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ErrantX
2012-07-16, 11:59 AM
Pet Me!

http://www.rocketllama.com/blog-it/wp-content/uploads/2009/12/druid-20071202-031538.jpg

---

Adventuring's so much better with a friend.

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

Giant in the Playground PrC Contest XXXIII

The contest begins with the posting of this thread and will run through midnight of August 16th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of August 26th.

Rules

1) You will be creating an 'original' prestige class. You will be making a class based on having a pet, mount, or otherwise some sort of external creature as a class feature and how it affects, influences, and assists the character. Suggestions would be a ranger who's bond with his hawk allows him to use his hawk to harry a foe while he fights it, a fighter with the Wild Cohort feat (http://www.wizards.com/default.asp?x=dnd/re/20031118a) who becomes a mounted cavalaier, a wizard who transmogrifies his familiar into a battling creature, or a summoner who fuses with his eidolon to become an engine of evolutionary destruction. Sky's the limit here (feel free to use any of the above) and anything that is official Wizards of the Coast or Paizo Pathfinder material is allowed for source material. Homebrew material as a base is allowed by permission (just ask).

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5 or Pathfinder (please specify), using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here in the
chat thread) (http://www.giantitp.com/forums/showthread.php?t=207612).

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted work will be accepted. Such entries will be disqualified. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.



_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

And here's helpers if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)
(Djinn_In_Tonic's What to make and How to make it special!) (http://www.giantitp.com/forums/showthread.php?t=137641)

ErrantX
2012-07-16, 12:01 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

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

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

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

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

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

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

6th|
+x|
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+x|Class Ability

7th|
+x|
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8th|
+x|
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+x|Class Ability

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

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

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

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

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

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

4th|
+x|
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5th|
+x|
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6th|
+x|
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7th|
+x|
+x|
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+x|Class Ability

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

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

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

TheGeckoKing
2012-07-16, 04:22 PM
Tamer of the Devourer

http://fc07.deviantart.net/fs70/i/2011/343/7/0/if_you_train_them_they_make_great_pets_by_cerberus sel-d4imokw.png (http://cerberussel.deviantart.com/art/If-You-Train-Them-They-Make-Great-Pets-273156080?q=boost%3Apopular%20godzilla%20rider&qo=52)

Rule 1: Do not run out of food - The Tarrasque Trainer's Manual

Everyone likes the idea of riding a legendary beast to battle against their foe. Paladins riding out on glorious unicorns, Blackguards chaining a Nightmare to their wills, and a shining Knight on a Dragon. Everyone thought that dragons were the pinnacle of this ideal. That is, until someone found a very big nest......

Becoming a Tamer of the Devourer
You want to try and ride a Tarrasque? Really? And you're not Insane?
Well, you'll need expert skills in riding animals, a good knowledge of nature, and expert fighting or magical skills. The former two to know what you're doing, and the last one so you can avoid having your arm bitten off. Rangers and Crusaders have the best options to become Tamers, although multiclass Barbarian/Rangers and Swordsages can also understand how having a ravening monstrosity at your beck and call can be helpful.

ENTRY REQUIREMENTS
Base Attack Bonus: +7
Skills: Ride 10 ranks, Knowledge (Nature) 5 ranks
Feats: Mounted Combat, Ride-By Attack, Spirited Charge
Special: Must of been at the birth of their Baby Tarrasque mount. Must also be able to either cast 2nd level divine spells including Magic Fang, or able to initiate 4th level maneuvers, at least one of which from the Twin Spirit (http://www.giantitp.com/forums/showthread.php?t=40991)* discipline.
*Credit to The Demented One

Class Skills
The Tamer of the Devourer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+2|Taming the Devourer, Tamer's Talents

2nd|
+2|
+3|
+0|
+3|Like Mount, Like Rider (Tough Hide)

3rd|
+3|
+3|
+1|
+3|Devourer's Tantrum 1/day, Rider's Rush

4th|
+4|
+4|
+1|
+4|Like Mount, Like Rider (Spell Resistance)

5th|
+5|
+4|
+1|
+4|Harder, Better, Faster, Stronger (+2 bonus)

6th|
+6|
+5|
+2|
+5|Devourer's Tantrum 2/day, Like Mount, Like Rider (Titanic Constitution)

7th|
+7|
+5|
+2|
+5|Harder, Better, Faster, Stronger (Size Increase)

8th|
+8|
+6|
+2|
+6|Like Mount, Like Rider (Carapace)

9th|
+9|
+6|
+3|
+6|Devourer's Tantrum 3/day

10th|
+10|
+7|
+3|
+7|Like Mount, Like Rider (Regeneration)[/table]

Weapon Proficiencies: A Tamer of the Devourer (henceforth also referred in this class as just a Tamer) gains no new proficiencies.

Taming the Devourer: At 1st level, you gain the services of a Baby Tarrasque as an Animal Companion, as odd as it seems. See the druid class feature, pages 35–36 of the Player’s Handbook. Treat the Tamer as a druid whose level is equal to the Tamer’s class level + 5. Also, if the Baby Tarrasque would be slain, then the 24 hour ritual required to summon a new Animal Companion instead revives the previous Baby Tarrasque, as True Ressurection.

Tamer's Talents: You thought you were going to tame a baby Tarrasque without magic or kung-fu? Yeah, right. At 1st level, the Tamer chooses one of two features to either gain/progress - Magical Studies or Martial Studies.

Magical Studies:
When a new Tamer is gained, except at 2nd, 5th and 8th level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Tamer, he must decide to which class he adds the new level for purposes of determining spells per day.


Martial Studies:
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|1|0|0
3rd|0|1|0
4th|1|0|0
5th|1|0|0
6th|0|0|1
7th|1|0|0
8th|1|1|0
9th|0|0|0
10th|1|0|0
[/table]

Maneuvers: At each level except 3rd, 6th, and 9th, a Tamer gains new maneuvers known from the Diamond Mind, Stone Dragon and Twin Spirit (http://www.giantitp.com/forums/showthread.php?t=40991) disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Tamer levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 3rd, and 8th, you gain additional maneuvers readied per day.

Stances Known: At 5th level, you learn a new martial stance from the Diamond Mind, Stone Dragon and Twin Spirit (http://www.giantitp.com/forums/showthread.php?t=40991) disciplines. You must meet the stances prerequisites to learn it.

Additionally, a Tamer may still use Stone Dragon maneuvers while on their Tarrasque mount.

