1|0|1|0|2|Pact, Blood Magic, Backlash
2|1|2|0|3|Atropic Touch 1d6
3|2|2|1|3|Channel Energy
4|3|2|1|4|Bonus Feat, Atropic Touch 2d6
5|3|3|1|4|Overchannel
6|4|3|2|5|Atropic Channel, Atropic Touch 3d6
7|5|4|2|5|Blood Burn, Improved Pact
8|6|4|2|6|Atropic Touch 4d6
9|6|4|3|6|Bonus Feat|
10|7|5|3|7|Atropic Touch 5d6|
11|8|5|3|7|Improved Overchannel|
12|9|6|4|8|Atropic Touch 6d6|
13|9|6|4|8|Greater Pact|
14|10|6|4|9|Bonus Feat, Atropic Touch 7d6|
15|11|7|5|9|Efficient Atropic Touch|
16|12|7|5|10|Atropic Touch 8d6|
17|12|8|5|10|Greater Overchannel|
18|13|8|6|11|Superior Pact, Atropic Touch 9d6|
19|14|8|6|11|Bonus Feat|
20|15|9|6|12|Master of Blood Magic, Atropic Touch 10d6|
[/table]


Class Features
Weapon and Armor Proficiencies: An Atropic Mage is proficient with simple weapons and no armor or shields.
Backlash (ex): Blood Magic is foreign to an Atropic Mage's soul. Whenever an Atropic Mage uses any of its Blood Magic, there is a possibility that the Mage suffers a debilitating backlash during the attempt. To avoid the effects of a Backlash, she must make a Fortitude save DC 15 + level of the Blood Magic used + level of any Meta-Blood Magic.
The amount she fails the Fortitude Save determines the effects of the Backlash. The effects are cumulative, so if the Mage fails by 12 points, she suffers the first three effects listed below. If the Atropic Mage suffers a backlash, resolve the effects of the Blood Magic or Spell BEFORE resolving the Backlash.
• 1-4: The Atropic Mage suffers 1d4 points of untyped damage per level of the Spell or Blood Magic used as her body strains with the effort of channeling the power.
• 5-9: The Atropic Mage takes 1 point of Wisdom damage per level of the Blood Magic used as her mind sears with the energy tapped by the power.
• 10-14: The Atropic Mage is Exhausted for 1 minute per level of the Blood Magic used as her body fails to take the stress of the magic. In addition, the Atropic Mage may not use any of her Blood Magic or spells for the duration of the exhaustion. This Exhaustion affects the Atropic Mage, even if she normally has immunity to exhaustion, as the exhaustion is mental, not physical.
• 15+: The Atropic Mage gains 1 temporary negative level per level of the Blood Magic used as the magic rips part of her away to fuel its effect. Unlike normal negative levels, these negative levels do not deal hit point damage and never threaten permanent level loss. These negative levels are removed when the Exhaustion is removed.
Pact: An Atropic Mage makes a pact in exchange for her powers. She may choose one of the following pacts. This pact is permanent, barring a renegotiation with your benefactor. The effect of trading your soul for power precludes her from taking any feat or ability that requires you to swear allegiance to a power (like the feat Knight of Stars).
List of Pacts:
Companion: Your pact has manifested in an animal that you have bonded with. You gain a Familiar, as a Sorceror of your Atropic Mage level. If you have levels in a class that grants a Familiar, those levels stack for determining the power of your Familiar. Knowledge (Arcana) is added to your Atropic Mage class skill list.
Brand: Your pact has manifested as an obvious brand somewhere on your body. If you cover the tattoo with clothing or armor, you loose the benefits of the branding until it is uncovered. Your brand grants you the benefits of the following feats. Endurance, Diehard, and Great Fortitude. Disguise is added to your Atropic Mage class skill list.
Darkness: Your pact manifests as a dark cast to your skin. You gain the feat Stealthy as a bonus feat. In addition, you may make Sneak Attacks as if you were a first level rogue. Hide and Move Silently are added to your Atropic Mage class skill list.
Powerful Gaze: Your pact manifests as a powerful glow in your eyes. You gain a +2 bonus to Intimidate checks. In addition, as a first level Blood Magic, you may cast the spell Inflict Light Wounds. However, unlike the normal version of Inflict Light Wounds, the range for this version is changed to close (25+5/2 levels). Intimidate is added to your Atropic Mage class skill list.

Blood Magic (sp): The thing that really sets an Atropic Mage apart is her manipulation of life energies. Most of her class abilities are considered Blood Magic abilities. She may use these abilities a number of levels worth of Blood Magic per day equal to her class level plus her Constitution modifier. When a Blood Magic ability allows a savings throw, the save DC is equal to 10 + level of Blood Magic + Wisdom modifier. All Blood Magic normally has a Verbal and a Somatic component although that can be altered through the use of Meta-Blood Magic feats.In addition, Blood Magic suffers from Arcane Spell Failure chance from all applicable sources.
Each level a Blood Mage gains allows her to select one Blood Magic from the following list. Her caster level for her Blood Magic is equal to her Atropic Mage level. An Atropic Mage may only learn Blood Magic with a level equal to half of her Atropic Mage level (minimum 1). The Atropic Mage must meet all of the prerequisites for the Blood Magic they select.
For all Blood Magics except Atropic Touch (which has its own function), the maximum levels of Blood Magic + Meta-Blood Magic that an Atropic Mage may use in one casting is equal to half her Atropic Mage level (Meta-Blood Magic applied from Overchannel and feats such as Blood Magic Focus do not get figured in this total).

Blood Magics:
The Blood Magic's listed below are presented by general categories, with a description of the categories, then by individual Blood Magic's. Individual Blood Magic will be presented in the following fashion, although lines that are not applicable will be omitted.
Name- Level of Blood Magic
Prerequisites:
Duration:
Range:
Save:
Description of effect...
However, if the Blood Magic specifically mirrors a spell it will be presented in this fashion. Note that the save DC of the Blood Magic will be the level of the Blood Magic, not the level of the spell.
Name- Level of Blood Magic
Prerequisites:
As Spell
Except:

Atropic Touch Blood Magic
The following are all Meta-Blood Magic effects that affect the Atropic Touch Blood Magic. The level of the Blood Magic reduces the amount of dice you may use when you use your Atropic Touch by the level of the Blood Magic. Overchannel and certain feats allow you to add Meta-Blood Magic without reducing the amount of dice in your Atropic Touch (see the individual description for details). The spell level of your Atropic Touch remains the number of dice normally dealt by your Atropic Touch, however the DC (if neccassary) of your Atropic Touch is the amount of dice dealt after you apply the reductions for Blood Magic.

Burning Touch- Level 1
For every dice of damage dealt by your Atropic Touch, you deal an additional 2 fire damage.
Chilling Touch- Level 1
For every dice of damage dealt by your Atropic Touch, you deal an additional 2 cold damage.
Charged Touch- Level 1
For every dice of damage dealt by your Atropic Touch, you deal an additional 2 electric damage.
Corrosive Touch- Level 1
For every dice of damage dealt by your Atropic Touch, you deal an additional 2 acid damage.
Forceful Touch- Level 2
For every dice of damage dealt by your Atropic Touch, you deal an additional 2 force damage.
Dread Touch- Level 2
For every dice of damage dealt by your Atropic Touch, you deal an additional 2 negative damage.
Sickening Touch- Level 2
Duration: 1 round/level
Save: Fort negates
The target must succeed on a Fortitude save or be sickened for 1 round/level. This uses the save DC of the Atropic Touch.
Draining Touch- Level 2
Duration: 1 round/level
The Atropic Mage may choose 1 ability score each time this ability is used. For each dice dealt by your Atropic Touch, you deal 1 point of Ability Damage to this score.
Ennervating Touch- Level 3
For every two dice of damage dealt by your Atropic Touch, you bestow 1 negative level on your target.
Anchoring Touch- Level 3
Duration: 1 min/level
The subject is put under the effects of a Dimensional Anchor spell for the duration for of this Blood Magic.
Improved Draining Touch- level 4
Prerequisites: Draining Touch
The Atropic Mage may choose 1 ability score each time this ability is used. For each dice dealt by your Atropic Touch, you deal 1 point of Ability Drain to this score.
Shapes
Atropic Shapes are a special kind of Meta-Blood Magic. They allow the mage to change their Atropic Touch from a melee touch ability to a different type of effect. All of the shapes listed below require the Atropic Shaping feat. See the Atropic Shaping feat for more details.
Atropic Ray- Level 1
Prerequisites: Atropic Shaping Feat
Range: Close (25 ft. +5 ft/2 levels)
Your Atropic Touch now is a Ray effect.
Atropic Cone- Level 2
Prerequisites: Atropic Shaping Feat
Range: 5 ft/2 levels
Your Atropic Touch now is a Cone effect.
Atropic Arrow- Level 2
Prerequisites: Atropic Shaping Feat, Atropic Ray
Range: Medium (100 ft. +10 ft/level)
Your Atropic Touch is a Ray effect.
Atropic Blast- Level 3
Prerequisites: Atropic Shaping Feat
Range: Close (25 ft +5 ft/2 levels)
Save: Reflex Half (damage)
Your Atropic Touch is now a 20 ft. Spread effect. In addition, the dice dealt by your Atropic Touch are increased to d8's.
Atropic Bolt- Level 3
Range: 120 ft.
Save: Reflex Half (damage)
Your Atropic Touch is now a 120 ft. line. In addition, the dice dealt by your Atropic Touch are increased to d8's.

Extrasensory Blood Magic
The following Blood Magic all improve the recipients senses in some way. All of the Blood Magic listed here have a casting time of 1 Full-Round action.

Keen Senses- Level 1
Duration: 1 hour/level
Range: Touch
Save: Will (Harmless)
The subject gains supernaturally sharp senses for the duration of the Blood Magic. The subject gains a +2 circumstance bonus to Listen, Spot, and Search checks. This bonus increases by 1 for every 4 caster levels.
Low-Light Vision- Level 1
Duration: 1 hour/level
Range: Touch
Save: Will (Harmless)
The subject gains the effects of the trait Low-Light Vision for the duration of the Blood Magic. If the subject has Low-Light Vision the additional distance is instead thrice normal for a human instead of twice.
Darkvision- Level 1
Duration: 1 hour/level
Range: Touch
Save: Will (Harmless)
The subject gains the benefits of the Darkvision quality for the duration of the Blood Magic.
Keen Eyes- Level 2
Prerequisites: Low-Light Vision (Blood Magic)
Duration: 1 hour/level
Range: Touch
Save: Will (Harmless)
The subject can see twice as far as a human in normal circumstances, and gains the benefit of the Low-Light Vision Blood Magic for the duration of the Blood Magic.
Improved Darkvision- Level 2
Prerequisites: Darkvision (Blood Magic)
Duration: 10 min/level
Range: Touch
Save: Will (Harmless)
The subject gains the benefits of the Darkvision quality for the duration of the Blood Magic. In addition, the subject of the Blood Magic can see in magical Darkness, but not Deeper Darknes, as if it was simply dark.
Scent- Level 3
Duration: 10 min/level
Range: Touch
Save: Will (Harmless)
The subject gains the Scent quality for the duration of the Blood Magic.
Greater Darkvision- Level 3
Prerequisites: Improved Darkvision (Blood Magic)
Duration: 10 min/level
Range: Touch
Save: Will (Harmless)
The subject gains the benefits of the Darkvision quality for the duration of the Blood Magic. In addition, the subject of the Blood Magic can see in magical Deeper Darkness and all darkness spells of lower level as if it was simply dark.
Blindsense- Level 3
Duration: 10 min/level
Range: Touch
Save: Will (Harmless)
The subject gains the Blindsense trait with a range of 10 ft. This increases by 5 ft. for every 5 caster levels.
Blindsight- Level 5
Duration: 10 min/level
Range: Touch
Save: Will (Harmless)
The subject gains the Blindsight trait with a range of 10 ft. This increases by 5 ft. for every 5 caster levels. In addition, the subject gains the Blindsense traight with twice the range of the Blindsight granted.
Telepathy- Level 5
As Telepahic Bond (http://www.d20srd.org/srd/spells/telepathicBond.htm)


Bestial Blood Magic
The following Blood Magic allow the mage to awaken the Beast within, the Beast that took hold of their soul when they made their pact. Blood Magics listed below with a range of Personal have a casting time of 1 swift action, while Blood magics with any other range have a Standard action casting time.

Fangs of the Beast- Level 1
Duration: 1 min/level
Range: Personal
You grow fangs, this gives you a Bite attack for the duration of the Blood Magic dealing normal Bite damage for a creature of your size (1d6 for medium creatures). If you had a Bite attack before, you instead deal an additional 2 points of damage with your original attack. This weapon gains a +1 Insight bonus to to-hit and damage rolls for every 2 Bestial Blood Magics known.
Claws of the Beast- Level 1
Duration: 1 min/level
Range: Personal
You grow claws, this gives you a pair of Claw attacks for the duration of the Blood Magic dealing normal Claw damage for a creature of your size (1d4 for medium creatures). If you had a Claw attack before, you instead deal an additional 2 points of damage with your original attack. This weapon gains a +1 Insight bonus to to-hit and damage rolls for every 2 Bestial Blood Magics known.
Tusks of the Beast- Level 1
Duration: 1 min/level
Range: Personal
You grow tusks, this gives you a Gore attack for the duration of the Blood Magic dealing normal Gore damage for a creature of your size (1d6 for medium creatures). If you had a Gore attack before, you instead deal an additional 2 points of damage with your original attack. This weapon gains a +1 Insight bonus to to-hit and damage rolls for every 2 Bestial Blood Magics known.
Magic Behind the Beast- Level 3
Prerequisites: 1 other Bestial Blood Magic
Duration: 1 min/level
Range: Personal
You imbue one of your natural weapons (or both claws) with magic for a short time. Your natural weapon gains a total of enhancements equal to 1/3 of your caster level, although the weapons must have at least a +1 Enhancement bonus. Otherwise, you may spend your enhancement bonuses on special enchantments, although you may not surpass the 1/3 caster level maximum. Additional castings do not effect the same weapon.
Potency of the Beast- Level 2
Prerequisites: 2 other Bestial Blood Magics
Duration: 1 hour/level
Range: Touch
The subject gains a +4 enhancement bonus to Strength for the duration of the Blood Magic.
Agility of the Beast- Level 2
Prerequisites: 2 other Bestial Blood Magics
Duration: 1 hour/level
Range: Touch
The subject gains a +4 enhancement bonus to Dexterity for the duration of the Blood Magic.
Cunning of the Beast- Level 2
Prerequisites: 2 other Bestial Blood Magics
Duration: 1 hour/level
Range: Touch
The subject gains a +4 enhancement bonus to Intelligence for the duration of the Blood Magic.
Call of the Beast- Level 2
Prerequisites: 2 other Bestial Blood Magics
Duration: 1 hour/level
Range: Touch
The subject gains a +4 enhancement bonus to Charisma for the duration of the Blood Magic.
Hide of the Beast- Level 2
Duration: 1 min/level
Range: Touch
The subject gains a +1 enhancement bonus to Natural Armor. This increases by 1 for every 3 caster levels.
Improved Potency of the Beast- Level 5
Prerequisites: Potency of the Beast
Duration: 1 hour/level
Range: Touch
The subject gains a +6 enhancement bonus to Strength for the duration of the Blood Magic.
Improved Agility of the Beast- Level 5
Prerequisites: Agility of the Beast
Duration: 1 hour/level
Range: Touch
The subject gains a +6 enhancement bonus to Dexterity for the duration of the Blood Magic.
Improved Cunning of the Beast- Level 5
Prerequisites: Cunning of the Beast
Duration: 1 hour/level
Range: Touch
The subject gains a +6 enhancement bonus to Intelligence for the duration of the Blood Magic.
Improved Call of the Beast- Level 5
Prerequisites: Call of the Beast
Duration: 1 hour/level
Range: Touch
The subject gains a +6 enhancement bonus to Charisma for the duration of the Blood Magic.
Regeneration of the Beast- Level 5
Prerequisites: 4 other Bestial Blood Magic
Duration: 2 rounds/level
Range: Personal
You gain Fast Healing 1. This increases by 1 for every 4 caster levels.
Greater Potency of the Beast- Level 8
Prerequisites: Improved Potency of the Beast
Duration: 1 hour/level
Range: Touch
The subject gains a +8 enhancement bonus to Strength for the duration of the Blood Magic.
Greater Agility of the Beast- Level 8
Prerequisites: Improved Agility of the Beast
Duration: 1 hour/level
Range: Touch
The subject gains a +8 enhancement bonus to Dexterity for the duration of the Blood Magic.
Greater Cunning of the Beast- Level 8
Prerequisites: Improved Cunning of the Beast
Duration: 1 hour/level
Range: Touch
The subject gains a +8 enhancement bonus to Intelligence for the duration of the Blood Magic.
Greater Call of the Beast- Level 8
Prerequisites: Improved Call of the Beast
Duration: 1 hour/level
Range: Touch
The subject gains a +8 enhancement bonus to Charisma for the duration of the Blood Magic.