Like Mount, Like Rider (Ex): From 2nd level onwards, the Tamer slowly gains the characteristics of their steed.
At 2nd level, the Tamer gains a Natural Armour bonus to AC equal to 1/2 their class level.
At 4th level, they gain SR equal to 11 + Character level
At 6th level, they gain immunity to all poisons and diseases, as well as a one-time +2 increase to their Constitution score.
At 8th level, the Tamer gains characteristics like a Tarrasque's carapace. If a caster rolls a 1 or a 20 on the caster level check to penetrate the Tamer's SR, then the spell does not effect the Tamer and the spell is reflected back at the caster, using the same applicable statistics as the initial spell.
At 10th level, the Tamer gains Regeneration 1, and a special kind too. it cannot be bypassed by any known method or substance, but it does not make the Tamer immune to a Coup de Grace while unconscious, providing a method of death for the Tamer's enemies.

Devourer's Tantrum (Ex): You're riding a giant baby monster, and thus tantrums are inevitable. The trick is in channelling said rages. At 3rd level, the Tamer's Baby Tarrasque Mount gains the ability to fly into a Rage as a free action 1/day, like a 1st level Barbarian. The Tamer can also coax the Tarrasque into activating this rage as a free action, but the Tarrasque could also activate it itself if it bacame sufficiently angry. A Tamer may still ride the Baby Tarrasque if it so wishes mostly as normal, but all Ride checks made while riding a raging Baby Tarrasque have their DC's increased by 10. At 6th and 9th level, the Tamer's mount gains an additional use of their Rage ability per day.

Rider's Rush (Ex): At 3rd level, you gain occasional bursts of speed while upon your steed. While mounted, you can still make a full-attack with a melee weapon while mounted if your baby Tarrasque has moved 5ft or more, but you take a -1 penalty on all attack rolls. At 7th level, this penalty disappears.

Harder, Better, Faster, Stronger (Ex): At 5th level, your Baby Tarrasque responds well to your endless training. At 5th level, your baby tarrasque gains a +2 untyped bonus to their Con, Dex and Str scores. At 7th level, the Baby Tarrasque permanently grows one size category bigger.

Playing a Tamer of the Devourer
It's a guy. Riding a Baby Tarrasque. Not Epic Magic.
Combat: Ride in. Charge at them. Smash face. Loot. Ride Out. Gods, it's not that hard, is it?
Advancement: Rangers and Druids might want to continue in their previous class, or become Beastmasters (CA). Crusaders and Swordsages who enter this class would also do well to continue in their respective classes.
Resources: Many animal taming guilds will pay hansomely to study your mount and to be taught in the methods of your training.

Tamers of the Devourer in the World
Yeah, no. That's not coming the stables - Jones the Farmer.

People don't think you're safe to be around, but they don't say it to your face - not if they want to keep it.
Daily Life: Wake up. Feed mount. Tend feeding wounds. Bathe mount. Tend bathing wounds. Get dressed. Put barding on mount. Tend barding wounds. So on, and so forth.
Notables: The most notable Tamer is, of course, the man who found the Tarrasque's nest. Old Simon Callowhide (CN Venerable Half-Orc Crusader 7/Tamer of the Devourer 10) now breeds Baby Tarrasques for a living, and is famous for the almost maddening criteria he uses when giving out mounts to prospective tamers.
Organizations: Other than the various breeding and animal husbandry guilds who will no doubt be desperate to study you, Tamers can also rely on Old Simon to give tips on feeding, housing, and wound tending.

NPC Reaction
No, NPC's will not like your mount, or your willingness to ride him in the markets. Not that they'll want to say anything, what with a flesh-rending beast under your control.

Tamers of the Devourer in the game
Generally speaking, this prestige class is for the cool factor - who else can say they rode a Baby Tarrasque into battle in their campaign!
Adaptation: In Eberron, the Baby Tarrasque could be refluffed as a Child of Khyber or a Madspawn of Xoriat, while in Faerun this prestige class could be exclusive to a suitable god as the deity's chosen few.
Encounters: Because Old Simon seems to give a Baby Tarrasque to just about every type of folk, you can expect just about every type of encounter to include a Large sized ball of death.

New Monster

Baby Tarrasque
http://24.media.tumblr.com/tumblr_m3bowrCAWf1ql55zvo1_500.jpg
Large Magical Beast
Hit Dice: 7d10+35 (73 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 30 (–1 size, +1 Dex, +20 natural), touch 9, flat-footed 19
Base Attack/Grapple: +7/+23
Attack: Bite +13 melee (2d8+12)
Full Attack: Bite +13 melee (1d6+12) and 2 horns +8 melee (1d4+12) and 2 claws +8 melee (1d6+12) and tail slap +8 melee (1d4+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, swallow whole.
Special Qualities: Carapace, damage reduction 15/magic, resistance to fire 10, immunity to poison and disease, regeneration 2, scent, spell resistance 18.
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 26, Dex 13, Con 21, Int 3, Wis 12, Cha 10
Skills: Listen +7, Spot +7
Feats: Awesome Blow, Improved Bull Rush, Power Attack
Environment: Cold desert
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 8–25 HD (Huge); 26–47 HD (Gargantuan); 48+ HD (Colossal)
Level Adjustment: —

A Baby Tarrasque is about 10ft long and 8ft tall, and weighs 1 ton. It eats anything it can get its claws on, is foul tempered, but commonly used as a mount by a mad bunch of lunatics.
The Baby Tarrasque does not speak, but can understand basic words like "Attack!", "Be Quiet!" and "Dinnertime!".

Augmented Critical (Ex): The tarrasque’s bite threatens a critical hit on a natural attack roll of 19-20, dealing triple damage on a successful critical hit.

Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 25 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, the tarrasque must hit a Medium or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. Once inside, the opponent takes 1d4+4 points of crushing damage plus 1d4+6 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 10 points of damage to the tarrasque’s digestive tract (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold 2 Medium, 8 Small, or 32 Tiny or smaller creatures.

Carapace (Ex): The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 5% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

Regeneration (Ex): No form of attack deals lethal damage to the baby tarrasque. The baby tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the baby tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 83 hp). The baby tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

The baby tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 83 hit points) and using a limited wish/wish spell, or bend reality/reality revision power to keep it dead.

If the baby tarrasque loses a limb or body part, the lost portion regrows in 1d10 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Amechra
2012-07-16, 06:13 PM
Soul-Bound Postilion

http://www.elfwood.com/art/c/w/cwilkins/demon_horse.jpg (http://www.elfwood.com/art/c/w/cwilkins/demon_horse.jpg)

This horse is not some beast of burden, not some nag you could find in a corner market.

No, this horse is one of my ancestors, and with their aid, I will run you into the ground!

Users of Incarnum gather essentia to themselves, and then the shape it into useful shapes that they cover their bodies with.

Some, however, have learned how to bless others with the blessings of soulmelds, allowing themselves to bring themselves one step closer to the souls of their ancestors as they allow them to manifest in their mount.

BECOMING A SOUL-BOUND POSTILION
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Meldshaping: Able to bind a Soulmeld to the Feet Chakra
Feats: Mounted Combat, Wild Cohort (must select either a light or heavy horse, though in a desert setting, a camel may be selected instead.)
Skills: Ride 9 ranks, Handle Animal 4
Special: Must have raised your wild cohort from a foal or calf

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: d8

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

1st|
+1|
+2|
+0|
+2|Bond Feat, Share Body (Feet Chakra), Distinguished Breed, Security of the Mount

2nd|
+2|
+3|
+0|
+3|Familiar Mount, Majestic Beast

3rd|
+3|
+3|
+1|
+3|Bond Feat, Ancestor's Nature

4th|
+4|
+4|
+1|
+4|Share Body (Saves), Chakra of the Mount (+1 Essentia)

5th|
+5|
+4|
+1|
+4|Bond Feat, Quadrupedal Binding Methodology

6th|
+6|
+5|
+2|
+5|Unfurl the Ancestral Banner, Race the Wind

7th|
+7|
+5|
+2|
+5|Bond Feat, Share Body (Waist)

8th|
+8|
+6|
+2|
+6|Strength of Two, Chakra of the Mount (+2 Essentia)

9th|
+9|
+6|
+3|
+6|Saddle Apparition Anomaly, Shimmering Mane Armor

10th|
+10|
+7|
+3|
+7|Unlimited Horse Works[/table]

Weapon Proficiencies: A Soul-Bound Postilion does not gain any new weapon or armor proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

EdroGrimshell
2012-07-16, 11:18 PM
Familiarist

http://us-p.vclart.net/vcl/Artists/Xaven/Fan%20art%20and%20other/Selune_small.jpg

"She is not some mere beast, she is my dearest friend, and she doesn't take kindly to people attacking me."

Albrick Sol, Familiarist

A familiar is a magical example of a small animal that is bonded to a mage, stronger and smarter than others of its kind, it is often seen as a servant or vulnerability by mages. Not so for the familiarist, they see it as a living extension of their magic that can be cultivated and made stronger, a body guard capable of keeping up with the mage, and a partner and friend that they will have for life. They are able to alter, empower, and make their familiar better, and improve on themselves along the way as well.

BECOMING A FAMILIARIST
A familiarist is always an arcane spellcaster or invoker that has some combat training and the ability to summon a familiar. Bards are surprisingly common among the ranks of the familiarist, as are battle sorcerers and dragonfire adepts. Other common familiarists are the hexblade and duskblade, both of whome benefit greatly from the enhanced familiar.

ENTRY REQUIREMENTS
Base Attack Bonus: +3
Skills: Knowledge (Arcana) 8 Ranks, Spellcraft 8 Ranks
Feats: Bonded Familiar, Improved Familiar
Spellcasting: Arcane Caster Level 5th
Special: Proficiency with at least one martial weapon
Special: Ability to summon a familiar
Special: Must have had the same familiar for a year and a day.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Knowledge (Arcana/The Planes)(Int), Ride (Dex), Spellcraft (Int).
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+0|
+0|
+2|Familiar Advancement, Infused Familiar|---

2nd|
+1|
+0|
+0|
+3|Familiar Growth|+1 Arcane Caster Level

3rd|
+2|
+1|
+1|
+3|Augment Familiar|+1 Arcane Caster Level

4th|
+3|
+1|
+1|
+4|Familiar Growth|+1 Arcane Caster Level

5th|
+3|
+1|
+1|
+4|Enhance Familiar|+1 Arcane Caster Level

6th|
+4|
+2|
+2|
+5|Familiar Growth|---

7th|
+5|
+2|
+2|
+5|Fortify Familiar|+1 Arcane Caster Level

8th|
+6|
+2|
+2|
+6|Familiar Growth|+1 Arcane Caster Level

9th|
+6|
+3|
+3|
+6|Empower Familiar|+1 Arcane Caster Level

10th|
+7|
+3|
+3|
+7|Familiar Growth, Shared Spells|+1 Arcane Caster Level[/table]

Weapon Proficiencies: A familiarist does not gain any new weapon or armor proficiencies.

Spellcasting: At every familiarist level except 1st and 6th, the familiarist gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a familiarist, he must decide to which class he adds the new level for purposes of determining spells per day.

Familiar Advancement: A familiarist's bond to his familiar is greater than that of other mages. For the purposes of determining the familiars abilities treat his character level as his level for determining familiar benefits and abilities.

Infused Familiar (Ex): A familiarist's familiar is filled to the brim with magical power, more so than a normal familiar, and this causes a number of changes in the familiar itself, the first of which is that the familiar has a number of Magical Beast Hit Die equal to your character level.

Familiar Growth (Ex): Each time this ability is gained, the familiar gains the abilities of another familiar that the familiarist could obtain. This has multiple possible effects as described below:

*Size Increase: The familiar's size increases one size category, with all the normal bonuses and penalties. Maximum size for a familiar is Large.
*Combined Familiar: You combine the traits of a creature you could gain as a familiar to your existing familiar. The familiar gains all the special attacks, special qualities, and natural attacks. Use the best of each familiar's ability scores, movement modes, and natural attacks.
*Strange Familiar: Give your familiar a template with an LA up to half your familiarist level.
*Evolve Familiar: Your familiar gains a number of evolution points to spend on Eidolon Mutations (http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons) equal to your Casting Stat bonus + half your Familiarist level.
*Extra Familiar: You gain an additional familiar. It benefits from all the same Familiar Growths as the original, but different options can be chosen for each ability (Ex. Combined Familiar could combine an imp into one familiar, but a bat into another). A familiarist can only take this Familiar Growth once.
*Familiar Class: Your familiar can gain the class features of a class of your choice. It gains no other benefits from that class. You cannot choose a spellcasting class (unless there's an alternate that trades the spellcasting abilities).
*Familiar Fusion: The familiarist fuses with his familiar, gaining all movement modes, natural attacks, special qualities, and special attacks of the familiar (including feats and class features). Additionally, the familiarist gains a bonus to his physical ability scores equal to the same ability scores -10 (Ex: a familiar with Str 14, Dex 18, and Con 16 would result in a +4, +8, and +6 bonus respectively). The familiarist can separate from his familiar at will. The familiarist must be at least 8th level to select this Familiar Growth. If the familiarist has the Extra Familiar Familiar Growth, he can only fuse with one of his familiars at a time.

Augment Familiar (Sp): A familiarist of 3rd level gains the ability to cast Augment Familiar as a spell-like ability a number of times per day equal to his class level + his Casting Stat. Additionally, the familiarist can sacrifice a spell of 2nd level or higher spell to cast Augment Familiar. Spells that specifically target your familiar are now Extended as if by the Extend Spell feat.