Thaumaturgy
A Blood Mage may choose to gain a single spell from the Sorcerer/Wizard list as a Blood Magic. This counts as a Blood Magic of a level equal to the spell's level +2.


Atropic Touch (sp): As an attack action, a second level Atropic Mage may attempt to harm an enemy with an Atropic Touch. This is a Blood Magic ability that has a level equal to one for each die the Atropic Touch deals. The Atropic Mage expends the necessary uses of Blood Magic and then makes a melee touch attack. If the attack is successful, it deals 1d6 points of negative energy damage to the target per level of this Blood Magic.
Channel Energy (sp): As a first level Blood Magic, a third level Atropic Mage may channel life energy from herself into another. She takes damage as if she had failed a Backlash savings throw by 1-4 points, and restores twice this amount of health in the creature touched. This is neither positive nor negative energy. If the Atropic Mage suffers a Backlash from using this Blood Magic, she does not get to use that Backlash damage to heal more damage. The Atropic Mage may not use this ability on herself.
Bonus Feats: At fourth level, and every five levels thereafter, an Atropic Mage gains a bonus feat. This feat must be a Blood Magic feat and the Atropic Mage must meet all the prerequisites as normal.
Overchannel (su): As a swift action, by taking a -2 penalty on the Backlash save for activating a Blood Magic ability, an Atropic Mage of fifth level may increase the spell level of the Blood Magic she uses by 1, or may add one level of Meta-Blood Magic to the spell she is casting. Neither use of this ability costs additional Blood Magic, nor is this a Blood Magic ability.
Atropic Channel: When using Atropic Touch, you heal a number of hit points equal to one half of the damage dealt.
Improved Pact: The manifestation of your pact with your benefactor has gotten more... noticeable.
Companion: So long as your familiar is within arm's reach, you gain a +4 bonus to any Knowledge check you make, so long as it is a skill that you have trained at least one rank in. You may also make Knowledge checks untrained, although you do not gain the +4 bonus from this class feature.
Brand: You gain the ability to cast Disguise Self as a first level blood magic. In addition, you gain an untyped +1 bonus to all Backlash saves.
Darkness: Your sneak attack ability improves to that of a third level rogue. In addition, you gain an untyped +1 bonus to Hide and Move Silently checks.
Powerful Gaze: You may cast the spell Inflict Moderate Wounds as a 2nd level Blood Magic, with the Range changed to Close (25 ft. +5 ft/2 levels). In addition, your gain an additional +1 bonus to Intimidate checks (to a total of +3). Anytime you use Blood Magic, as a free action, you may make an Intimidate check against the target of your Blood Magic.

Blood Burn (su) At seventh level, as a standard action an Atropic Mage may attempt to regenerate her Blood Magic by sacrificing from her body. The Atropic Mage makes a Backlash save, treat this as if it were a Blood Magic of half her Atropic Mage level, rounded down for the purpose of the Backlash save. If the Atropic Mage survives the Blood Burn, she regains a number of Blood Magic per day equal to half her class level, rounded down.
Improved Overchannel: Your ability to Overchannel improves. As a swift action, by taking a -3 penalty on the Backlash save for activating a Blood Magic ability, an Atropic Mage of eleventh level may increase the spell level of the Blood Magic she uses by 2, or may add two levels of Meta-Blood Magic to the spell she is casting. Neither use of this ability costs additional Blood Magic, nor is this a Blood Magic ability.
Greater Pact: At thirteenth level, an Atropic Mage's Pact gets to be, disturbing, to say the least.
Companion: So long as your familiar is within arm's reach, you may take 15 on Knowledge checks, this takes the same amount of time as if you had taken 20. In addition, you gain a +5 bonus to Knowledge checks.
Brand: Your bonus to Backlash saves increases to +2. In addition, you may take 15 on a Disguise check in the same time it takes to make one check. (1d3x10 minutes normally)
Darkness: Your bonus to Hide and Move Silently checks increases by +1. Your sneak attack ability improves to that of a seventh level rogue (4d6 sneak attack). You may cast Deeper Darkness as a second level Blood Magic.
Powerful Gaze: You may cast Inflict Critical Wounds (with a Range of Close (25 ft. +5 ft/2 levels) and Inflict Moderate Wounds, Mass. These are both are fourth level Blood Magics. Your bonus to Intimidate checks increases to +4.

Efficient Atropic Touch: Your Atropic Touch only uses half of the normal uses of Blood Magic. It is still counted as a Blood Magic of the appropriate level.
Greater Overchannel: Your ability to Overchannel is great. As a swift action, by taking a -4 penalty on the Backlash save for activating a Blood Magic ability, an Atropic Mage of sixteenth level may increase the spell level of the Blood Magic she uses by 3, or may add three levels of Meta-Blood Magic to the spell she is casting. Neither use of this ability costs additional Blood Magic, nor is this a Blood Magic ability.
Superior Pact: Your pact has completely manifest itself within you.
Companion: So long as your familiar is within arm's reach, you may take 20 on Knowledge checks. In addition, your bonus to Knowledge checks increases to +6.
Brand: Your bonus to Backlash saves increases to +4. In addition, you may take 20 on a Disguise check in the same time it would take to make one check. (1d3x10 minutes normally)
Darkness: Your bonuses to Hide and Move Silently increase to +4, and your Sneak Attack improves to that of a rogue of half your level. You may cast Greater Invisibility as a third level Blood Magic.
Powerful Gaze: Your bonus to Intimidate increases to +4. You may cast Harm (with a Range of Close (25 ft. +5/2 levels) and Inflict Critical Wounds, Mass. These are Blood Magics of sixth level.

Master of Blood Magic: You learn two additional Blood Magics and gain 4 additional uses of Blood Magic at 20th level. In addition you gain a +2 bonus to Backlash saves and may take 10 on such saves.

Techwarrior
2012-07-03, 06:00 AM
Blood Magic Feats

Extra Blood Magic:
Prerequisites: 1 Blood Magic
Benefit: You learn 2 additional Blood Magics that you meet the prerequisites for.
Atropic Shaping
Prerequisites: Atropic Touch
Benefit: You may learn Atropic Shape Blood Magics and actually learn 1 Atropic Shape Meta-Blood Magic upon taking this feat. In addition, if you use an Atropic Shape Meta-Blood Magic you reduce the amount of dice the Meta-Blood Magic costs by 1. You may only use one Atropic Shape Meta-Blood Magic at a time.
Heighten Blood Magic:
Prerequisites: 1 Blood Magic
As a Meta-Blood Magic of first level, you may increase the DC of your Blood Magic by 3.
Extended Blood Magic:
Prerequisites: 1 Blood Magic
As a Meta-Blood Magic of first level, you may double the duration of your Blood Magic.
Empowered Blood Magic:
Prerequisites: 1 Blood Magic
As a Meta-Blood Magic of second level, your Blood Magic deals an additional half of the rolled result in damage.
Maximized Blood Magic:
Prerequisites: 1 Blood Magic
As a Meta-Blood Magic of third level, your Blood Magic deals twice the rolled result in damage.
Quickened Blood Magic:
Prerequisites: 1 Blood Magic
As a Meta-Blood Magic of fourth level, your Blood Magic may be cast as a Swift action.
Subtle Blood Magic:
Prerequisites: 1 Blood Magic
As a Meta-Blood Magic of first level, your Blood Magic may be cast without Verbal or Somatic components.
Rebargain:
Prerequisites: 1 Blood Magic
Once per day, you may trade a number of Blood Magics gained through levels or the Extra Blood Magic feat equal to your Wisdom Modifier. This retraining takes a number of minutes equal to the amount of Blood Magic to retrain.
Superchannel:
Prerequisites: Overchannel
You may apply 1 addtitional level of Meta-Blood Magic when you Overchannel.

Erisians

Temotei
2012-07-21, 06:15 PM
Chronoshifter

http://fc02.deviantart.net/fs70/f/2010/088/f/a/Chronos_the_Sorcerer_of_Time_by_kazemachi.jpg (http://kazemachi.deviantart.com/art/Chronos-the-Sorcerer-of-Time-158827175)
Time is not on anyone's side.
-- Henry Radozin, chronoshifter

Time is my ally
Time is my foe
Those who oppose, from I
To you, woe!

Time governs all. It waits for no one--except the chronoshifter. Disrupting the flow of time and destroying its proper cycles are the chronoshifter's area of expertise.

Adventures: Typical chronoshifters adventure to gain more control over time, usually so they can change its flow, as so many are dissatisfied with it. Some wish to live longer and have a chance at a longer life, while others attempt to spite time itself by controlling it.

Characteristics: A chronoshifter uses chronoshifts, allowing him to change time's flow in certain areas and even within creatures' bodies. Chronoshifts provide a huge variety of abilities, allowing the chronoshifter to function is most situations at least adequately.

Alignment: Lawful chronoshifters are fairly rare, while chaotic ones are far more common. Good and evil have no special hold over chronoshifters, generally, though the variety is much greater on the moral scale.

Religion: Religious beliefs are fairly rare among chronoshifters. Some worship gods and goddesses with time as part of their domain, but most don't, as the whole idea of being a chronoshifter is to mess with time. Possible deities chronoshifters would worship include Cyndor (god of continuity) and Labelas Enoreth (goddess of history).

Background: A chronoshifter's abilities are discovered early in life, though they are undeveloped and chaotic. As a child, a chronoshifter might slow time around him so he can sneak out of the house with little effort and get back before his parents even know, or he might defend his friends or himself with distortions in time. Most chronoshifters don't officially take up the name until later in life, however, when they can control their abilities properly and when they know the consequences of attempting to control time.

Races: Short-lived races like humans and half-orcs tend to be more common among chronoshifters, since controlling time in what little time they have is a strong and common ambition. However, elves and other long-lived races often have chronoshifters, though fewer, to help shape history and keep it.

Other Classes: Chronoshifters get along with few other classes. Barbarians might find chronoshifters too focused on breaking the fabrics of time than enemies, while clerics and paladins might see the chronoshifter as an affront to their chosen deity. Wizards sometimes get along just fine with chronoshifters, as both have world-changing abilities that often fit together well.

Role: As a versatile caster-like class, the chronoshifter is able to fulfill a few roles, sometimes at once. His combat ability and overall sturdiness is extremely low, but with strong supporting abilities, crowd control, and utility, the chronoshifter tends to make up for it easily. In battle, the chronoshifter takes on a battlefield controller-type role or a supporting role often, but he can dish out decent damage with a few chronoshifts, as well. Outside of battle, chronoshifters have a few utilities from chronoshifts, a big knowledge-base from skills, and even the ability to scout.

GAME RULE INFORMATION
Chronoshifters have the following game statistics.
Abilities: Wisdom allows the chronoshifter to manipulate time more effectively in many ways, adding to chronoshift save DCs and Will saving throws, important for avoiding warps and other dangers. Dexterity grants bonuses to initiative, allowing the chronoshifter to use his potentially game-changing powers more quickly. Constitution buffs up his pathetic hit point total.
Alignment: Any.
Hit Die: d4.
Starting Age: As cleric.
Starting Gold: 5d4x10 gp.

Class Skills
The chronoshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spot (Wis).

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CHRONOSHIFTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Chronoshift Level|Shift Points
1st|+0|+0|+0|+2|Chronoshifting, shift points|1|2
2nd|+1|+0|+0|+3|Prepared chronoshift|1|4
3rd|+1|+1|+1|+3|-|2|6
4th|+2|+1|+1|+4|Rushed chronoshift 1/day|2|8
5th|+2|+1|+1|+4|Prepared chronoshift|2|10
6th|+3|+2|+2|+5|-|3|12
7th|+3|+2|+2|+5|Future sight +1|3|14
8th|+4|+2|+2|+6|Prepared chronoshift|3|16
9th|+4|+3|+3|+6|-|4|18
10th|+5|+3|+3|+7|Rushed chronoshift 2/day|4|20
11th|+5|+3|+3|+7|Prepared chronoshift, timeless body|4|22
12th|+6/+1|+4|+4|+8|-|5|24
13th|+6/+1|+4|+4|+8|Extended Life Span, future sight +2|5|26
14th|+7/+2|+4|+4|+9|Prepared chronoshift|5|28
15th|+7/+2|+5|+5|+9|-|6|30
16th|+8/+3|+5|+5|+10|Rushed chronoshift 3/day|6|32
17th|+8/+3|+5|+5|+10|Extended Life Span, prepared chronoshift|6|34
18th|+9/+4|+6|+6|+11|-|7|36
19th|+9/+4|+6|+6|+11|Future sight +3|7|38
20th|+10/+5|+6|+6|+12|Prepared chronoshift, ultimate chronoshift|7|40[/table]

Class Features
All of the following are class features of the chronoshifter.

Weapon and Armor Proficiency: Chronoshifters are proficient with all simple weapons, but not with any armor or shields.

Chronoshifting: A chronoshifter's namesake, chronoshifting is the art of manipulating time by force of will and understanding of the universe. Grabbing the threads of time, the chronoshifter can do amazing things. The process of chronoshifting is risky, however. Time was not meant to be twisted in the way the chronoshifter so loves to do. Sometimes, time will actively resist the chronoshifter, creating chaotic effects, including possibly destroying sections of time itself. When the chronoshifter uses a chronoshift, he must make a Will save of DC 5 + twice the level of the chronoshift + the number of chronoshifts used within the last minute. Success means nothing, while failure brings some sort of risk, called a "warp," to the chronoshift, as designated in each individual chronoshift. The warp's effects are in addition to whatever effects the chronoshift would have. Any immunity the chronoshifter possesses doesn't affect warps. If a chronoshift allows a saving throw to avoid some or all of its effects, the save DC is equal to 15 + Wis modifier + the number of chronoshifts used within the last minute.

A chronoshifter can only chronoshift once per round and every chronoshifting ability (hereafter referred to as chronoshifts) requires a standard action to use unless otherwise noted. As well, all chronoshifts are supernatural in nature unless otherwise noted. Finally, the chronoshifter can use a specific chronoshift only once every two rounds.

A chronoshifter knows all chronoshifts of every level available to him.

Shift Points: The chronoshifter is limited in his time-manipulating ways by a number of shift points, as given in the table above. Chronoshifts cost a number of shift points equal to their level. A chronoshifter can recover shift points by spending a minute to focus on the flow of time. The amount recovered is equal to 1/3 the chronoshifter's level (minimum 1).

Prepared Chronoshift: At 5th level, a chronoshifter is able to prepare one chronoshift for the day. The cost of a prepared chronoshift is 1 less than normal. This reduction only applies once per day. The chronoshifter can prepare any chronoshift of a level equal to one lower than the highest level available to him.

At 8th level, and at every third level after (11th, 14th, 17th, 20th), the chronoshifter can prepare another chronoshift every day or focus more energy into a single chronoshift, further reducing its cost.