Enhance Familiar (Sp): A familiarist of 5th level gains the ability to cast Enhance Familiar as a spell-like ability a number of times per day equal to his class level + his Casting Stat. Additionally, the familiarist can sacrifice a spell of 3rd level or higher spell to cast Enhance Familiar. Spells that specifically target your familiar have their effects doubled.

Fortify Familiar (Sp): A familiarist of 7th level gains the ability to cast Fortify Familiar as a spell-like ability a number of times per day equal to his class level + his Casting Stat. Additionally, the familiarist can sacrifice a spell of 4th level or higher spell to cast Fortify Familiar. Spells that specifically target your familiar are now Persisted as if by the Persist Spell feat.

Empower Familiar (Ex): A familiarist of 9th level can spend a use of Augment Familiar, Enhance Familiar, and Fortify Familiar to cast all three on his familiar simultaneously as long as it is within close range of its familiarist. Additionally, the familiar grows one size category and has the damage die of its natural attacks increased as if by taking Improved Natural Attack when under the effects of Empower Familiar.

Shared Spells (Ex): At 10th level, whenever the familiarist casts a spell on his familiar, he may duplicate its effect on himself (including spells that would only affect the familiar) as if he was benefiting from the Share Spell ability. Additionally, the familiarist may share spells with his familiar as long as it is within close range.

PLAYING A FAMILIARIST
A familiarist is dedicated to their partner, and vice versa. They are connected in a way that's deeper and more meaningful than blood ties. The Familiarist relies on his familiar, just as the familiar relies on the familiarist.
Combat: A familiarist is one that gets into the fray alongside their familiar, the mage able to hang back and fire off spells while the familiar plows into the enemy or both charging in to tear into their foes.
Advancement: Because the familiarist's familiar is based on character level rather than class level, it is advised that the familiarist continues to meld sword and sorcery, whether as a spellsword, an eldritch knight, a knight phantom, or an abjurant champion, as long as the mix is advanced, the familiarist will grow in power.
Resources: A familiarist draws on the same resources as most mages and warriors.

FAMILIARISTS IN THE WORLD
"Neva seen an't'ing like it b'fore, tha' fella's pe', was qui'e a beaut' too."

Unknown street rat after seeing a familiarist's familiar

Familiarists are fairly rare, the dedication to their familiar is beyond what most mages do, and the cultivation of the bond is a tedious task for many. Only the most dedicated of mages can get to the point where their familiar 'evolves' and they can become a familiarist.
Daily Life: Familiarists often try to cultivate their bond with their familiar, caring for them and training with them, always strengthening their bond as it's the source of their abilities and strength.
Notables: One of the most notable of familiarists is Adriana Gian and Guinevere. Adriana was a skilled bard that made a bond with a simple house cat named Guinevere. Over time, she grew more and more attached to it and the cat bacame her familiar, and eventually, the bond grew stronger until she became a familiarist. The cat grew in size, gained a pair of feathered wings like those of a falcon, and a gold crown shrouded in blue flames floated above its head, it became her greatest companion. Combining her music and the familiar's combat skills, it was quite an impressive display. Eventually, she settled down, joining a mage's college alongside Guinevere where they taught others to become familiarists. She became known as the Mother of Familiars, and Guinevere gained the name The Sapphire Queen.

On the other end of the spectrum, is the mage known as Ironhand, a battle sorcerer that bred a powerful imp as his familiar, which he then fused with other beings, increasing its strength and size, turning it into a greater devil, a carnage machine with the brute strength, cunning, and stealth to be a threat all its own. It was at that point, that the imp was "promoted" and became a new creature, one far more powerful than before. With this being at his side, Ironhand was able to infiltrate a Magocratic City and assassinate the leaders, taking over with his familiar as his advisor, where he ruled until the day he died and his familiar took the reins, quickly plunging the city into the Nine Hells along with everyone in it. The familiar can still be found in hell today, surving his reborn master, a pit fiend of great influence and power fighting in the blood war.
Organizations: Most mage colleges have at least one familiarist in their ranks, though most are only beginners that have retired early in their careers. However, for the more experienced familiarists, there's one organization that caters specifically to them, The Beast Magi Guild.

NPC Reaction
Mostly, the familiar is what is noticed more than the familiarist, the familiar is often exotic and magestic in appearance, having obvious signs that it is magic. The familiarist, unless he shows his magical skills, is almost always seen as an adventurer that picked up some sort of exotic magical beast and tamed it.

FAMILIARISTS IN THE GAME
A familiarist is like an arcane druid, its familiar being a smarter version of the druid's animal companion. This has about the same impact as the animal companion itself.
Adaptation: As it stands, the familiarist's familiar is simply evolving as more magic is poured into the bond and the familiar, causing it to change and become more powerful. A GM could easily change it so that the familiarist fuses other possible familiars into his main one or it could search out an exotic animal and infuse his existing familiar into the beast, making it his new familiar.
Encounters: When faces with a familiarist, you must be cautious, as the mage and familiar are often finely tuned to each other, fighting in a tactical manner that optimizes their abilities. They are a truely dangerous pair.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Techwarrior
2012-07-18, 11:48 AM
THE DIVIDED SOUL

Warning: Large image.
http://fc09.deviantart.net/fs50/i/2009/316/5/7/angel_vs_demon_chara_designs_by_MarcSimonetti.jpg

No, I didn't trade my soul for power, you poor misguided fool. I share my soul for power. More power than you could imagine.
-a Divided Soul

The priest led me into the lower levels of their church.
"Are you ready, Mister Darshiva?"
No I thought, but aloud: "Ready as I'll ever be."
"Good, lay down upon the altar."
A quick glance around the room told me everything I needed to know. There was a magical circle surrounding the altar, with lesser priests standing around it chanting. The high priest, a man who I did not know, was standing behind the altar, with a tome and a sacrificial dagger. He looked at me with a sinister smile.
I lay upon the altar, and he looked down upon me, picked up that big, wicked looking dagger.
"Prepare yourself." The most disturbing words I'd ever heard.
The dagger came down, and darkness fell before my eyes.

Frequently, a person bargains their soul for power. Sometimes, that bargain involves giving the extraplanar being a vessel...

BECOMING A DIVIDED SOUL
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Alighnement: Evil or Good (i.e. Not neutral on the Good-Evil axis.)
Feats: Prepared Soul
Skills: Knowledge: (The Planes) 3 ranks
Special: Must undergo a special binding ritual. The ritual is the beginning of a Divided One's journey. Exact details of the ritual are left to the DM. The ritual above is just an idea, and should not be taken as the only ritual possible.
Special: Must not have any feat, class ability, or feature that has bound the character's soul to any other thing, excepting Prepared Soul.
Special: Must be able to inflict precision based damage, or have the feat Weapon Specialization.
Note: Unlike most other Prestige Classes, upon completion of the ritual, the character gains Level 0 in the Divided Soul class. This does not affect his ECL, nor does this gain the normal benefits of level, including (but not limited to) skill points and hit dice. If the character does not take a level of the Divided Soul class the next time the character may level up, they lose the 0 level of Divided Soul, and all class features associated with it. In addition, if they lose this level, they must undergo the Binding process again before becoming a Divided Soul. Second (and any additional Bindings thereafter) Bindings should be more difficult than the first, if they are allowed at all. If you are using Fractional BAB and/or saves, Level 0 in Divided Soul does not add anything to either BAB or saves.