Rushed Chronoshift: At 4th level, the chronoshifter is capable of using a chronoshift as a swift action instead of a standard action, effectively allowing for two chronoshifts to be used in one round. However, there is a 25% chance the rushed chronoshift will automatically subject the chronoshifter to its warp. A rushed chronoshift has no effect on the Will save DC to avoid warps.

The chronoshifter can rush a chronoshift once per day at 4th level, twice per day at 10th level, and three times per day at 16th level.

Future Sight: At 7th level, a chronoshifter can see into the future, if only a few moments, granting a +1 insight bonus to initiative and AC. This bonus improves by 1 at 13th level and again at 19th level.

In addition, once per day, the chronoshifter can extend his mind's reach into the future, doubling the bonuses for 1 round.

Timeless Body (Ex): At 11th level, a chronoshifter no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the chronoshifter still dies of old age when his time is up.

Extended Life Span (Ex): At 13th and 17th levels, the chronoshifter gains the Extended Life Span (http://www.d20srd.org/srd/epic/feats.htm#extendedLifeSpan) epic feat.

Ultimate Chronoshift: At the peak of his time-twisting ability, the chronoshifter learns one chronoshifting ability so powerful and so dangerous that time itself is torn asunder. The chronoshifter chooses one ultimate chronoshift to learn at 20th level from the ultimate chronoshift list. All ultimate chronoshifts take longer than normal chronoshifts to use, different Will save DCs to avoid warps, and XP costs (each specified in individual chronoshift entries). While using an ultimate chronoshift, the chronoshifter is in a state of deep meditation, traversing the paths of time with his mind. If he takes damage, he may choose to come out of this state, though it breaks the chronoshift's effects and subjects him to a Will save to avoid its warp. He need not come out of his meditation if he does not will it, however. Ultimate chronoshifts cost 30 shift points.

Level 1 Chronoshifts:
Age
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature or object
Duration: 2 rounds
Saving Throw: Fortitude negates (object)

The chronoshifter points at the target living creature or object, rapidly aging it. A targeted creature suffers from a -2 penalty to Strength, Dexterity, and Constitution. A targeted object sometimes rusts or weakens. A door's lock, for example, might rust and become easier to bash open or its tumblers might become easier to push, making picking the lock easier. The actual age of the creature or object targeted is not affected.

Warp
The chronoshifter takes a -2 penalty to Strength, Dexterity, and Constitution for the duration.

Brief Hindsight
Range: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)

Looking into the past, the chronoshifter allows his target to learn from past mistakes. The target gains a +1 insight bonus to the next attack roll, damage roll, saving throw, or skill check made in the same round. This chronoshift requires only a swift action.

Warp
After the bonus is used (or after the duration is over), the chronoshifter takes a -1 penalty on his next attack roll, damage roll, saving throw, or skill check.

Damage Lag
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

When the chronoshifter uses this chronoshift, any damage he suffers for 1 round is delayed until the beginning of his turn next round.

The chronoshifter can be prematurely healed of damage that would be forced on him if the proper magics are used, such as a cure light wounds spell.

Warp
If the chronoshifter suffers damage during this chronoshift (even if it is cured), in the next round, he takes an extra 1d3 damage.

Distort
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: 1 round
Saving Throw: None

Upon using this chronoshift, the chronoshifter mixes past, present, and future, making the designated area distorted both in appearance and feeling. Anyone who enters the area becomes sickened.

Warp
The distortion is centered on the chronoshifter.

Time Bomb
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round; see text
Saving Throw: Reflex half

This chronoshift causes the target creature to feel a heavy presence of something dangerous coming; an explosion of time coming soon. At the end of the chronoshifter's next turn, the target and any creatures within 5 feet of the target suffer 1d4 damage per level of the chronoshifter (to a maximum of 5d4 damage). A successful Reflex save reduces this damage by half.

Warp
Roll 1d2. On a result of 1, the bomb explodes immediately and has a blast radius of 30 feet, not 5 feet. On a result of 2, the bomb takes 2 rounds to explode.

Level 2 Chronoshifts:
Accelerate
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates (harmless)

The chronoshifter directly modifies the flow of time in the target's body, forcing it to work in overdrive. This chronoshift causes the target creature to speed up over time, gaining a 10-foot movement speed bonus to all movement speeds. In addition, the target gains a +1 bonus to attack rolls, Reflex saves, and dodge bonus to AC. Both of these benefits apply in each round for 3 rounds after using the chronoshift.

If this chronoshift is used more than once on a single target, the duration renews, but the bonuses reset upon use.

Warp
The chronoshifter becomes fatigued.

Chrono Barrier
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-radius barrier trap
Duration: 1 hour/level (D)
Saving Throw: Reflex negates; see text

Delving into the fabrics of time, the chronoshifter creates a trap for any who would step into it. A successful Reflex save allows would-be-captured creatures to avoid being trapped. While trapped, creatures can move around inside the barrier, but cannot move outside it. The barrier automatically stops all attacks from going inside it from the outside and vice-versa. The chronoshifter may dismiss the barrier as a standard action at any time.

Warp
The trap is centered on the chronoshifter and any creatures that are caught in the radius must make Reflex saves to avoid being captured, including the chronoshifter. The chronoshifter may not dismiss the barrier until at least 1 hour has passed.

Decelerate
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates

The chronoshifter directly modifies the flow of time in the target's body, forcing it to work more slowly. This chronoshift causes the target creature to slow down over time, taking a 10-foot movement speed penalty to all movement speeds. In addition, the target suffers a -1 penalty to attack rolls, Reflex saves, and dodge bonus to AC. Both of these penalties apply in each round for 3 rounds after using the chronoshift. A creature's movement speed can only be reduced to 5 feet for any given speed.

If this chronoshift is used more than once on a single target, the duration renews, but the penalties reset upon use.

Warp
The chronoshifter becomes fatigued.

Roar of Time
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates

The chronoshifter forces sounds from hundreds of years of history upon the target, causing deafness.

Warp
The chronoshifter is deafened for 1 week.

Rush of Time
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates

The chronoshifter floods the consciousness of the target with images from hundreds of years of history, causing blindness.

Warp
The chronoshifter is blinded for 1 week.


Level 3 Chronoshifts:
Condition Lag
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

When the chronoshifter uses this chronoshift, any status conditions he suffers for 1 round are delayed until the beginning of his turn next round.

The chronoshifter can be prematurely cured of status conditions that would be forced on him if the proper magics are used, such as a restoration spell.

Warp
If the chronoshifter suffers a status condition during this chronoshift, the duration is increased by 1 round if it has a duration in rounds, 1 minute if it has a duration in minutes, and so on. If the duration is permanent, this warp instead makes the effect more potent, usually by forcing higher penalties (at most 50% higher). If the chronoshifter is immune to the status condition in question, this warp does nothing.

Delay
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates

The target of this chronoshift cannot act for 1 round. The creature is not stunned, paralyzed, dazed, or anything else. It simply cannot act. However, the target also cannot be harmed. On the following round, the creature acts normally as it would have in the previous round.

Warp
The chronoshifter cannot act for 1 round.

Knockback Bomb
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round; see text
Saving Throw: Reflex negates; see text

This chronoshift works like time bomb, except this bomb also causes any creature that takes damage from it to be pushed 5 feet away from the direction of the blast. The target is pushed in a random direction, as determined by a roll of 1d8. A successful Reflex save reduces damage by half and allows creatures to avoid being knocked back.

Warp
Roll 1d2. On a result of 1, the bomb explodes immediately and has a blast radius of 40 feet. On a result of 2, the bomb takes 2 rounds to explode.

Time Heals All Wounds
Range: Touch
Target: Touched creature
Duration: 1 round; see text
Saving Throw: None

The chronoshifter speeds the flow of time of the touched creature's wounds, quickly mending any damage done. This heals 2d8 + 1/level hit points and grants 5 + 1/level temporary hit points for 1 round.

Warp
The chronoshifter takes on the wounds of the creature he heals, taking as much damage as he heals and suffering "negative hit points" for 1 round, equal to the number of temporary hit points granted. These negative hit points work in the same way temporary hit points work, except they reduce hit points instead of adding to them. The negative hit points cannot kill the chronoshifter outright, but can reduce him to as low as -9 hit points.

Time Is Ticking
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Up to 3 rounds; see text
Saving Throw: Will negates; see text

Quickening time's flow in the target's body, the chronoshifter forces the creature to make a Will save or suffer 1d6 + 1/level damage each round for 3 rounds. If the creature makes any Will save, the chronoshift's effects end. If it fails, it has to make another save in the following rounds to avoid damage again. After all 3 rounds have passed, the creature must make one final Will saving throw or die.

A creature cannot be hit again by this chronoshift while still affected by it.

Warp
The chronoshifter takes 2d6 damage for 2 rounds.


Level 4 Chronoshifts:
Acceleration Field
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 3 rounds
Saving Throw: Fortitude negates (harmless)

This chronoshift works exactly like the chronoshift accelerate, except in a 20-foot radius.

Warp
The chronoshifter becomes exhausted.

Aging Field
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation
Duration: 2 rounds
Saving Throw: Fortitude negates (object)

This chronoshift works like the age chronoshift, except in a 20-ft.-radius. In addition, the penalties increase to -4 to Strength, Dexterity, and Constitution and objects age even more, rusting more completely or weakening much more. Again, the actual ages of targets in the area do not change.

Warp
The emanation is centered on the chronoshifter and the chronoshifter is automatically affected by the field.

Deceleration Field
Range: Close (25 ft. + 5 ft./2 levels)
Target: 20-ft.-radius emanation
Duration: 3 rounds
Saving Throw: Fortitude negates

This chronoshift works exactly like the chronoshift decelerate, except in a 20-foot radius.

Warp
The chronoshifter becomes exhausted.

Hold Initiative
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)

The chronoshifter forces a single creature to the last position in initiative. If the creature has already acted this round, it gains another turn. This chronoshift can only be used on a single creature once per encounter, even if it succeeds on a Will saving throw to avoid the effect.

Warp
The chronoshifter is moved to the last position in initiative and is considered flat-footed until his turn in the next round. The chronoshifter does not gain an extra turn if he already acted, unlike the target of this chronoshift.

Push Initiative
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)

The chronoshifter forces a single creature to the first position in initiative. If the creature has not acted yet this round, it loses its turn. This chronoshift can only be used on a single creature once per encounter, even if it succeeds on a Will saving throw to avoid the effect.

Warp
See hold initiative.


Level 5 Chronoshifts:
Interval Bomb
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/2 levels
Saving Throw: Reflex half; see text

The chronoshifter sets time explosions to detonate several times over many rounds. Every round until the end of its duration, the target takes 3d6 + 1/level damage. Creatures within 5 feet of the target also take damage. A successful Reflex save each round halves the damage.

Warp
Roll 1d2. On a result of 1, each explosion's radius is increased to 60 feet. On a result of 2, the explosions only occur every other round (1st, 3rd, 5th, and so on).

Pocket Leap
Range: Personal; see text
Target: You; see text
Duration: 1 round
Saving Throw: Reflex half; see text

The chronoshifter creates a pocket in time and steps inside it for 1 round. During this time, he is simply nonexistent. After the duration, he pops out of the pocket in a square up to his highest movement speed away and deals 7d6 damage in a 10-foot-radius emanation centered on the square he comes out of. A successful Reflex save halves the damage. The chronoshifter does not make a saving throw against the chronoshift itself and, indeed, is not allowed one in the first place.

Warp
The chronoshifter takes half the damage himself and is also dazed for 1 round after coming out of the pocket.

Time's Up
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Up to 2 rounds; see text
Saving Throw: Will partial; see text

The chronoshifter marks a single creature for death, shifting its last days forward to the present. The creature must make a Will saving throw or die. This is a death effect. If the creature succeeds or is immune to death effects, it must make another saving throw of the same DC in the next round or suffer 3d6 + 1/level damage.

A creature cannot be marked again while still affected by this chronoshift.

Warp
The chronoshifter becomes dazed for 1 round and suffers 4d6 damage the round after unless he succeeds on a Will saving throw of DC 10 + the number of chronoshifts used within the last minute. Success allows the chronoshifter to avoid being dazed.

Total Lag
Range: Personal
Target: You
Duration: 2 rounds
Saving Throw: None

Any negative effects the chronoshifter suffers in the round this chronoshift is active are delayed for 2 rounds and take effect at the beginning of the chronoshifter's turn 2 rounds after using this chronoshift. Damage and effects suffered in the round between the chronoshift's active round and when the chronoshifter is subject to its effects affect the chronoshifter normally.

The chronoshifter can be prematurely cured of status conditions that would be forced on him if the proper magics are used, such as a restoration spell. In the same way, damage can be healed prematurely.

Warp
If the chronoshifter suffers damage during the round this chronoshift is active, he takes 50% more damage at the beginning of his next turn. This applies both to hit point damage and ability damage (If all of the damage is healed, he instead takes 2d6 damage. If all ability damage is healed, he instead takes 1 ability damage to the ability score that would have been affected.). If he would suffer from a status condition, copy the condition lag chronoshift's warp, then double the extra duration if applicable.

DM Note:
If the chronoshifter is subject to an effect that doesn't work with the above warp, determine the warp by relating the penalty to the effect itself.

Touch of Infinity
Range: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)

Touching the target creature, the chronoshifter shows the target exactly how long time can go on for it, assuming, of course, it sticks with the chronoshifter. This touch of hope grants the creature a +2 morale bonus to all checks for 1 round.

Warp
The chronoshifter suffers a -3 morale penalty on all checks for 1 round.


Level 6 Chronoshifts:
Backward Motion
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

The chronoshifter moves up to his speed, leaving his essence in the past. If he would be subject to harm, he can take an immediate action to move back to any square he moved through with this chronoshift. This chronoshift requires only a move action, but the chronoshifter cannot use any other chronoshift this round.

Warp
The chronoshifter is treated as flat-footed and takes a -20-foot penalty to all movement speeds for 1 round.

Day's End
Range: 1 mile
Area: 1-mile-radius emanation, centered on you
Duration: See text
Saving Throw: None

Night falls immediately in the area. Sunlight disappears and moonlight replaces it. Then, time stops in the area until the rest of the world catches up, at which point, it starts again. Creatures in the area can act normally for the duration.

Warp
The chronoshifter falls asleep for 1 day.

Forward Motion
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

The chronoshifter moves up to his speed and then marks where he plans on moving next round, projecting his essence forward in time. If he would be subject to harm, he can take an immediate action to move forward to any square he planned on moving to in the next round. This chronoshifter requires only a move action, but the chronoshifter cannot use any other chronoshift this round.

Warp
The chronoshifter is treated as flat-footed and takes a -20-foot penalty to all movement speeds for 1 round.

Night's End
Range: 1 mile
Area: 1-mile-radius emanation, centered on you
Duration: See text
Saving Throw: None

Day comes immediately in the area. Sunlight appears and moonlight disappears. Then, time stops in the area until the rest of the world catches up, at which point, it starts again. Creatures in the area can act normally for the duration.

Warp
The chronoshifter is blinded permanently, the sunlight burning his eyes as he summons it. Magical aid cures the blindness as normal.

Split Paths
Range: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)

With this chronoshift, the chronoshifter creates a copy of the touched creature for 1 round, which is actually a possible future self called forth to act. During this round, the copy can do anything the creature can normally do. However, it cannot make the same action the touched creature makes. If the creature casts fireball, for example, the copy cannot cast fireball, due to it being from a different path in the future for the creature. Making a full attack and making a single attack are considered different, as are making a full attack after a charge and just making a full attack. This restriction has no bearing on the copy's movement, passive abilities, or defenses. At the end of the round, the copy dissipates into the possible future.

Warp
The chronoshifter takes 3d4 Wisdom damage.


Level 7 Chronoshifts:
Cloying Vacuum Bomb
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex partial; see text

The chronoshifter sets the ultimate time explosion on the target, forcing a slew of status conditions on all creatures within 20 feet of the target and pulling all creatures that are hit to within 5 feet of the target. If they cannot all fit in the eight squares around the creature, they are moved as close as possible. All creatures hit are blinded, deafened, fatigued, sickened, and take 4 ability damage to every ability score. In addition, they all take 10d6 + 1/level damage. A successful Reflex save halves damage and ability damage and negates blindness, fatigue, and sickening. Deafening occurs regardless of the save. Each creature hit must make the saving throw.

Warp
Roll 1d2. On a result of 1, the explosion's radius is increased to 100 feet. On a result of 2, the explosion is centered on a square adjacent to the chronoshifter, as determined by a roll of 1d8.

Future Success
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

The chronoshifter prepares himself for success by moving forward and backward in time quickly, allowing him to catch enemies off-guard. This chronoshift adds +10 DC to the chronoshifter's next chronoshift used within 1 round. This chronoshift requires only a swift action.

Warp
The chronoshifter takes a -10 penalty on all saving throws for 1 round.

Reverse Evolution
Range: Medium (100 ft. + 10 ft./level)
Area: 20-foot cone
Duration: 2 rounds
Saving Throw: Fortitude partial; see text

The chronoshifter causes all creatures hit to revert to earlier forms of themselves. Depending on the setting, different creatures will change into different forms. However, all changes are purely detrimental. Upon changing, creatures in the area lose all class features, including spells, skills, racial abilities, and take a -10 penalty to Intelligence (minimum 1) for the duration. A successful Fortitude save allows the creatures to retain their forms, but each still takes a -4 penalty to Intelligence and all skills for the duration.

Warp
The chronoshifter suffers the same effects as any creatures in the area. He gets a Fortitude save as normal to avoid the brunt of the effects.

DM Note:
If your setting doesn’t fit with this chronoshift, consider refluffing it to be like baleful polymorph. The effects should remain the same.

Rewind
Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft.-radius emanation, centered on you
Duration: Instantaneous
Saving Throw: None

The chronoshifter causes the entire last round to replay itself within the area, effectively reversing any effects that happened in the last round. Any damage incurred, spell slot spent, and so on is rewound and restored. The cost of this chronoshift is not restored. The round then starts anew once more. A chronoshifter cannot use this chronoshift in the round after first using it, but any other chronoshift may be used as such, disregarding the normal rules for chronoshifting.

Warp
Any effects the chronoshifter was responsible for in the round before the rewound one are also rewound and he becomes dazed for 1 round. This does not restore any resources the chronoshifter may have used.

Time Knows No Death
Range: Touch
Target: Living creature touched
Duration: 1 round
Saving Throw: Will negates (harmless)

Touching the target, the chronoshifter bends time so that if danger would come to the creature, it would be circumvented. If the target is reduced to 0 hit points or less during the round this chronoshift is in effect, the target is healed for a number of hit points equal to 2 x (Wis modifier + class levels).

This chronoshift is extremely draining. The chronoshifter gains one negative level upon using it. This negative level never results in permanent level loss, but the chronoshifter must rest for 8 hours or receive magical aid, such as from a restoration spell, before it disappears.

Warp
The chronoshifter gains three negative levels instead of one.


Ultimate Chronoshifts:
Erase
Range: 1 mile
Area: 1-mile-radius, centered on you
Duration: Instantaneous
Saving Throw: None
Will DC: 38
Shifting Time: 1 day
XP Cost: 10,000

Everything in the area is subject to being erased from history 1 day after using this chronoshift. Nothing in the area dies or disappears. It all simply never existed. Every creature in the world's memory of the area and whatever was contained in it is reduced to feelings of déjà vu or nothing at all.

Warp
The chronoshifter's most recently-attained magical possession is erased from existence. In addition, he takes 3d6 Wisdom damage.

DM Note:
Warn the chronoshifter of this spell's repercussions if he doesn't consider it carefully. Not only is every creature in the area erased, but since their histories are, as well, everything that came about as a result of that creature is also erased.

Future Rewritten
Range: 10 miles
Area: 10-mile-radius spread, centered on you
Duration: Instantaneous
Saving Throw: None
Will DC: 32
Shifting Time: 1 hour
XP Cost: 10,000

This chronoshift utterly wipes out the fates and futures of all creatures, living or otherwise, within the radius and replaces them with new ones. These can either be randomly selected destinies for the creatures of the chronoshifter can designate specific futures for the creatures, though he cannot specify futures for particular individuals--only for the entire affected population.

The exact effects of this ultimate chronoshift depend on what the chronoshifter chooses for the creatures within the region specified. Usually, creatures have rewritten skill sets, abilities, and often entirely different careers from then on. The chronoshifter himself cannot be affected, though allies may be if they choose.

Warp
The chronoshifter becomes confused permanently and suffers 6d6 Wisdom damage. Only effects such as greater restoration, heal, lesser wish, miracle, and wish can cure the permanent confusion.

Immortality
Range: 1 mile
Area: 1-mile-radius emanation, centered on you
Duration: Instantaneous
Saving Throw: None
Will DC: 30
Shifting Time: 1 day
XP Cost: 10,000

The chronoshifter and everyone within the radius is rendered immortal, unable to die from old age, starvation, dehydration, and disease. Any other source of death is still possible. While disease cannot outright kill the affected creatures, its other effects still work as normal. Constitution damage from diseases cannot reduce an affected creature's Constitution below 1.

Warp
The chronoshifter ages 20 years instantly and suffers 3d6 Wisdom damage as well as 2d6 Strength, Dexterity, and Constitution damage.

Time's End
Range: 10 miles
Area: 10-mile-radius spread, centered on you
Duration: Instantaneous
Saving Throw: None
Will DC: 38
Shifting Time: 1 day
XP Cost: 15,000

The world effectively ends in the specified area. Everything in the area dies except for the chronoshifter and any number of specified creatures within 1 mile of the chronoshifter. Plant life will never grow in the area again and all sources of water dry up. After 1 week, the area becomes completely uninhabitable and anything entering the area must leave or die in 1 hour.

Warp
Time lashes out at the chronoshifter for causing such destruction. The chronoshifter dies and his soul is trapped in a stasis field that only exists in the folds of time.

DM Note:
The chronoshifter may be allowed to escape this soul trap through an adventure. Perhaps his allies have been trapped as well and they all need to escape. Be creative.






Shadowshifter

http://i.imgur.com/x2YQJl.jpg (http://jasonengle.deviantart.com/art/Shadow-Dancer-295727414)
I know Time's secrets.
- Elanwei Solimor, shadowshifter

A chronoshifter messes with time, bending it to his will and effectively ruining time's continuum. A shadowshifter takes it a step further, covering up everything with darkness, subtlety, and skillfulness. Time itself won't even know what hit it until it's too late.

Hit Die: d6.

Requirements
To qualify to become a shadowshifter, a character must fulfill all of the following criteria.
Skills: Bluff 5 ranks, Disguise 5 ranks, Escape Artist 5 ranks, Hide 7 ranks, Knowledge (history) 5 ranks, Sleight of Hand 5 ranks, Tumble 5 ranks.
Feats: Improved Initiative.
Special: The character must have used at least one 3rd-level chronoshift.

Class Skills: The shadowshifter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).

Skill Points at Each Level: 6 + Int modifier

SHADOWSHIFTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Chronoshifting
1st|+0|+0|+2|+2|Shadowshifting|+1 level of existing chronoshifting class
2nd|+1|+0|+3|+3|Invisible shifting|+1 level of existing chronoshifting class
3rd|+2|+1|+3|+3|Shadow strike|-
4th|+3|+1|+4|+4|Improved shadowshifting, invisible shifter|+1 level of existing chronoshifting class
5th|+3|+1|+4|+4|Shadow assault|-[/table]

Class Features
All of the following are class features of the shadowshifter.

Weapon and Armor Proficiency: Shadowshifters gain no additional weapon or armor proficiencies.

Chronoshifting Level/Shift Points: At 1st, 2nd, and 4th levels, the shadowshifter gains shift points and new chronoshift levels (if applicable) as if she had taken levels in the chronoshifter class.

Shadowshifting: A shadowshifter uses chronoshifts in a different way than would be normally assumed, infusing each thread of time she manipulates with shadows and mystique. Whenever the shadowshifter uses a chronoshift, she can make a Bluff, Disguise, Escape Artist, Hide, Sleight of Hand, or Tumble check immediately after as a free action. If the shadowshifter is in plain sight while making a Hide check in this way, she takes a -10 penalty on the check.

Shadowshifting otherwise works exactly like chronoshifting.

Invisible Shifting: At 2nd level, a shadowshifter has mastered the art of subtlety. By spending an additional shift point when using a chronoshift, the chronoshift and its effects become entirely invisible. The effects remain the same.

Shadow Strike (Su): At 3rd level, after using a chronoshift, the shadowshifter can attack an enemy as a swift action and apply any precision damage abilities she has by spending 2 additional shift points. If she has no precision damage abilities, she simply deals an additional 1d6 damage. The target enemy must be within 30 feet for the precision damage to apply, as normal.

Improved Shadowshifting: At 4th level, the shadowshifter is able to make a Hide check in plain sight at no penalty after using a chronoshift.

Invisible Shifter (Su): The shadowshifter can spend 4 additional shift points while using a chronoshift to turn invisible for 1 round. Any action that would turn the shadowshifter visible while under the effects of an invisibility spell do the same here.

Shadow Assault (Su): At 5th level, after using a chronoshift, the shadowshifter can make a full attack against an enemy as a swift action and apply any precision damage abilities she has on each attack by spending 8 additional shift points.





Battleshifter

http://i.imgur.com/A0uDtl.jpg (http://zamboze.deviantart.com/art/Warrior-of-Time-167031718)
The forces of Time rage on forever, as do I.
- Lakin Resta

With prowess in combat and in chronoshifting, the battleshifter is a force to be reckoned with. Fusing time in his weapon, he strikes down upon his foes with great power. Many fear the battleshifter, for he is one who can control time with pure force and maybe a bit of rage. Even time bewares, as the battleshifter has no mind to spare those who cross him.

Hit Die: d10.

Requirements
To qualify to become a battleshifter, a character must fulfill all of the following criteria.
Skills: Heal 5 ranks, Knowledge (history) 5 ranks.
Feats: Combat Expertise or Power Attack.
Special: The character must have used at least one 3rd-level chronoshift. As well, the character must craft a time weapon, which can be any kind of weapon infused with the essence of time.

DM Note: Infusing a weapon with the essence of time could have side effects. Don't make them negative, necessarily, but maybe the character has to undergo a small trial in the folds of time to be able to craft the weapon or something. If you're not up to it, no big deal, but be creative when the character wants to craft the weapon.

Class Skills: The battleshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier

BATTLESHIFTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Chronoshifting
1st|+1|+2|+0|+2|Battleshifting, time weapon|+1 level of existing chronoshifting class
2nd|+2|+3|+0|+3|Precognition|+1 level of existing chronoshifting class
3rd|+3|+3|+1|+3|Chronostrike|-
4th|+4|+4|+1|+4|Time guard|+1 level of existing chronoshifting class
5th|+5|+4|+1|+4|Chronoassault|-[/table]

Class Features
All of the following are class features of the battleshifter.

Weapon and Armor Proficiency: Battleshifters gain no additional weapon or armor proficiencies.

Chronoshifting Level/Shift Points: At 1st, 2nd, and 4th levels, the battleshifter gains shift points and new chronoshift levels (if applicable) as if he had taken levels in the chronoshifter class.

Battleshifting: A battleshifter is aggressive with chronoshifts, infusing each with power and vigor. After using a chronoshift, the battleshifter gains either a +1 bonus on attack rolls or a +1 bonus to AC for 1 round. The bonus increases by 1 at every level.

Battleshifting otherwise works exactly like chronoshifting.

Time Weapon: All battleshifters create their own time weapons. The battleshifter automatically gains the feat Weapon Focus (time weapon). The time weapon is infused with the essence of time, which allows it to augment the battleshifter's time-based abilities in combat. When the battleshifter uses a chronoshift that deals damage while wielding the time weapon, he deals an additional 1d6 damage. This damage increases to 2d6 at 3rd level and 3d6 at 5th level.

Precognition (Ps): At 2nd level, the battleshifter is able to see small bits of the future through his time weapon. This grants the battleshifter a continuous precognition (http://www.d20srd.org/srd/psionic/powers/precognition.htm) effect. However, this bonus can only be used once per encounter.

Chronostrike (Su): At 3rd level, a battleshifter gains the ability to attack while using a chronoshift. By spending 3 additional shift points, the battleshifter can infuse a chronoshift into his time weapon and attack with it, allowing him to attack at the same time as using a chronoshift. The attack applies Power Attack or Combat Expertise for free up to a bonus equal to the number of levels in battleshifter the battleshifter has. This free bonus does not count toward the normal limits of either feat, nor does it take any attack bonus whatsoever. The battleshifter may then use the feat to apply higher bonuses or he may leave it as is. If the battleshifter has both Power Attack and Combat Expertise, he may apply both if he wishes, gaining free bonuses with both feats. If the attack misses, so does the chronoshift, but the battleshifter need not make a Will save to avoid the warp in this case.

Time Guard (Su): At 4th level, the battleshifter's body becomes protected by time's flow. He is treated as always being affected by blur. In addition, once per day, he can strike while blurring himself even more, making it impossible to react. The next attack the battleshifter makes is an automatic hit.

Chronoassault (Su): At 5th level, a battleshifter can make a full attack, applying one chronoshift to each strike and gaining the free bonuses as with chronostrike. This costs 3 additional shift points per attack made.

Temotei
2012-07-21, 06:16 PM
Feats

Chronoshift Focus [Chronoshifting]
You have a favorite chronoshift, which becomes easier and less dangerous to use.
Prerequisites: Chronoshifter level 3rd.
Benefit: Choose one chronoshift you are able to use. You gain a +2 insight bonus on your Will saving throw to avoid its warp and it costs 1 less shift point than normal.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chronoshift.

Danger Shift [Chronoshifting]
You crank up the power of your chronoshifts while making them more dangerous.
Prerequisites: Chronoshifter level 6th.
Benefit: Whenever you use a chronoshift, you may choose to take a penalty on your Will save to avoid the warp up to your base Will saving throw bonus. This number is added to the DC of the chronoshift.

Extra Shift Points [Chronoshifting]
You increase your connection to time, granting you more power when you need it.
Prerequisites: Chronoshifter level 1st.
Benefit: You gain 2 extra shift points. For every four levels of any chronoshifting class you possess, you gain another 2 shift points. These levels stack.

Greater Chronoshift Focus [Chronoshifting]
You focus even more on your favorite chronoshift.
Prerequisites: Chronoshift Focus.
Benefit: Choose one chronoshift you have applied Chronoshift Focus to. You gain another +2 insight bonus on your Will saving throw to avoid its warp (considered from the same source, so it does stack) and it costs another 1 less shift point than normal.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chronoshift to which you have applied the Chronoshift Focus feat.

Improved Prepared Chronoshift [Chronoshifting]
Your prepared chronoshifts become even easier to use.
Prerequisites: Prepared chronoshift class feature.
Benefit: Your prepared chronoshifts cost 2 shift points less than normal.
Normal: Your prepared chronoshifts cost 1 shift point less than normal.





Impact on the World

Time is everywhere. Every time the chronoshifter uses a chronoshift, it changes time's flow, if only slightly. This could have various effects on the world, including inconsistencies in history, the predicted future changing, and so on. Especially with ultimate chronoshifts, the chronoshifter must be careful, for with them, the entire world is often affected. The stronger a chronoshift is, the more effect it has on the world.

In fact, these effects could come to harm the chronoshifter later on in an adventure. Knights or paladins might see him as an anomaly and heretic and try to hunt him down. Gods or goddesses of time might even intervene in his affairs. In the same way, positive things can come out of it. History might have changed to say he helped a group rebel against a tyrannical government and the group might give aid later due to this, despite the chronoshifter never actively doing this.