Prepared Soul:
Prerequisites: Character level 6th, Iron Will or Base Will Save +4
Benefit: Your soul has been cleansed and prepared for the Division. This preparation makes it much harder for casters to affect you with [Mind-Affecting] spells. You gain a +4 bonus to saves against [Mind-Affecting] spells. This bonus increases by 1 at 8th level, and by another 1 every 4 levels thereafter.

Class Skills
The Divided Soul's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Religion), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 6 + Int

Hit Dice: d8

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

0th|
+0|
+0|
+0|
+0|Divided Soul, Avatar
1st|
+0|
+0|
+2|
+2|Manifest Avatar 1/day, Divided Soul Feat
2nd|
+1|
+0|
+3|
+3|Divided Flanking (1d6, +1 to hit)
3rd|
+2|
+1|
+3|
+3|Evasion, Use Divine Devices
4th|
+3|
+1|
+3|
+3|Divided Flanking (2d6, Dimension Lock)
5th|
+4|
+1|
+3|
+3|Greater Avatar, Manifest Avatar 2/day
6th|
+4|
+2|
+5|
+5|Divided Flank (3d6, +2 to hit)
7th|
+5|
+2|
+5|
+5|Improved Damage Reduction, Divided Soul Feat
8th|
+6|
+2|
+6|
+6|Divided Flank (4d6, Difficult Terrain)
9th|
+6|
+3|
+6|
+6|Perfect Manifestation, Manifest Avatar 3/day
10th|
+7|
+3|
+7|
+7|True Division, Divided Flank (5d6, +4 to hit)[/table]

Weapon Proficiencies: A Divided Soul gains no new proficiencies.
Divided Soul: A Divided Soul has merged a celestial or demonic being within her soul. This merge grants the Divided Soul several benefits, although the ones listed below only affect the Divided Soul while the Avatar is not manifest (unless he is a 10th-level Divided Soul, at which point this limitation no longer applies)
Divided Will: At level zero, any time the character is subjected to a Will Save, the Divided Soul gets two attempts at the save, one for the character and one for the Avatar. If either the Avatar or the Divided Soul succeed on the save, treat the save as successful.
Divided Saves: At first level, the Divided Soul can share any bonus to saves, excepting base saves or ability modifiers, with his Avatar.
Divided Magic: At third level, the Divided Soul may share certain bonuses gained with their Avatar. They may share: Natural armor, Deflection bonuses, Luck bonuses, Insight bonuses, Profane bonuses, Sacred bonuses, Enhancement bonuses, and Resistance bonuses.
Divided Flight: At fifth level, the Divided Soul has the same fly speed as the Avatar.
Divided Spells: At fifth level, the Divided Soul may use the Spell-Like Abilities the Avatar has as if they were the Avatar, including costing uses of the abilities.
Divided Damage Reduction: At seventh level, the Divided Soul has half the DR of the Avatar (rounded down)
At tenth level, the Divided Soul has the full DR of the Avatar.

Avatar: The Divided Soul has merged with a being. This being is capable of manifesting outside of the Divided Soul, and can even aid the Divided Soul while it is not manifest.
Creating the Avatar:
An Avatar uses the character base statistics, before any modifiers, including racial adjustments, enhancement bonuses, level up boosts, and inherent bonuses. The character may rearrange these as desired, but may not alter them. An Avatar has the same size, reach, and speed as the Divided Soul. The Avatar's alignment is the same as the Divided Soul was when the Divided Soul undergoes the ritual.
An Avatar has a number of Outsider hit dice equal to your Divided Soul level, plus one half of your other class levels. These give the Avatar feats, skills, and level up boosts as normal. An Avatar's class skills are Concentration, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), and Spellcraft. It may not make any check other than a Concentration or Knowledge check when the Avatar is not Manifest.
An Avatar has the Celestial (http://www.d20srd.org/srd/monsters/celestialCreature.htm) template if the character is good upon first undergoing the ritual, and the Avatar has the [Good] subtype; or the Fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) template if the character is evil upon first undergoing the ritual, and the Avatar has the [Evil] subtype. The Avatar does NOT have the [Extraplanar] subtype when on the Divided Soul's home plane.
The Avatar is proficient in Light armor, Shields, Simple weapons, Martial weapons, and any other armor or weapons the Divided Soul is proficient in.
An Avatar has an untyped bonus to it's AC equal to it's Charisma modifier (if positive) + 1/4 the Avatar's hit dice.
An Avatar has a fighting style, selected by the Divided Soul upon first creating the Avatar. While Manifest, the Avatar has gear based upon it's fighting style. The Avatar's fighting style, and the enhancements that the Avatar's weapons and armor have, may be changed with 10 minutes of meditation, if either the Avatar's or Divided Soul's concentration breaks during this time, the meditation must begin anew.
Sword and Shield Style: A manifesting Avatar with this fighting style has a single melee weapon that they are proficient with and a shield they are proficient with. The weapon and shield each have a total enchantment bonus equal to 1/3 the Avatar's hit dice (rounded down) +2.
Two-Weapon Fighting Style: A manifesting Avatar with this fighting style has a pair of melee weapons that they are proficient. The weapons each have a total enchantment bonus equal to 1/3 the Avatar's hit dice (rounded down) +2. In addition, the penalties for Two-Weapon Fighting are reduced by 2, though this may not improve the 'penalties' to being a net positive.
Two-Handed Fighting Style: A manifesting Avatar with this fighting style has a single two-handed weapon with which they are proficient in. The weapon has a total enchantment bonus equal to 1/3 the Avatar's hit dice (rounded down) +1.
Archery: A manifesting Avatar with this fighting style has a single ranged weapon with which they are proficient (this weapon creates its own ammunition whenever it is used, allowing for full attacks even with weapons that normally may not be used in such a way.) and a single one handed or light melee weapon with which they are proficient. The weapons each have a total enchantment bonus equal to 1/3 the Avatar's hit dice (rounded down) +2.
Armor: A manifesting Avatar, in addition to the fighting style selected above, manifests with a suit of armor the Avatar is proficient with. This armor has a total enhancement bonus equal to 1/3 the Avatar's hit dice.
Special Materials Any of the weapons and armor the Avatar manifests with may be made of a special material at the cost of 1 enhancement bonus. Each item may only have 1 material added to it, but separate items may be each be made of a special material.