The power a chronoshifter wields over time and the world, therefore, is great, but so is the price. A chronoshifter never forgets this--and if anyone knows how long never is, it's the chronoshifter.

Zaydos
2012-07-24, 12:43 AM
The Runebound Knight

”Do you want to live?” A woman’s voice said. Jarla was startled; it had been three days since she’d heard a human voice other than that of her gaoler. Her head turned to and fro, looking for the source in the grimy dungeon where she awaited execution, but Jarla could see nothing.

“Of course I want to live, let me god. I’ve done nothing!” Jarla pleaded. This was not true, the crimes she was condemned for were hers by right, but it wasn’t fair that her co-conspirators got away without their names even being tarnished.

“Then the first thing you need to do, Jarla, is learn not to lie,” the voice said again and suddenly there was a blazing light in the hall outside. The rats which were Jarla’s constant and only companions squealed out in fright as they scurried blindly into hiding. A woman walked into sight of Jarla’s cell, standing almost seven feet tall with white hair like luminescent gossamer. Great feathered wings sprung from the woman’s back and she held a beautiful trumpet made of glistening silver.

Jarla shrunk back, she did not know what exactly this woman was but something about the woman filled her with terror. The woman looked into Jarla’s panicking face, “I can offer to extend your life, but it will come at a cost.”

Jarla swallowed the stone of the dungeon cell hard against her back. She would not expect a demon to have appeared so radiant, but with such an offer what else could they be. “And what’s this cost?”

“You must dedicate your life to repentance, your very being becoming a sword of justice with which to cut away the darkness,” the winged woman said.

Jarla stared at her, “So you want me to sell my soul? What kind of fool do you take me to be?”

“I take you as someone who has fallen in over her head. Someone who left alone has gone far down the path of murderer, hired assassin, and warrior for things fell, someone whose soul is liable to fall to the Abyss upon their death, but who still has a sliver of hope for redemption. I can offer you that redemption. I cannot offer you a happy life, nor comfort, but I can offer you a life well lived, and a chance to become someone better,” the woman said.

Out of the corner of her eye Jarla could see the gallows ready for her morning execution. “So what exactly do you mean with dedicate my life to repentance?”

“You must serve the forces of Good, walking the thin line of what is right, you must always do your best to protect and save others. To fail in these tasks may mean your death. In exchange you will be freed from this prison and granted power with which to act. While this power comes from Celestia, it is you, Jarla, who will fuel it; your own soul acting as the force behind it. To over use this power means your death, to neglect it means a slow wasting. You will be a living weapon of justice, a life of conflict and battle. I cannot promise you happiness, and the gallows may be the better choice; they are definitely the easier one,” the archon finished, her gaze locked on Jarla’s.

“I accept,” Jarla said, hesitantly but bravely. Suddenly the wooden door shook and shattered and the archon stepped within. She placed her hand on Jarla’s forehead, Jarla’s blonde forelocks falling back over it. Jarla felt energy surge through her and suddenly everything was a silvery light, a moon formed within it and a seven tiered mountain. The light changed, golden, platinum, iridescent, and many others, and through it all Jarla felt a growing fire within her chest. She wanted to scream in pain, howl in fury, but her breath was gone swept from her by the rushing wind.

Suddenly everything cleared. Jarla was gasping, still feeling a burning in her chest strong enough to cause her to wince in pain. The door was still open, and Jarla heard footsteps coming towards her. A guard was walking down the dungeon hall. He stopped by her open door and said, “Jarla Felsbin, for your crime of murder, assassination, and treason against the crown you have been pardon by order of his majesty Ferdion the Wise.”

Relief flooded Jarla, but the pain in her chest did not fade. Somehow she knew that fire would remain, a reminder of her pact with the mysterious being and her new responsibilities that it brought.

Forged through a pact with the powers of Mount Celestia, a Runebound Knight has traded their freedom for the power to serve as a weapon of good in the world. A Runebound Knight has a runic pact inscribed upon his very soul, and by calling upon these words of power can invoke powerful magic even at the cost of burning through the energy of his very essence. This pact enforces upon a Runebound Knight a code of conduct, striking them ill should she stray from the path of good.

A Runebound Knight is created when an archon makes a pact with a mortal granting the mortal the ability to channel forth the full power of their soul in exchange for serving as a weapon for the promotion of good in the world. A Runebound Knight is always fully informed as to the nature of the pact before accepting, and the act of accepting the pact burns through their soul serving to recreate it and imbue you with the power of Celestia.

Often this pact is given as a deal for a being who fell onto the road of evil, a final chance at redemption a form of celestial parole for those who have committed crimes against justice. More rarely a noble soul in need of aid will be rewarded with this investiture of power, warned prior that to accept means pledging ones entire being to the pursuit of justice. Either way a Runebound Knight finds themselves on a road that is never ending, always the battle against evil and never can the rest too long. Such is the life of one who has traded their soul for the sword.

The Ritual
The exact details of the ritual are up to the DM, only one possibility is described in the short intro story above. In effect the Ritual is simply taking the first level of Runebound Knight. It also offers the option to retrain all of your class levels into Runebound Knight and change your feats around. This represents the chance for change given to those who accept it as a step onto the path of righteousness. It also functions as an atonement spell allowing an instant change in alignment to Good or Lawful Good.

Adventures: A Runebound Knight’s pact leads them to great sweeping quests in the name of good. A simple life is not for them, and by making their pact cannot be theirs any longer. A Runebound Knight will often quest for whatever noble cause presents itself, seeing few other options. Others seek a means to escape their pact by whatever means possible, only obeying it when she must and always looking for scraps of eldritch knowledge that may free them.

Characteristics: The Runebound Knight can fight along the front lines, a fully competent warrior. Even so she are ultimately a weapon forged by the powers of Mount Celestia for the purpose of combating evil on the Prime and it is only against evil that their full combat ability come to the front. A Runebound Knight is a resilient warrior who can alloy their combat prowess with a wide array of magical abilities. Unfortunately she must be wary for their powers are fueled by their very soul and over use can lead to death.

Alignment: Most Runebound Knights eventually become good or dead, their code enforcing a path of righteousness which leads those which hold onto their evil ways to inevitably find themselves dead or worse. Law comes easy to most Runebound Knights, even if inevitably their code forces them to choose good over it. Chaotic individuals chafe unbearably under the constraints placed upon them; even those who would make such choices by nature usually find the fact that she no longer have a truly free choice in the matter unbearable.

Religion: Runebound Knights are not necessarily religious, their powers coming from a celestial source as opposed to a divine one. Even so many Runebound Knights find themselves worshipping gods of Law and Good, especially warrior gods such as Heironeous. Others find themselves turning away from the gods, believing that if even the archons are seeking mortal agents then the gods of good are not living up to their responsibilities.

Background: Many a Runebound Knight has a background she’d prefer to forget or erase, starting on their path as a chance of redemption for acts she has committed. These people can come from a variety of backgrounds as the Ritual of Branding can reshape a person almost entirely. Others lived exemplary lives, but in a time of great need called out to the forces of light and found their request for help answered through the only means available.

Races: Every race can spawn a paragon of justice, or one who is willing to risk everything for redemption. Many Runebound Knights rise from amongst the tieflings, attempting through service to the divine to overcome the prejudice against their evil blood. Aasimar often become a Runebound Knight seeking to emulate their own celestial ancestor. Amongst the more common races humans and half-orcs are the most likely to enter onto the path of a Runebound Knight. Few are the elves or dwarves who would sell their longs life into service of even a noble cause.

Other Class: A Runebound Knight sees a kinship of sorts with Paladins and Crusaders, even if many feel pangs of jealousy that the powers of these comrades in arms do not endanger them so. Clerics of good aligned gods are an easy ally and fellow in battle, while those which serve dark gods make the most hated foes besides true fiends. A Runebound Knight has little truck with druids, as a druid’s sphere of activity is the natural world and a Runebound Knight deals more in matters of Good and Evil. Arcanists in general a Runebound Knight sees little reason to trust, too often in their duties must she fight a man made mad with the unlimited power that such offers; few admit that she are often more than a little jealous of the safety with which a wizard can use his powers. A psionicist is typically viewed in a better light, their mental discipline and reduced powers seeming to stave off the worst of the temptation towards darkness. Rogues and others of their ilk who focus on mundane skills are considered useful by Runebound Knights for their ability to perform several tasks that she cannot easily. Meanwhile fighters and others who rely upon brute force of weapons are either respected for their courage, or looked down upon for their foolishness.

In warlocks a Runebound Knight finds a twisted mirror, both have traded away full rights to their soul in exchange for the power to change the world; some find it ironic that the dealing with celestials may be the more dangerous. Binders are of special interest for they make pacts dealing with the sanctity of their soul, but instead of a permanent alteration merely allow a creature to ride along with their soul for the interim. Finally those who wield incarnum, especially for noble causes, can also elicit a Runebound Knight’s interest as their power is another, albeit safer, means of channeling the energy of their own soul into a weapon.

Role: A Runebound Knight is a warrior first. Their magical abilities allow them to augment this with powerful physical buffs, magical healing, and even debuffs and direct magical attacks but ultimately their first weapon is their might of arms. Their resistance to blows from non-evil foes and their ability to increase their defenses give them some stamina while their ability to smite evil foes gives them offense against those foes most likely to overcome their defense. Their most powerful ability, though, is their Soul Runes and ability to act as a front-line combat caster wading into combat with the power of their soul burning bright. Runebound Knights act as their name would imply, fighting on the front line till the day is saved or their light is extinguished.

Abilities: A Runebound Knight requires Charisma first and foremost. Their spell saves are set by her charisma and their spells reduce their charisma each time she casts a spell meaning that her Charisma directly determines how many spells she may cast each day as well as their power. Strength and Constitution are the next most important abilities. Strength determining their ability to hit and deal damage without relying on their Soul Runes, meaning the higher their Strength the more she can fall back on their Soul Runes as secondary abilities for solving problems outside of combat, and Constitution determines their in combat durability which is important on the front line.
Dexterity, Intelligence, and Wisdom all take a back seat to these three. Dexterity is still important for determining when she acts in the first round of combat and their AC, even though she may wear heavy armor. Intelligence determines their skill points. Wisdom maintains a strong mental defense although their ability to boost their saving throws, a strong Will save, and their code granted protection against compulsion that would force them to act against it means that she may be able to make it their lowest priority. That said doing so comes at a price as to grossly violate their pact she must make a Will save based on their level.

Alignment: A Runebound Knight can be any alignment, although the tenants of her pact will often lead her towards Neutral or Good alignment if she survives.

Hit Dice: d10.
Starting Age: As fighter.
Starting Gold: 6d4 x 10.

Class Skills:
The Runebound Knight’s class skills and the key ability for them are: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Ride (Dex), Sense Motive (Wis), and Use Magic Device (Cha).

Skill points per level: 4 + Int modifier.

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

1st|
+1|
+2|
+0|
+2|Smite Evil 1/minute, Soul Runes, Soul Burning, Rejuvenation|1 (3)|-|-|-|-|-|-|-

2nd|
+2|
+3|
+0|
+3|Bolster Resistance, Hallowed Resilience|1 (3)|3|-|-|-|-|-|-

3rd|
+3|
+3|
+1|
+3|Foe Bound|1 (4)|3|-|-|-|-|-|-

4th|
+4|
+4|
+1|
+4|Smite Evil 1/5 rounds, Electricity Resistance 5|1 (4)|2|-|-|-|-|-|-

5th|
+5|
+4|
+1|
+4|Reburn the Runes (10 minutes)|1 (5)|2|3|-|-|-|-|-

6th|
+6|
+5|
+2|
+5| Empower Soul Rune, Immunity to Petrification |1 (5)|1|3|-|-|-|-|-

7th|
+7|
+5|
+2|
+5|Smite Evil ¼ rounds, Tongues|0|1|2|-|-|-|-|-

8th|
+8|
+6|
+2|
+6|Bolster Defense|0|1 (3)|2|3|-|-|-|-

9th|
+9|
+6|
+3|
+6|Shelter Ally, Electricity Resistance 10|0|1 (3)|1|3|-|-|-|-

10th|
+10|
+7|
+3|
+7|Smite Evil 1/3 rounds, Reburn the Runes (full round action)|0|1 (4)|1|2|-|-|-|-

11th|
+11|
+7|
+3|
+7|Quicken Soul Rune, Aura of Menace|0|1 (4)|1 (3)|2|3|-|-|-

12th|
+12|
+8|
+4|
+8| Aegis of the Celestial Soldier, +4 on saves versus poison|0|1 (5)|1 (3)|1|3|-|-|-

13th|
+13|
+8|
+4|
+8| Smite Evil ½ rounds|0|1 (5)|1 (4)|1|2|-|-|-

14th|
+14|
+9|
+4|
+9|Mass Shelter Ally, Electricity Resistance 20|0|1 (6)|1 (4)|1 (3)|2|3|-|-

15th|
+15|
+9|
+5|
+9| Reburn the Runes (Swift)|0|1 (6)|1 (5)|1 (3)|1|3|-|-

16th|
+16|
+10|
+5|
+10| Smite Evil 1/round, Magic Circle against Evil|0|1 (7)|1 (5)|1 (4)|1|2|-|-

17th|
+17|
+10|
+5|
+10| Reactive Soul Rune|0|1 (7)|1 (6)|1 (4)|1 (3)|2|3|-

18th|
+18|
+11|
+6|
+11|Transferance|0|1 (8)|1 (6)|1 (5)|1 (3)|1|3|-

19th|
+19|
+11|
+6|
+11| Smite Evil 2/round, Electricity Immunity|0|1 (8)|1 (7)|1 (5)|1 (4)|1|2|-

20th|
+20|
+12|
+6|
+12|Paragon of Glory|0|1 (9)|1 (7)|1 (6)|1 (4)|1 (3)|2|3[/table]

Class Features: The following are class features of the Runebound Knight.

Weapon and Armor Proficiencies: A Runebound Knight is proficient in all simple and
martial weapons and with all armor (heavy, medium, and light) and shields (except tower
shields).

Soul Runes: When a person becomes a Runebound Knight she has a runic pact carved into her very soul, binding her to the path of good even as it empowers her to act in that cause. These runes enforce a code of conduct onto the Runebound Knight even as they give her the power to channel the very essence of their souls to fuel her magical powers.

These runes enforce restrictions on a Runebound Knight. It is possible to break these restrictions but depending upon the severity of the breach a Runebound Knight suffers a penalty to attack rolls, saves, skills, and ability checks for a certain duration and may have to make a Will save to even commit the action. A charm spell cannot force a Runebound Knight to commit an act that would cause a Will save to commit, and if a compulsion or other mind-affecting effect would force a Runebound Knight to commit an act against their code she gains an immediate Will save at +4 against the same DC to break free of the effect; if the act would require a Will save the Runebound Knight must still make the Will save to commit the act even though she may not choose to fail the save. A Runebound Knight intuitively knows if an action would violate their code (i.e. the DM warns them). If every possible action would result in a violation of the code the Runebound Knight can intuitively know which act would be the least violation and suffers no penalty for committing it nor does she have to make a Will save. You may not suffer a penalty for the same action more than once (if you refuse to aid the villagers killing ogres attacking them you will not suffer the penalty again for refusing to aid the villagers in killing those ogres). Penalties imposed from violating the code stack with each other.
Violations

Least Violations: Committing such an act inflicts a -1 penalty to all attack rolls, saving throws, skills and ability checks by the Runebound Knight for 1 minute.
Using a Soul Rune to deal full damage to a neutral aligned sentient creature committing an evil act; you suffer this penalty even if this is the least infraction available.
Using a Soul Rune to deal full damage to an inanimate object or non-intelligent non-living creature; you suffer this penalty even if this is the least infraction available.
Refusing to aid a known evil creature in need if there is valid reason to suspect that such need is genuine and it will not further evil ends and doing so would not put you in danger.
Allow harm to an innocent to go unpunished.
Tell a lie for personal ends that does not directly harm the listener; this does not include a lie told to protect an innocent or aid an innocent in need.
Disrespect legitimate non-evil authority; cannot activate more than once per ultimate authority source per day (ultimate authority source here being the highest authority in said power structure).