If any of these weapons is thrown, the Avatar may create a new one as a free action. Only the Avatar may use these weapons properly, in the hands of the Divided Soul, any of these weapons function as a +1 weapon. In the hands of anyone else they are simple masterwork weapons.


Manifest Avatar: A Divided Soul may momentarily let free the being they have housed inside of them. At first level they may do this once per day, this increases by one time per day every 4 Divided Soul levels, although they can only do this once per encounter regardless of additional uses. Manifesting the Avatar is a swift action, and the Avatar materializes within 10 feet of the Divided Soul, acting immediately. The Avatar takes actions on the same initiative as the Divided Soul, and is an always material while manifesting. The Avatar has a generally angelic look if it is good, or a generally fiendish look if it is evil. The Manifestation lasts for a number of rounds equal to 3 + the Divided Soul's Charisma modifier, although the manifestation may be ended prematurely with a swift action. The manifestation also ends prematurely if the Avatar would be reduced to 0 or less hit points, or is killed. When the Manifestation is finished, the Divided Soul is rendered exhausted, although a successful Fortitude save (DC 15+ number of rounds manifested+ 1/2 Avatar's hit dice) reduces this to fatigue (unless he is a ninth-level Divided Soul, at which point this limitation no longer applies). Each time the Avatar is manifest, it appears in full health, regardless of any damage (or deaths) it may have taken previously.
Divded Soul Feat When this feature is gained (at 1st level and again at 7th, the Divided Soul gains a bonus feat. This must be selected from the list of Divided Soul feats below.
Divided Flanking (ex): A Divided Soul and Avatar are superb at flanking enemies. They may flank even creatures that may not normally be flanked (such as oozes and experienced rogues). In addition to this, the Divided Soul and Avatar gain special benefits over an enemy when they are flanking.
At second level, both the Avatar and the Divided Soul deal an additional 1d6 damage and gain an additional +1 to hit when attacking a flanked enemy. This damage is conisidered divine damage that bypasses all regeneration and damage reduction, although any other damage may be affected by DR or regeneration. In addition, any precision based damage that the Divided Soul is capable of dealing is converted into divine based damage while flanking with his Avatar. If the Avatar or Divided Soul is flanking an enemy without the Divided Soul or Avatar being the other flanker, the Avatar/Divided Soul may still deal half of this amount of damage, although the bonus to-hit is gained regardless.
At fourth level, the pair's additional damage is increased to 2d6, and any enemy they flank together is considered to be under the effects of a Dimensional Anchor (http://www.d20srd.org/srd/spells/dimensionalAnchor.htm). This effect will last until the enemy is no longer flanked and an additional number of rounds equal to 1/4 the hit dice of the avatar even after the enemy is no longer flanked by the pair.
At sixth level, the pair's additional damage is increased to 3d6, and the to hit bonus for flanking is increased by an additional one, to a total of +2 gained from this class feature.
At 8th level, the pair's additional damage is increased to 4d6, and any enemy they flank together is considered to be in difficult terrain, and will be considered to be in difficult terrain for a number of rounds equal to 1/4 the hit dice of the Avatar even after the enemy is no longer flanked by the pair.
At 10th level, the pair's additional damage is increased to 5d6, and the to hit bonus is increased by an additional two, to a total of +4 gained from this feature.

Evasion: At third level, a Divided Soul learns to avoid even magical and unusual attacks with great agility. If the Divided Soul makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the Divided Soul is wearing light armor or no armor. A helpless Divided Soul does not gain the benefit of evasion. If the Divided Soul already has the Evasion feature, or gains it later, this is improved to Improved Evasion. The Divided Soul's Avatar also gains these features.
Use Divine Device: At third level, a Divided Soul learns to activate magical items as if they were divine. The Divided Soul gains an effective Cleric Caster level equal to their Divided Soul level for the purposes of activating items.
Greater Avatar: At fifth level, the Divided Soul's Avatar replaces their Celestial/Fiendish template with the Half-Celestial/Half-Fiendish template, as appropriate.
Improved Damage Reduction: At seventh level, the Divided Soul's Avatar's Damage Reduction changes from DR/magic to DR/alignment, where the alignment is the alignment associated with the template they have.
Perfect Manifestation: At ninth level, the Divided Soul is so good at manifesting their Avatar that they are no longer exhausted (or fatigued) at the end of the manifestation.
True Division: A tenth level Divided Soul has truly become one with their Avatar. The Divided Soul is always considered to have his Avatar not Manifest for his Divided Soul feature. In addition, the Avatar's Damage Reduction improves to DR/alignment and material type. This material is chosen by the Divided Soul upon gaining this feature, and may never be changed.
Possible Metals: Adamantine, Mithral, Silver, Cold Iron (this list may different material types depending on setting. Ask your DM)

New Divided Soul Feats:

Extend Manifestation
Prerequisites: Manifest Avatar 1/day
Benefit: Your Manifestation lasts an additional 5 rounds.
Special: This feat may be taken more than once. However, for each time you take this feat, you must have one additional use of Manifest Avatar per day. So to take this feat twice, you must be able to Manifest Avatar 2/day.

Extra Manifestation
Prerequisites Manifest Avatar 2/day, Cha 15+
Benefit: You may use the Manifest Avatar feature 1 additional time per day.
Special: You may take this feat more than once, the effect stacks.

Train Avatar
Prerequisite: Manifest Avatar
Benefit: Your avatar learns one feat of your choice. Your avatar must meet all prerequisites for that feat as normal.
Special: You may take this feat more than once, each time you do, your Avatar must select a new feat that it qualifies for.

Divine Avatar
Prerequisites: Practiced Spellcaster (http://www.wizards.com/default.asp?x=dnd/ex/20041105a&page=2) associated with a Divine spellcasting class, Spellcraft 4 ranks, Ability to cast Divine Spells, Manifest Avatar
Benefit: You may add half of your Divided Soul class levels to your caster level (to a maximum of your Charisma modifier, minimum 1) for the Divine spellcasting class that you have Practiced Spellcaster with, before applying Practiced Spellcaster. In addition, your Avatar may cast spells as if they were you. If the Avatar casts the spell, it uses it's own statistics for the DC, but your caster level. These spells are subtracted from your spell's per day, as if you had cast it yourself. The Avatar may only do this if it is Manifest. A Personal range spell will affect both you and the Avatar.
Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different divine spellcasting class that you have Practiced Spellcaster in.