Minor Violations: Committing such an act inflicts a -1 penalty to all attack rolls, saving throws, skills and ability checks by the Runebound Knight for 1 hour.
Slaying an unconscious (evil) foe which shows possibility for reform.
Using a Soul Rune to deal damage to a good aligned creature committing an evil act; you suffer this penalty even if this is the least infraction available.
Using a Soul Rune to deal full damage to a living creature with Int 2 or less or non-ability in Intelligence; you suffer this penalty even if this is the least infraction available.
Refusing to aid a sentient neutral creature in need if there is no valid reason to suspect that such need is not genuine and it will not further evil ends and doing so would place yourself in non-suicidal danger.
Tell a lie for personal ends that may harm the listener.
Allow harm to an innocent to happen when you could prevent it at cost to yourself.
Disrespect legitimate authority of an outsider with the good subtype or priest of a good aligned god; cannot activate more than once per ultimate authority source per day (ultimate authority source here being the highest authority in said power structure).

Moderate Violations: Committing such an act inflicts a -2 penalty to all attack rolls, saving throws, skills and ability checks by the Runebound Knight for 1 hour. A Will save DC 10 + Soul Rune level is required to commit such an act.
Slaying an unconscious sentient neutral creature who attempted or committed an evil act in your presence.
Refusing to aid a good creature in need if there is no valid reason to suspect that such need is not genuine and it will not further evil ends and doing so would place yourself in non-suicidal danger.
Tell a lie for personal ends that may cause grievous harm to the listener.
Stealing for personal gain.
Cheating for personal gain.
Torture to further good ends.
Committing any unquestionably evil act.
Attacking a creature without just cause; such as to prevent it from committing an evil act or to avenge one it has committed.
Allowing an innocent to be killed through inaction when non-suicidal action was possible.
Knowingly allying with an Evil Outsider.

Major Violations: Committing such an act inflicts a -3 penalty to all attack rolls, saving throws, skills and ability checks by the Runebound Knight for 1 hour. A Will save DC 15 + Soul Rune level is required to commit such an act.
Slaying an evil foe which has surrendered.
Refusing to aid a sentient neutral creature in need if there is no valid reason to suspect that such need is not genuine and it will not further evil ends and doing so would not put you in danger.
Slaying an unconscious good creature who attempted or committed an evil act in your presence.
Slaying a sentient neutral creature which has surrendered.
Allowing an evil creature to kill an innocent through inaction when non-suicidal action was possible.
Using a soul rune to deal damage to a sentient neutral creature which is not committing an evil act; you suffer this penalty even if this is the least infraction available though in such a case you do not need to make a Will save to commit this action.
Harming an innocent.
Disrespecting the legitimate authority of an archon, or representative of a Lawful Good god’s will.
Serving an evil authority.

Dire Violations: Committing such an act inflicts a -4 penalty to all attack rolls, saving throws, skills and ability checks by the Runebound Knight for 1 hour. A Will save DC 20 + Soul Rune level is required to commit such an act.
Refusing to aid a good creature in need if there is no valid reason to suspect that such need is not genuine and it will not further evil ends and doing so would not put you in danger.
Allowing an innocent to die through your inaction for personal gain.
Torture.
Slaying a good creature which has committed an evil act before you and has surrendered.
Using a soul rune to deal half damage to a good creature; you suffer this penalty even if this is the least infraction available though in such a case you do not need to make a Will save to commit this action.
Serving an evil outsider, or priest of an evil god.

Grave Violations: Committing such an act inflicts a -4 penalty to all attack rolls, saving throws, skills and ability checks by the Runebound Knight for 1 hour and a -2 penalty for 1 day. You also take 2d6 Charisma burn. A Will save DC 20 + Soul Rune level is required to commit such an act.
Killing an innocent for personal gain.
Disrespecting the authority of the patron that gave you your pact.
Refusing to aid a vast number (1000+) of good creatures in need.
Knowingly endangering the world.
Serving an archfiend or evil deity.

Special: For every week a Runebound Knight spends without actively using their powers to improve the world a Runebound Knight suffers a cumulative -4 to Charisma. This penalty instantly fades once a Runebound Knight acts to perform acts of good to cleanse evil. This penalty does not accrue should the Runebound Knight be unable to further the cause of good.

In addition to acting as a code constraining a Runebound Knight’s actions, his Soul Runes fuel her magical powers. These determine the highest level Soul Runes she can use and his use of them, although the actual activation is described in Burn Soul. These abilities are Spell-like abilities. Your Soul Rune level is equal to your class level and any levels in Prestige Classes which raise it and acts as your Caster Level for your Soul Runes.
A Soul Rune deals no damage, ability damage or drain, and/or negative levels to good creatures, and only half damage, ability damage or drain, and/or negative levels to neutral creatures. By twisting the rune a Runebound Knight can deal half damage, ability damage or drain, and/or negative levels to good creatures or full to neutral creatures. Doing so inflicts penalties similar to violating their pact and such penalties are listed together.
Finally the Soul Runes preserve the soul from the effects of negative energy, bolstering it even as they are fueled by its essence. If a Runebound Knight would gain negative levels equal to her character level she instead gains 1 less than her character level.
The save DC of your Soul Runes is 10 + spell level + your Charisma modifier.

Burn Soul: A Runebound Knight can utter the name of one of the runes carved into her soul and in so doing pull magical force from her Soul Runes activating them even as he burns his own soul in the process. To do so is a spell-like ability, but unlike most spell-like abilities XP costs must still be paid and all Soul Runes have a Verbal Component. Activating a Soul Rune requires a Runebound Knight to deal herself an amount of Charisma burn based upon its level listed in the table above, the number (if any) in parentheses is the number of free uses of a rune of that level a Runebound Knight may use each day before suffering Charisma burn. This ability burn cannot be prevented in any way. Should it, or the Charisma burn from committing a Grave Violation of their pact, reduce a Runebound Knight’s Charisma to 0 she dies at the end of their action; this is considered a Death effect for the purposes of determining what spells can be used to revive the Runebound Knight. In addition activating a Soul Rune produces bright light out to 60-ft and shadowy illumination out to 120-ft for 1 round; this is considered a light effect with a level equal to the Soul Rune level.
By paying an additional 1 Charisma burn a Runebound Knight may activate her Soul Rune without a Verbal Component or without producing light; by paying 2 Charisma burn a Runebound Knight may negate both qualities.

Smite Evil: Once per minute, a Runebound Knight may attempt to smite evil with one normal melee or ranged attack. She adds +4 bonus to her attack roll and deals 1 extra point of damage per Runebound Knight level. For example, a 13th-level Runebound Knight armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the Runebound Knight accidentally smites a creature that is not evil, the smite has no effect, but the ability is still expended.
At 4th level, and every 3 levels there after the rate at which a Runebound Knight may use her Smite Evil ability improves as listed on the table above.

Rejuvenation (Ex): A Runebound Knight heals ability burn at an accelerated rate compared to other creatures. With a night’s rest she heals 3 points of ability burn per class level per ability, and with 24 hours of complete bed rest she heals all ability burn.

Bolster Resistance (Su): The pact which fuels a Runebound Knight’s powers also protects her. By taking 2 points of Charisma burn (this charisma burn cannot be prevented in any way) as an immediate action a Runebound Knight may add her class level to the next saving throw she makes.

Hallowed Resilience (Su): A Runebound Knight is protected from harm gaining DR equal to half her class level; damage from unholy weapons or which counts as evil aligned overcomes this DR.

Foe Bound (Su): A Runebound Knight is a weapon against evil. When a 3rd level or higher Runebound Knight uses Smite Evil on a foe she may inflict 2 Charisma burn (which cannot be reduced) to herself to make every attack against that target for the next minute gain a bonus to hit and damage as if she were using her Runebound Knight Smite Evil ability.

Reburn the Runes (Su): A Runebound Knight has learned that flexibility is required to serve the greater good. She may rearrange the runes of their soul to maximize their fight against evil. Beginning at 5th level a Runebound Knight may change her Soul Runes known by spending 10 minutes and suffering Charisma burn. The Runebound Knight takes 1 point of Charisma Burn (which cannot be reduced) per Soul Rune changed or 4 points to change all of them. At 10th level a Runebound Knight may rearrange the runes as a full round action taking 1 point of Charisma Burn (which cannot be reduced) per Soul Rune changed or 4 points to change all of them. At 15th level a Runebound Knight may rearrange the runes as a swift action taking 1 point of Charisma Burn (which cannot be reduced) per Soul Rune changed or 6 points to change all of them, in addition the cost to change all of them when taking 10 minutes is reduced to 2 points.

Empower Soul Rune (Su): A Runebound Knight may fuel the power of her Soul Runes further at the cost of his own soul. Beginning at 6th level by paying an additional 2 Charisma burn when activating a Soul Rune a Runebound Knight may empower it (as the Empower Spell feat) with no change to casting time or effective level.

Tongues (Sp): As the runes burned into a Runebound Knight’s soul matures the Runebound Knight takes on qualities of the archons which applied them. At 7th level a Runebound Knight gains a permanent Tongues effect; if it is dispelled the Runebound Knight may reactivate it as a free action.

Bolster Defense (Su): The defenses imbued into the Runebound Knight become more intricate protecting him from harm. As an immediate action a Runebound Knight may deal herself 2 Charisma burn (which may not be reduced or prevented) to add a Sacred bonus to AC equal to her class level until the start of his next action. While this ability is active the Runebound Knight shines with light equivalent to a Daylight spell.

Shelter Ally (Su): The Runebound Knight cannot be expected to only defend themselves. By dealing herself an additional 1 Charisma burn a Runebound Knight may activate Bolster Resistance or Bolster Defense on another creature within 30-ft instead of herself; the bonus is still derived from the Runebound Knight's class levels.

Aura of Menace (Su): A righteous aura surrounds a Runebound Knight when she fights or get angry. Any hostile creature within a 20-foot radius of the Runebound Knight must succeed on a Will save (DC 10 + ½ Class level + Charisma modifier) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the Runebound Knight that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same Runebound Knight’s aura for 24 hours.

Quicken Soul Rune (Su): A Runebound Knight may hasten the use of her Soul Runes, though doing so risks further damaging her own soul. Beginning at 11th level by taking an additional 2d3 Charisma burn when activating a Soul Rune a Runebound Knight may activate it as a Swift action.

Aegis of the Celestial Soldier (Su): The radiance of the Runebound Knight’s runes shelters them from blows even when the warrior does not expend her spiritual energy to cause them to blaze forth. Beginning at 12th level a Runebound Knight gains a Sacred Bonus to AC equal to half her Charisma modifier if positive.

Mass Shelter Ally (Su): A Runebound Knight learns how to extend her soul to protect a number of nearby creatures. Beginning at 14th level, when using Bolster Resistance or Bolster Defense a Runebound Knight may apply it to any number of target creatures within 60-ft. To do so she must pay an additional 2 points of Charisma burn.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds a Runebound Knight (caster level equals the Runebound Knight’s class level).

Reactive Soul Rune (Su): A Runebound Knight may use her Soul Runes reflexively, though doing so risks further damaging her own soul. Beginning at 17th level by taking an additional 3d4+1 Charisma burn when activating a Soul Rune a Runebound Knight may activate it as an Immediate action.

Transference (Su): A Runebound Knight has learned to push the ravages of her soul onto her body. Beginning at 18th level once per day a Runebound Knight may transfer all Charisma burn, damage, and/or drain she is currently suffering to an equal amount of burn, damage, and/or drain to one of Strength, Constitution, or Wisdom.

Paragon of Glory (Ex): A Runebound Knight’s Soul Runes blossom into full splendor and her powers rise to match. At 20th level a Runebound Knight takes 1 less point of Charisma burn to activate Foe Bond, Bolster Defense, Bolster Resistance, Empower Soul Rune, Quicken Soul Rune, and Reactive Soul Rune. The cost to use Reburn the Runes becomes 0 to change a single Soul Rune known as an action taking 10 minutes, 2 to change them all as a full-round action, 1 to change a single Soul Rune known as a swift action, and 4 to change them all as a Swift action.
In addition if the Runebound Knight is not Lawful Good she may immediately change their alignment to Lawful Good as if through the Atonement spell.
If the Runebound Knight is Lawful Good, or ever becomes Lawful Good, her type changes to Outsider and she gains the Law, Good, and Archon subtypes. She gains the ability to Teleport without Error (self plus 50 lbs of gear only) at-will and the save DC for their Aura of Menace gains a +2 racial bonus. She gains any other Outsider and Archon traits she does not already possess.

Soul Runes Known
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th
1st|2|-|-|-|-|-|-|-
2nd|2|1|-|-|-|-|-|-
3rd|2|2|-|-|-|-|-|-
4th|3|2|-|-|-|-|-|-
5th|3|2|1|-|-|-|-|-
6th|3|2|2|-|-|-|-|-
7th|3|3|2|-|-|-|-|-
8th|4|3|2|1|-|-|-|-
9th|4|3|2|2|-|-|-|-
10th|4|3|3|2|-|-|-|-
11th|4|4|3|2|1|-|-|-
12th|5|4|3|2|2|-|-|-
13th|5|4|3|3|2|-|-|-
14th|5|4|4|3|2|1|-|-
15th|5|4|4|3|2|2|-|-
16th|6|4|4|3|3|2|-|-
17th|6|4|4|4|3|2|1|-
18th|6|4|4|4|3|2|2|-
19th|6|4|4|4|3|3|2|-
20th|6|4|4|4|4|3|3|1[/table]

Soul Runes: These function as the spell of the same name except as noted in Burn Soul and any specific exceptions noted on the spells themselves.
Orisons:
Create Water
Cure Minor Wounds: To half health only.
Dancing Lights
Detect Evil
Detect Magic
Detect Poison
Guidance
Light
Mending
Prestidigitation
Purify Food and Drink
Read Magic

1st:
Bane
Benign Transposition (SpC)
Blades of Fire (SpC)
Bless
Burning Hands
Cause Fear
Command
Comprehend Languages
Cure Light Wounds
Deathwatch
Detect Good
Detect Undead
Divine Favor
Doom
Endure Elements: Self only
Enlarge Person: Self only
Faith Healing: To half health only. (SpC)
Inflict Light Wounds: Cannot heal undead.
Light of Lunia (SpC)
Luminous Gaze (SpC)
Magic Missile
Magic Weapon
Night Shield (SpC)
Protection from Evil
Ray of Enfeeblement
Ray of Clumsiness (SpC)
Shield
Shield of Faith
Shield Other
Shocking Grasp
Sonic Blast (SpC)
Thunderhead (SpC)
True Strike
Vision of Glory (SpC)


2nd:
Aid
Align Weapon: Cast as a good spell only.
Baleful Transposition (SpC)
Bear’s Endurance
Belker Claws (SpC)
Blast of Force (SpC)
Blindness/Deafness
Blur
Bull’s Strength
Close Wounds
Cure Moderate Wounds
Deific Vengeance
Desiccating Bubble (SpC)
Discern Shapeshifter (SpC): No material component.
Eagle’s Splendor
Fireburst (SpC)
Fly, Swift (SpC)
Fog Cloud
Frost Breath (SpC)
Glitterdust
Haste, Swift (SpC)
Hurl (SpC)
Ice Knife (SpC)
Inflict Moderate Wounds: Cannot heal undead.
Light of Mercuria (SpC)
Make Whole
Protection from Arrows: Self only
Protection from Negative Energy (SpC)
Rainbow Beam (SpC)
Ray of Weakness (SpC)
Remove Paralysis
Resist Energy: Self only
Restoration, Lesser
Scorching Ray
Scare
See Invisibility
Shatter
Sound Burst
Spawn Screen (Spc)
Spell Immunity, Lesser (SpC)
Spiritual Weapon
Splinterbolt (SpC)
Whirling Blade (SpC)
Wracking Touch (SpC)
Zone of Truth

3rd level:
Acid Breath (SpC)
Aid, Mass (SpC)
Anticipate Teleportation (SpC)
Arcane Sight
Attune Form (SpC)
Blink
Bite of the Werewolf (SpC)
Chain Missile (SpC)
Cloak of Bravery (SpC)
Contagion
Cure Serious Wounds
Daylight
Demon Dirge (SpC)
Devil Blight (SpC)
Dispel Magic
Displacement
Disrupt Undead, Greater (SpC)
Flame of Faith (SpC): Only 1 iteration active at a time.
Flashbolt (SpC)
Fireball
Fly
Freedom of Movement: Self only
Ghost Touch Weapon (SpC): Only 1 iteration active at a time.
Great Thunderclap (SpC)
Haste
Heroism: Self only
Inflict Serious Wounds: Cannot heal undead
Invisibility Purge
Keen Edge: May only have one iteration active at a time
Knight’s Move (SpC)
Light of Venya (SpC)
Magic Circle against Evil
Magic Vestment: May only have one iteration active at a time
Magic Weapon, Greater: May only have one iteration active at a time
Mantle of Good (SpC)
Many Jaws (SpC)
Neutralize Poison
Poison
Prayer
Protection from Elements: Self only, may only have one iteration active at a time.
Rainbow Blast (SpC)
Ray of Exhaustion
Remove Blindness/Deafness
Remove Curse
Remove Disease
Resonating Bolt (SpC)
Ring of Blades (SpC)
Scintillating Sphere (SpC)
Searing Light
Sleet Storm
Slow
Steel Dance (SpC)
Sound Lance (SpC)
Spark of Life (SpC)
Vampiric Touch
Water Breathing: Self only
Wall of Light (SpC)
Weapon of Energy (SpC): May only have 1 iteration active at a time.
Weapon of Impact (SpC): May only have 1 iteration active at a time.
Weapon of the Deity (SpC): May only have 1 iteration active at a time.

4th level:
Arc of Lightning (SpC)
Assay Spell Resistance (SpC)
Bite of the Wereboar (SpC)
Blast of Flame (SpC)
Blindsight, Greater (SpC)
Contingent Energy Resistance (SpC): Self only
Cure Critical Wounds
Death Ward
Delay Death (SpC)
Dimensional Anchor
Dimension Door
Energy Spheres (SpC)
Enervation: Slain targets do not rise as wights.
Fear
Fire Shield
Flame Strike
Fore Missiles (SpC)
Forcewave (SpC)
Globe of Invulnerability, Lesser
Holy Smite
Holy Transformation, Lesser (SpC)
Ice Storm
Inflict Critical Wounds: Cannot heal undead.
Make Manifest (SpC)
Moonbolt (SpC)
Panacea (SpC)
Planar Tolerance (SpC)
Raise Dead: May substitute 1000 XP for the material component.
Ray Deflection (SpC)
Recitation (SpC)
Resistance, Greater (SpC): Self only.
Restoration: No material component.
Revivify: Material component is retained, may pay 200 XP instead.
Sheltered Vitality (SpC)
Shield of Faith, Mass (SpC)
Spell Immunity
Thunderlance (SpC)
Wall of Fire
Wall of Good (SpC)

5th:
Bite of the Weretiger (SpC)
Blink, Greater (SpC)
Blistering Radiance (SpC)
Break Enchantment
Cacophonic Burst (SpC)
Cacophonic Shield (SpC)
Cloud Kill
Cone of Cold
Death Throes (SpC)
Dismissal
Dispel Evil
Dispel Magic, Greater
Disrupting Weapon
Earth Reaver (SpC)
Enlarge Person, Greater (SpC): Self only
Fire Shield, Mass (SpC)
Fireburst, Greater (SpC)
Graymantle (SpC)
Heal
Incorporeal Nova (SpC)
Interposing Hand
Life’s Grace (SpC)
Lucent Lance (SpC)
Overland Flight
Plane Shift: To Mount Celestia and the Prime only.
Refusal (SpC)
Revive Outsider (SpC): Do not need inexpensive material component, may replace expensive material component with 1000 XP.
Righteous Might
Righteous Wrath of the Faithful (SpC)
Slay Living
Spell Resistance
Teleport
True Seeing: No material component
Vitriolic Sphere (SpC)
Vulnerability (SpC)
Wall of Dispel Magic (SpC)
Wall of Force
Zone of Respite (SpC)
Zone of Revelation (SpC)

6th level:
Acid Storm (SpC)
Animate Objects
Anticipate Teleportation, Greater (SpC)
Aura of Terror (SpC)
Bite of the Werebear (SpC)
Blade Barrier
Bolt of Glory (SpC)
Brilliant Blade (SpC)
Chain Lightning
Cometfall (SpC)
Cure Serious Wounds, Mass
Disintegrate
Energy Immunity (SpC): Only 1 iteration active at a time.
Fire Spiders (SpC)
Fires of Purity (SpC)
Flesh to Stone
Fleshiver (SpC)
Forceful Hand
Ghost Trap (SpC)
Globe of Invulnerability
Harm: Cannot heal undead.
Heroes’ Feast
Heroism, Greater: Self only
Lucent Lance (SpC)
Make Manifest, Mass (SpC)
Ray of Entropy (SpC)
Ray of Light (SpC)
Regenerate
Resistance, Superior (SpC): Self only.
Resurrection: Has its material component, may replace it with 2,000 XP
Stone to Flesh
Undeath to Death
Visage of Deity (SpC)
Wall of Gears (SpC)
Wind Walk
Word of Recall

7th Level:
Antimagic Field
Arcane Sight, Greater
Banishment
Blood to Water (SpC)
Brilliant Aura (SpC)
Cure Critical Wounds, Mass
Death Ward, Mass (SpC)
Delayed Blast Fireball
Destruction
Dimensional Lock
Emerald Flame Fist (SpC)
Energy Ebb (SpC)
Ethereal Jaunt
Fire Storm
Grasping Hand
Ice Claw (SpC)
Holy Aura
Holy Star (SpC)
Holy Transformation (SpC)
Holy Word
Lightning Ring (SpC)
Lion’s Roar (SpC)
Mindblank
Planar Bubble (SpC)
Plane Shift, Greater (SpC)
Prismatic Eye (SpC)
Prismatic Spray
Radiant Assault (SpC)
Restoration, Greater
Spell Resistance, Mass (SpC)
Spell Turning
Stun Ray (SpC)
Sunburst

How They Change the World:
Runebound Knights are holy crusaders, a small change to the world of D&D with its paladins and clerics except they have other implications. A Runebound Knight is empowered by the archons meaning that they have taken an active role in influencing the fate of the Prime Material World. In addition they serve to bring a focus on the archons and their actions, as well as question of how their methods differ from those of fiends. The existence of Runebound Knights also implies the existence of souls trapped in a purgatory of heroic crusades, fighting their way for virtue knowing that they can never again rest happily. It also competes with paladins as crusading forces of good, even as it shows that warlocks are not the only ones selling their souls for power. It also implies an emphasis on Good over Law amongst the celestials of Mount Celestia, forging a weapon that slays Evil with no special powers against Chaos.

An organization of Runebound Knights could act as knight errants attempting to cleanse the world of evil, or as a singular figure struggling against the dark but doomed to fail. In general, while they bring up questions of the nature of what it means to be good and if the choice to be evil is taken away whether being good is still something of value, their presence in high numbers lightens the tone by indicating that the forces of good take an interest in the world. In low numbers they can remind that the struggle of the hero is often one which leads to a ruined life, and a quick death especially if they are almost unique indicating that the forces of good, or at least the archons, do not care much for the world.

Phosphate
2012-07-24, 01:17 PM
Arduous Training

You're not like most people. You don't have the chance nor conditions to engage in a cozy, long, gradual training to advance in class levels. Or maybe you don't want to bide your time with unnecessary things such as becoming tougher or more enduring, when you know that time would be better spent on making you more powerful, versatile, or knowledgeable. If so, I'd advise you to take a look at Arduous Training.

The Mechanic

Arduous Training is a mechanic best suited for those who want to give up survivability in exchange for power. However, such individuals must already be tough enough and used to the adventurer life to meet the rigors of this training. Therefore, Arduous Modified Levels (AMLs) can only be taken by characters that have already acquired 5 unmodified class levels.

When you choose to gain an AML, this is how it works:

1.) You choose a class to add a level to. If it's the very first level in that class, it is not eligible to be taken as an AML.
2.) You gain saves, BaB, skill points, and features from that class normally.
3.) However, instead of the normal class hit die, you add only your constitution modifier (if any) to your hit point total.
4.) You gain a number of training points (tp) based on the normal hit dice of the class: 1 point for d4, 2 points for d6, 3 points for d8, 4 points for d10 and d12.

Any tp you gain by acquiring an AML is added to the tp you already have, if any. There's no upper cap to how much tp you can have.

Tp can be spent on the Advancements below. Normally you may only gain one Advancement per level, regardless of how much tp you have. You must choose an Advancement when you level up; if you don't, you will have to wait until your next level up to pick an advancement. Advancements can be gained at any level, not just AMLs. The general format for advancements is:

Name: the name of the advancement
Cost: how much tp the advancement costs
Requirements: some advancements require other advancements to be taken beforehand, or other such conditions
Effect: what the advancement actually provides the user with
Limiter: how many times this advancement can be taken

Advance List


Name: Bonus feat
Cost: 4 tp
Requirements: none
Effect: You gain a bonus feat with the [General] descriptor that you meet the prerequisites for.
Limiter: 3

Name: Weapon Prowess
Cost: 1 tp
Requirements: none
Effect: Select a weapon type. You are proficient with that weapon type and gain Weapon Focus with it. You may choose exotic weapons for this advancement.
Limiter: none

Name: Baby Steps
Cost: 1 tp
Requirements: none
Effect: You may take two advancements per level, as long as they both cost 1 tp. Includes this level.
Limiter: 1

Name: Harsh Trainer
Cost: 1 tp
Requirements: Animal Companion or Familiar
Effect: Whenever your Animal Companion or Familiar would gain a hit dice, you may give them an AML instead.
Limiter: 1

Name: Boundless Skill
Cost: 1 tp
Requirements: 5 ranks in selected skill, must be a class skill
Effect: Select a skill. Your maximum and current rank with that skill both increase by 2. You cannot apply this advancement multiple times to the same skill.
Limiter: none

Name: Acute Vision
Cost: 1 tp
Requirements: low-light vision or darkvision
Effect: You treat the concealment of a target as being 10% lower for the purpose of attacking it.
Limiter: 5

Name: Steady Skill
Cost: 1 tp
Requirements: must be a class skill
Effect: Select a skill. You may take 10 under any conditions when using it.
Limiter: none

Name: Speed
Cost: 1 tp
Requirements: base speed 30 ft or higher
Effect: Your base speed increases by 5 feet.
Limiter: 2

Name: Opportune Strike
Cost: 1 tp
Requirements: BaB +5
Effect: Aside from the usual bonuses, you gain a +4 bonus to damage against flanked opponents.
Limiter: 1

Name: Minute Maneuvering
Cost: 1 tp
Requirements: Dex 13+
Effect: Increase your 5 foot step by 5 feet.
Limiter: 3

Name: Ability Conditioning
Cost: 1 tp
Requirements: at least 10 points in the selected score
Effect: Select an ability score. It can no longer receive damage.
Limiter: 6

Name: Spell Penetration (Adv)
Cost: 1 tp
Requirements: able to cast 1st level arcane or divine spells
Effect: Your caster level is treated as 2 higher for the purpose of overcoming SR only. Stacks.
Limiter: 5

Name: Power Penetration (Adv)
Cost: 1 tp
Requirements: able to manifest 1st level powers
Effect: Your manifester level is treated as 2 higher for the purpose of overcoming PR only. Stacks.
Limiter: 5

Name: Enhanced Healing
Cost: 1 tp
Requirements: must not have
Effect: Whenever you would heal 1 hit point or ability point from natural healing, you heal 2 instead (or more if also receiving treatment as per the Heal skill).
Limiter: 1

Name: Divine Salvation
Cost: 1 tp
Requirements: must have a patron deity
Effect: Once per day, you may re-roll a failed save and choose the better result.
Limiter: 1

Name: Cooperative
Cost: 1 tp
Requirements: Cha 13+
Effect: When receiving or providing Aid Another, the bonus is increased by 1.
Limiter: 2

Name: Farshooter
Cost: 1 tp
Requirements: Str 13+, Dex 13+
Effect: When shooting projectile weapons, maximum range is increased by 1 increment. Stacks.
Limiter: 5

Name: List Revamp
Cost: x tp
Requirements: 1 level of Sorcerer
Effect: Select a spell level: 1, 2, 3, or 4. Spend tp equal to the spell level. If you do, you may replace all your spells of that level with other ones of the same level.
Limiter: none

Name: Arcane Open Mindedness
Cost: 1 tp/2 tp
Requirements: 1 level of Wizard (Specialist)
Effect: Select a prohibited school of magic. It is no longer prohibited. The second time you choose this advancement the cost is increased.
Limiter: 2

Name: Feat Retraining
Cost: 1 tp/3 tp
Requirements: none
Effect: Select a feat. You may only select feats which you have gained by gaining a level divisible by 3. Feats from advancements, class features, items etc. cannot be chosen. You lose that feat. Then, you may either spend 1 tp to gain any feat that lacks any prerequisites, or 3 tp to gain any feat that you meat the prerequisites of.
Limiter: none

Name: Greater Psionic Potential
Cost: x tp
Requirements: able to manifest powers
Effect: You may spend up to 4 tp. You gain a number of pp equal to the square number of tp spent. If you spent 3 or 4 tp, you may also expend more power points than your class level would allow on a single power by 1.
Limiter: 1

Name: Safety of Body, Mind and Soul
Cost: 2 tp
Requirements: two good saves (or multiclass with two classes that have a different good save each)
Effect: Increase all your base saves by 1. Stacks.
Limiter: 2

Name: Book Smarts
Cost: 2 tp
Requirements: at least 1 Knowledge skill as class skill
Effect: Add all Knowledge skills as class skills. You gain 1 rank in each Knowledge skill in which you have 0.
Limiter: 1

Name: Iron Stomach
Cost: 2 tp
Requirements: none
Effect: You cannot be sickened or nauseated.
Limiter: 1

Name: Armor Mobility
Cost: 2 tp
Requirements: proficient with all types of armor
Effect: Increase the max dex and reduce the check penalty of your armor by 1. Every time, choose a different type of armor to apply this advancement to.
Limiter: none

Name: Fortified
Cost: 2 tp
Requirements: 15+ Con
Effect: You gain 25% fortification. Stacks with itself, but not with fortification from other sources.
Limiter: 4

Name: Strike
Cost: 2 tp
Requirements: BaB 7+
Effect: Add d6 damage to a melee attack per round. Gaining this advancement multiple times increases the damage, but not the number of times per round it can be applied.
Limiter: 4

Name: React
Cost: 2 tp
Requirements: Combat Expertise
Effect: Whenever you would be able to make an AoO, you may make a special immediate action instead. This is just like a regular immediate action, except there is a 50% chance that it will not consume your next swift action.
Limiter: 1

Name: Seamless Return
Cost: 2 tp
Requirements: Cha 6+
Effect: You gain 1 rez point. Stacks. Whenever you come back from the dead using a spell that incurs a negative level, you lose 1 rez point and no longer incur the negative level. Rez points CAN'T be used to remove previously incurred negative levels.
Limiter: none