Improved Divine Avatar
Prerequisites: Practiced Spellcaster (http://www.wizards.com/default.asp?x=dnd/ex/20041105a&page=2) and Divine Avatar associated with a Divine spellcasting class, Spellcraft 4 ranks, Ability to cast Divine Spells, Manifest Avatar
Benefits: You may add your Divided Soul level to your divine spellcasting caster level. In addition, your Avatar may cast spells even while it is not Manifest, though it must make a Concentration check if you would be forced to (such as by taking damage) if it does so. An Avatar casting a spell in this fashion does not provoke an Attack of Opportunity. A Personal range spell will affect both you and the Avatar.
Normal: You may add half of your Divided Soul level (up to a maximum of your Charsima bonus) to your divine spellcasting level, before applying Practiced Spellcaster. Your Avatar may not cast spells when it is not Manifest.
Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different divine spellcasting class that you have Practiced Spellcaster and Divine Avatar in.

Precise Avatar
Prerequisites: Able to deal precision based damage (for example, sneak attack), Manifest Avatar
Benefit: Your Avatar gains the same ability (or abilities) to inflict precision damage that you have, and gains any bonuses in the features description when applicable (such as a Scout's Skirmish AC bonus).

Warrior Avatar
Prerequisites: Any 2 [Fighter] feats, Manifest Avatar
Benefit: Your Avatar gains any Fighter feats that you have. If the Avatar already has one of those feats, they may instead select a new feat that they qualify for.

Uncanny Avatar
Prerequisites: Uncanny Dodge
Benefit: Your Divided Soul level is added to your class level in the class that gave you Uncanny Dodge and any Trap Sense you may have, and your Avatar may freely use these features as well.

Improved Uncanny Avatar
Prerequisites: Uncanny Dodge, Effective Uncanny Dodge level 7+
Benefits: You gain the Improved Uncanny Dodge feature, with an effective level equal to your Divided Soul level, plus your level in any classes that grant Uncanny Dodge. Your Avatar may use this feature freely.


Divided Souls and Alignment

The entry requirements for the Divided Soul class require you to have a Moral leaning (i.e. Good or Evil). However, unlike most classes that have such a stipulation, after one has started on the Divided Soul path, their alignment may change. In fact, one notable Divided Soul, Magrath Voadyrian, started off as an Evil Divided Soul and slowly changed to being Good. When a Divided Soul would change alignments, this slowly pulls on the alignment of the Avatar within. The exact details are left to the DM, but possibilities include:
The Avatar retains its alignment, following the Divided Soul unwillingly and seeking to reform the Divided Soul.
The Avatar slowly changes alignment with the Divided Soul.
The Avatar retains its alignment, occasionally attempting to control the Divided Soul in order to further its own ends.
In any case, the Avatar's features based off of alignment, such as what template it has or what type of DR it gains, should always be based off of the alignment of the Divided Soul upon first becoming a Divided Soul. However, if the Avatar's alignment changes to an alignment that renders it incapable of using one of it's SLA's (such as a Good Avatar with access to Blasphemy) the Avatar may swap that specific SLA with the corresponding spell of its new alignment (in this example Holy Word).

PLAYING A DIVIDED SOUL
You're a flanker, that happens to be able to flank by himself. Flank stuff, and make it dead, fast.
Combat: Flank stuff, use Divided Flanking whenever you can. You've also get a fly speed, use it to get out of range when your health gets low.
Advancement: Anything that gives Sneak Attack or improves your combat ability in other ways will be useful.
Resources: You might be able to contact the group who bound your Avatar to your sell, or you might not. All depends.

DIVIDED SOULS IN THE WORLD
He talks to himself, a lot. I wouldn't trust him...
-A peasant after meeting a Divided Soul

Most of the time, people see you as whatever you were before becoming a Divided Soul. At least, until you unleash your Avatar, or one of your party members starts blathering (note to Divided Soul: keep talkative Rogues in check)
Daily Life: Get up, have internal debate with an ACTUAL demon or angel in your head... continue day, debating with aforementioned demon or angel all day.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
Most Divided Souls have a touch of fiendish or angelic look to them, this is not quite as noticeable as a Tiefling or Aasimar. This, coupled with the typical Divided Soul's decent Charisma bonus, tends to draw people to the Divided Soul. Although once someone has seen the Divided Soul unleash their Avatar, that may change.

CLASS NAME IN THE GAME
Flanking now becomes a concern, and people with precision damage can now get much less screwed over against stuff that is immune to precision damage.
Adaptation: Insert appropriate version of ritual, add Divided Soul. Offer to the Rogue, watch him worship you for giving him Sneak Attack that works.
Encounters: Use this guy as a clean-up group in an enemy party. The Avatar and Divided Soul can pick off any idiot spellcasters tactically removed characters. Then, to really cheese off the party, have the Divided Soul use a cure x wounds wands to fix him up after picking off the first guy.

Sample Encounter
Rathgar Darshiva has been stalking the party for days through the swamp, and has now chosen to ambush them at night while most of the party is asleep.
EL 13: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Encounters: Divided Souls come from all walks of life, so encounters with them are as varied as their entry methods.

Rathgar Darshiva
Neutral Evil/Male/Human/Rogue 4/Ranger 2/Divided Soul 7
Init +5, Senses: Listen +15, Spot +15
Languages Common, Infernal
------------------------------------------------
AC 23 (10 +6 armor, +5 dex, +3 deflect), touch 18, flat-footed 18
hp 76 (13 HD)
Fort +8, Ref +17, Will +4
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Rapier +17 (1d6+1)
Full Attack Rapier +15/+10 (1d6+1), Shortsword +15/10 (1d6+1)
Base Atk +10 Grp +10
Atk Options Weapons, Manifest Avatar, Items, Spell-Like Abilities
Combat Gear +1 Unholy Rapier, +1 Unholy Shortsword, +1 Mithral Breastplaste, Masterwork Composite Shortbow, 20 Arrows, 10 Cold Iron Arrows, 10 Silver Arrows
Spells Prepared None
Supernatural Abilities Manifest Avatar
-----------------------------------------------
Abilities Str 10, Dex 18 (20), Con 12 (14), Int 13, Wis 8, Cha 14
SQ Divided Soul (Divided Will, Saves, Magic, Flight, Spells, Damage Reduction), Avatar, Manifest Avatar 2/day, Divided Flanking (3d6, +2 to hit, Dimension Lock), Improved Evasion, Use Divine Device, Greater Avatar, Divided Damage Reduction, Uncanny Dodge, Trap Sense +1, Evasion, Sneak Attack 2d6, Trapfinding, Combat Style (Two-Weapon Fighting), Track, Favored Enemy (+2) (Human), Wild Empathy (2nd level)
Feats Precise Avatar (Bonus), Warrior Avatar (lvl 12), Improved Two-Weapon Fighting (lvl 9), Extend Manifestation (Bonus), Prepared Soul (lvl 6), Weapon Finesse (lvl 3), Two-Weapon Fighting (Bonus), Iron Will (lvl 1), Quick Draw (Bonus)
Skills Balance (+10), Bluff +18, Concentration +7, Hide +20, Jump +5, Knowledge (Nature) (+6), Listen +15, Move Silently +20, Search (+6), Sleight of Hand (+9), Spot (+15), Survival +4, Use Rope +10
Possessions Gloves of Dexterity +2, Periapt of Health +2, Ring of Deflection +3, Wand of Cure Serious Wounds (CL 7) (35 charges), 3 Scrolls of Restoration