Name: Arcane Creativity
Cost: 2 tp
Requirements: Create Wondrous Item
Effect: You gain a pool of xp equal to one-quarter the xp needed to reach next level. You may use this xp for the purpose of item creation only. You may only take this advancement again if you finish your current pool (or have less than 100 left).
Limiter: none

Name: Safe Option
Cost: 2 tp
Requirements: BaB 6+
Effect: When making a Full Attack, you may give up any number of your attacks for a stacking +2 bonus to AC from each until your next round.
Limiter: 1

Name: Tireless
Cost: 2 tp
Requirements: none
Effect: You no longer need sleep. You can still be fatigued or exhausted from magical effects, and you still need to rest to replenish spells.
Limiter: 1

Name: Unfaltering
Cost: 2 tp
Requirements: Int 13+, Wis 13+, Lawful alignment
Effect: Once per week, if you acted in such a way as to have the Lawful component of your alignment changed (and ONLY that component), you may Atone yourself.
Limiter: none

Name: Faithproof
Cost: 2 tp
Requirements: no patron deity
Effect: You are immune to profane and sacred bonuses and penalties, and to any type of curse.
Limiter: 1

Name: Improvement (Evasion, Mettle)
Cost: 2 tp
Requirements: Evasion or Mettle
Effect: You gain Improved Evasion or Improved Mettle.
Limiter: 2

Name: Haggler
Cost: 2 tp
Requirements: Cha 13+, Int 11+, Appraise 1 rank
Effect: You earn 2 times as much from Craft and Proffesion checks, and can sell nonmagical objects for 25% more. Both those numbers double when taken a second time.
Limiter: 2

Name: Divine Dabbler
Cost: 2 tp
Requirements: must not be a cleric
Effect: Choose one cleric domain. You gain its granted power and +1 to saves against its spells.
Limiter: 1

Name: Sprightly
Cost: 2 tp
Requirements: Dex 15+, Move speed 30 ft+
Effect: Select a movement type from: burrowing, swimming, or climbing. If climbing, you gain a natural climb speed equal to your move speed. If swimming, you gain a natural swim speed equal to your move speed -10 ft. If burrowing, you gain a natural burrow speed equal to half your move speed.
Limiter: 3

Name: Persistent Summons
Cost: 2 tp
Requirements: Ability to cast Conjuration (Summoning) spells
Effect: The creatures you summon with conjuration magic remain on the field for 1 round more than normal.
Limiter: 1

Name: Hidden Ace
Cost: 2 tp
Requirements: Ability to cast prepared spells
Effect: You may leave one slot open when preparing your spells. During the day, you may use that slot to spontaneously cast any spell you know, as long as it is of the exact level of the open slot (lower level spells not allowed). You may not use metamagic on spells cast thusly.
Limiter: 1

Name: Agile Wrestler
Cost: 2 tp
Requirements: Dex 11+
Effect: You may replace your Str mod with your Dex mod when making any grapple check.
Limiter: 1

Name: Sure Hand
Cost: 2 tp
Requirements: Str 13+
Effect: You add your full strength modifier to light weapon attacks.
Limiter: 1

Name: Bonus Language
Cost: 2 tp
Requirements: none
Effect: Select one nonsecret language, even if your race cannot normally learn it. You know it.
Limiter: none

Name: Horientation
Cost: 2 tp
Requirements: Wis 15+
Effect: You always know where North is. Additionally, once per day you may indicate a stationary location (you must have line of sight to it at the moment of indication). For 24 hours, wherever you are on the same plane, you can point to that location with perfect precision
Limiter: 1

Name: Greater Swiftness
Cost: 3 tp
Requirements: none
Effect: You may take an additional swift action per round.
Limiter: 1

Name: Bardic Knowledge
Cost: 3 tp
Requirements: 10 cummulated ranks in all Knowledge skills
Effect: You gain Bardic Knowledge.
Limiter: 1

Name: Know Alignment
Cost: 3 tp
Requirements: wis 17+
Effect: You know what your alignment is and when it changes (this for campaigns where only the DM knows the alignments of the players).
Limiter: 1

Name: Seeping Chakra
Cost: 3 tp
Requirements: pool of essentia
Effect: Select one of your chakras. When it holds a meld, you still benefit from any magical item tied to that spot.
Limiter: 1

Name: Rage
Cost: 3 tp/1 tp
Requirements: none
Effect: You may Rage once per day as a barbarian. Every subsequent use of this ability increases the number of rages per day by 1 for only 1 tp, but doesn't improve them. A barbarian cannot take this advancement.
Limiter: none

Name: Sneak Attack
Cost: 3 tp/1 tp
Requirements: none
Effect: You may Sneak Attack as a rogue for 1d6. Every subsequent use of this ability increases the damage by 1d6 for only 1 tp. Anyone with Sneak Attack as a class feature, even of a class that hasn't provided it yet, cannot take this advancement.
Limiter: 5

Name: Backdrain
Cost: 3 tp
Requirements: ability to manifest powers
Effect: Whenever you use a power that costs at least 6 pp on a target that offers the target a will save, and he fails by 4 or more, you gain 3 pp.
Limiter: 1

Name: Second Wind
Cost: 3 tp
Requirements: con 15+
Effect: Once per day, if you would fall below half of your hit points, you may fully heal yourself as a full round action. Taking this advancement multiple times not only increases the daily usage by 1, but also changes the duration from full round -> standard -> immediate (if you have SW as an immediate action, you can still use it as a standard action).
Limiter: 3

Name: Backdrain
Cost: 3 tp
Requirements: ability to manifest powers
Effect: Whenever you use a power that costs at least 6 pp on a target that offers the target a will save, and he fails by 4 or more, you gain 3 pp.
Limiter: 1

Name: Ying Yang
Cost: 3 tp
Requirements: living creature, one Neutral component in alignment
Effect: You are immune to negative energy effects and damage but cannot receive magical healing.
Limiter: 1

Name: Extended Life
Cost: 3 tp
Requirements: none
Effect: Add 10 years to your maximum lifespan for every 100 years of your normal lifespan (for characters that can live multiple centuries more or less depending on maximum age roll, such as elves and elans, how much this advancement actually provides is kept secret by the DM), or 5 years if your normal lifespan is below 100.
Limiter: none

Name: Dark Arts Warding
Cost: 3 tp
Requirements: non-evil
Effect: You gain a +4 bonus to all saves against warlock invocations and spells/powers with the [evil] descriptor, and against the spell-like abilities of all creatures with the [evil] descriptor.
Limiter: 1

Name: Master Planning
Cost: 3 tp
Requirements: Int 17+
Effect: You may use the Ready action as a free action. You can still only use it once per round.
Limiter: 1

Name: Purify
Cost: 3 tp/2 tp
Requirements: CL 1+
Effect: You may use Greater Dispel as a spell-like ability with a caster level equal to your character level once per day, but only on yourself. Every time you gain this advancement aside from the first time, it costs only 2 tp and increases the number of uses by 1. If taken 4 times, you can use it on others.
Limiter: 4

Name: Lucid Composure
Cost: 3 tp
Requirements: none
Effect: Once per day you may take 10 on a Will save.
Limiter: 1

Name: Steady Metabolism
Cost: 3 tp
Requirements: none
Effect: Once per day you may take 10 on a Fort save.
Limiter: 1

Name: Streamlined Motion
Cost: 3 tp
Requirements: none
Effect: Once per day you may take 10 on a Ref save.
Limiter: 1

Name: Body of a Youth
Cost: 3 tp
Requirements: Middle-Aged or older
Effect: You no longer receive ability score penalties from aging and the penalties already achieved are removed.
Limiter: 1

Name: Fistfighting
Cost: 3 tp
Requirements: none
Effect: You gain Improved Unarmed Strike and deal damage with your unarmed strike as a creature one size larger.
Limiter: 1

Name: Divine Protection from Undead
Cost: 3 tp
Requirements: Cha 13+
Effect: Whenever you receive lethal damage from a melee attack from an undead, the undead is treated as if he was turned by a cleric of half your character level, HD, and with your stats. This cannot destroy undead.
Limiter: 1

Name: Hide in Plain Sight
Cost: 3 tp
Requirements: Hide 8 ranks
Effect: As the shadowcaster class features.
Limiter: 1

Name: Divine Protection from Undead
Cost: 3 tp
Requirements: Cha 13+
Effect: Whenever you receive lethal damage from a melee attack from an undead, the undead is treated as if he was turned by a cleric of half your character level, HD, and with your stats. This cannot destroy undead.
Limiter: 1

Name: 360 visualisation
Cost: 3 tp
Requirements: Wis 13+
Effect: You cannot be flanked.
Limiter: 1

Name: Energy Immunity
Cost: 4 tp
Requirements: none
Effect: Select an energy type. You are immune to it.
Limiter: 2

Name: Pounce
Cost: 4 tp
Requirements: BaB 6+
Effect: You may full attack at the end of a charge.
Limiter: 1

Name: SR (Adv)
Cost: 4 tp/1 tp
Requirements: none
Effect: You gain SR equal to your character level. After the first time, every time you take this advancement it costs only 1 tp and increases your SR by 4.
Limiter: 4

Name: PR (Adv)
Cost: 4 tp/1 tp
Requirements: none
Effect: You gain PR equal to your character level. After the first time, every time you take this advancement it costs only 1 tp and increases your PR by 4.
Limiter: 4

Name: Ghoststrike
Cost: 4 tp
Requirements: none
Effect: You have a 50% chance to attack incorporeals and ethereals normally with mundane melee weapons.
Limiter: 1

Name: Tip Cut
Cost: 4 tp
Requirements: Dex 13+
Effect: Whenever you attack an opponent with a melee piercing weapon, you may choose to deal slashing damage instead. If you do so, you may add your dexterity modifier instead of your strength to the attack roll (you need not do so).
Limiter: 1

Name: Perfect Health
Cost: 4 tp
Requirements: Con 15+
Effect: You are immune to poison and disease. You cannot be sickened or nauseated.
Limiter: 1

Name: Natural Jack
Cost: 4 tp
Requirements: none
Effect: You do not take multiclassing penalties regardless of your class levels.
Limiter: 1

Name: One of Us
Cost: 4 tp
Requirements: LA
Effect: Decrease your LA by 1. Cannot be used if your LA is 0 or lower.
Limiter: 1

Name: Light Adaptive Sight
Cost: 4 tp
Requirements: Wis 13+, Spot 6 ranks
Effect: You gain darkvision 120 feet and cannot be blinded.
Limiter: 1

Name: Trusted Companion
Cost: 4 tp
Requirements: Handle Animal 8 ranks
Effect: You gain an animal companion as a druid of your character level -5 +1 per AML.
Limiter: 1

Name: Turn to Inner Power
Cost: 4 tp
Requirements: able to cast 2nd level divine spells
Effect: Choose one sor/wiz spell of a spell level that you can cast. You now know and may use it. When you use it, it is treated as an arcane spell and its DC is based either on your cha or int, whichever is higher. You also qualify for feats and prestige classes that list "able to cast arcane spells of x level" in their requirements, with x being not the highest level arcane spell achieved from this advancement, but the number of times you've taken it.
Limiter: none

Name: Well Endured Training
Cost: 4 tp
Requirements: 2+ AMLs
Effect: You gain 1 hit point and 2 DR/-- per AML taken, including this one. You cannot take Harsher Training.
Limiter: 1

Name: Harsher Training
Cost: 0 tp
Requirements: 2+ AMLs
Effect: You lose 1 hit point from your maximum hp per AML taken, including this one. You gain tp equal to the number of hit points lost. You cannot take Well Endured Training.
Limiter: 1

Name: Military Training
Cost: 4 tp
Requirements: 2+ AMLs
Effect: You gain 2 bonus fighter feats for which you must meet all prerequisites except minimum fighter level.
Limiter: 3

Name: Minimum Class Training
Cost: 4 tp
Requirements: multiclass character (at least 2 classes)
Effect: You gain all the class features of the first level of a base class that you have no class levels in. This includes any special abilities, spells, weapon proficiencies, feats, and class skills, but no bonus to saves, bonus to BaB, or any skill points. Also, your ECL doesn't increase. If you ever decide to take a real first level in that class, you receive your 4 tp back.
Limiter: 1

Name: Adaptive Entry Training
Cost: 4 tp
Requirements: none
Effect: You are treated as having 1 specific feat (chosen when taking this advancement) that you need not meet the prerequisite for, 2 more BaB, 2 more to all skills, and any alignment you want for the purpose of qualifying for prestige classes only.
Limiter: 1

Name: Endurance Training
Cost: 4 tp
Requirements: none
Effect: You are immune to fatigue and exhaustion. A barbarian cannot take this AML. If a character wants to take his first level in barbarian after taking this AML, he must have at least 1 tp and that tp is spent upon entering the class.
Limiter: 1

Name: Inner Voice
Cost: 4 tp
Requirements: none
Effect: All your spells are cast as Silent without requiring a higher level slot.
Limiter: 1

Name: Favored Enemy
Cost: 4 tp/2 tp
Requirements: none
Effect: As the Ranger class feature. Whenever this advancement is taken again, it costs only 2 tp. Select a new favored enemy for your bonuses to be applied to, but the bonuses to the previous favored enemies do not increase as normal.
Limiter: none

Name: Ability Training
Cost: 4 tp
Requirements: none
Effect: You gain +1 to an ability score.
Limiter: none

Name: Powerful Build
Cost: 5 tp
Requirements: none
Effect: You gain the Powerful Build feature.
Limiter: 1

Name: Skill Training
Cost: 6 tp
Requirements: none
Effect: You retroactively gain +2 to the skill points of every level you've taken (including first, and they are quadrupled).

Name: Strike True
Cost: 7 tp
Requirements: none
Effect: Once per day you may choose to take 20 on an attack roll. This never triggers a critical.
Limiter: 1

Name: Objective Vision
Cost: 8 tp
Requirements: Wis 21+
Effect: You see through all illusions, instantly succeed all Sense Motive checks, know the alignment of everyone within line of sight and correctly indentify all shapeshifters for their real race
Limiter: 1

Name: Perfectionist
Cost: 10 tp
Requirements: none
Effect: All your ability scores that are below 10 for any reason become 10 and cannot be lowered in any way. You may reroll any kind of check, save, or attack roll and choose the best of the two results five times per day.
Limiter: 1

Name: Ultimate Ardent
Cost: 16 tp
Requirements: none
Effect: You gain Divine Rank 0.
Limiter: 1



Effect on the Game

Getting tougher as you level is no longer a given, it's a choice. Furthermore, those who don't really need their extra points to health can give them up and not really lose anything from it - a fighter specialized in ranged weapons, for instance, could easily get from tier 5 to high 4 after about 3 AMLs.

Effect on the Game World

Now it makes sense to have scrawny, physically weak Masters of various classes and styles - having all high ECL NPCs also have huge hit point totals is no longer compulsory, and can be evaded with the right amout of AMLs. At very high levels, 14+, DMs can also modify monsters with AMLs to make them more challenging - at a level where ubercharging drops anything in 1 hit regardless of HP and a save-or-die is tied to any save, a loss of hit points is not that relevant to a monster, but some well chosen advancements are.

Welknair
2012-07-29, 06:31 PM
The submissions period is now closed.

Welknair
2012-09-02, 09:59 PM
Results

Best Overall: Temotei's Chronoshifter (http://www.giantitp.com/forums/showpost.php?p=13594549&postcount=7)

{table=head]
Entrant|
Objective|
Balance|
Flavor|
Originality|
Total
Amechra|
30|
21|
31|
26|
108
Lohj|
25|
19|
17|
23|
84
Techwarrior|
31|
24|
30|
24|
109
Temotei|
27|
30|
32|
33|
122
Zaydos|
31|
27|
27|
23|
108
Phosphate|
22|
16|
16|
28|
82
[/table]

Congratulations to Temotei for winning the first MUHA Contest, and thanks to all contestants for your amazing submissions! The new contest thread should be up within the week!