Nalkyran
Neutral Evil/Male/Avatar/Outsider 10
Init +6, Senses: Listen +9, Spot +9
Languages Common, Infernal
------------------------------------------------
AC 27 (10+5 untyped+7 armor+4 dex+1 natural), touch , flat-footed ()
hp 66 (10 HD)
Fort +9, Ref +11, Will +7
------------------------------------------------
Speed 30 ft. (land) 30 ft. (fly: average) (6 squares)
Melee Rapier +16 (1d6+6)
Full Attack Rapier +14/+9 (1d6+6), Shortsword +14/+9 (1d6+4)
Base Atk +10, Grp +13
Atk Options Spell-Like Abilities
Combat Gear +3 Unholy Rapier, +3 Unholy Shortsword, +2 Mithral Breastplate
Spells Prepared None
Supernatural Abilities None
-----------------------------------------------
Abilities Str 17, Dex 21 (23), Con 14 (16), Int 10, Wis 12, Cha 16
SQ Outsider type, Half-Fiend Spell-like Abilities, Sneak Attack 2d6, Favored Enemy +2 (Human), Smite Good 3/day (+10 damage), Divided Flanking (3d6, +2 to hit, Dimension Lock), Improved Evasion, Damage Reduction 10/Good
Feats Two-Weapon Fighting (Bonus), Improved Two-Weapon Fighting (Bonus), Weapon Finesse (Bonus), Quick Draw (Bonus), Throw Anything (Complete Warrior) (lvl 9), Extra Smite (Complete Warrior) (lvl 6), Alertness, Dodge (lvl 1)
Skills Concentration +16, Knowledge (Arcana, History, The Planes, Religion) +13, Listen +9, Spot +9, Spellcraft +13
Possessions None

devlingreye
2012-07-18, 07:16 PM
Alchemic Archer (PF)

http://i262.photobucket.com/albums/ii99/lythonv66/blah.jpg
Veric, an alchemic archer


Those who spent their life devoted to the unseen art of alchemy find themselves called to battle as ranged warrior. There are some who find that the use of alchemy as splash weapons is a waste of their valuable alchemical compounds. These are the people that find themselves as alchemic archer. Warriors that fashion their alchemical attack to arrows to do direct damage at long distances. They are skilled alchemists in addition to being deadly archers.

Role: The role of an alchemic archer is mostly a striker using there various bomb arrows to inflict damage to one or many target across the battlefield. The other side of the alchemic archer is his ability to use his alchemy arrow for battlefield control and his companion to reach enemies in even the most hidden places.

Alignment: The alchemic archer's motivation is life are to further his research into his alchemist projects. This leaves little time for good or evil, most alchemic archers are mostly of a neutral alignment.
Hit Die: d8.

Requirements
To qualify to become a alchemic archer, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Craft Alchemy 5 ranks
Special: Combat style Archery, Hunters Bond animal companion, Bomb 2d6 class ability

Class Skills
The alchemic archer's class skills (and the key ability for each skill) are Climb (Str), Craft (Alchemy) (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks at Each Level: 4 + Int modifier.

Alchemic Archer
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+1|
+1|
+0|
+1|Alchemy arrows, combat style feat|

2nd|
+2|
+1|
+1|
+1|Shared knowledge, discovery|+1 level of existing alchemic formula using class / +1 level existing divine spellcasting class

3rd|
+3|
+2|
+1|
+2|Companion training|+1 level of existing alchemic formula using class / +1 level existing divine spellcasting class

4th|
+4|
+2|
+1|
+2|Long bombs|

5th|
+5|
+3|
+2|
+3|Discovery|+1 level of existing alchemic formula using class / +1 level existing divine spellcasting class

6th|
+6|
+3|
+2|
+3|Archer mutagen|+1 level of existing alchemic formula using class / +1 level existing divine spellcasting class

7th|
+7|
+4|
+2|
+4|Cluster bomb|

8th|
+8|
+4|
+3|
+4|Combat style feat|+1 level of existing alchemic formula using class / +1 level existing divine spellcasting class

9th|
+9|
+5|
+3|
+5|Discovery|+1 level of existing alchemic formula using class / +1 level existing divine spellcasting class

10th|
+10|
+5|
+3|
+5|Detonate, grand discovery|[/table]


Class Features
All of the following are features of the alchemic archer prestige class.

Weapon and Armor Proficiency
Alchemic Archer gain no proficiency with any weapon or armor.

Spells per Day/ Bomb
When an alchemic archer reaches any level other then 1st, 4th, 7th, and 10th level, the character gains new spells per day as if he had also gained a level in any one alchemical spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain other benefits a character of that class would have gained except for bombs. This essentially means that he adds the level of alchemic archer to the level of whatever other alchemical spellcasting class and divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

In addition each time he gains a level were he would receive new formulas from his previous alchemist level, he also count those level to determine the damage of is bomb class feature.


Combat Style Feat (Ex)
At 1st and 8th level the alchemic archer gains one of the following feats below, even if he does not have the normal prerequisites.

Far Shot, Focused Shot, Point Blank Shot, Precise Shot, Rapid Shot, Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master, Manyshot, Pinpoint Targeting and Shot on the Run.

Alchemy Arrows (Ex)
Starting at 1st level the alchemic archer gains the ability to combined alchemic items, such as alchemic fire to any arrows that him has. At 1st level this combination is a standard action to make an alchemy arrow listed below. At 5th level the alchemic archer has learned to combine his arrows at a faster rate, the combination is now a move action. Lastly at 10th level the alchemic archer has master this combination and can create alchemy arrows as a swift action.

The alchemic archer must posses the alchemical component to combined with the arrow. After the creation of an alchemy arrow, the alchemic archer must spend a separate attack action to fire his arrow. In addition the alchemic archer can prepare a number of alchemy arrow equal to 5 + character level per day. Each time he games a new level he prepare two additional alchemy arrows per day. At the beginning of the day due to the unstable nature of an alchemy arrow the alchemic archer must choose to remake or dismantle any alchemy arrow still prepared from the previous day. Remaking an alchemy arrow is the same as making a new arrow, but dismantling an alchemy arrow to remove the alchemic component takes a Craft Alchemy check DC 10 + the number of days the alchemy arrow has been prepared. If he successes both the alchemic component and the arrow are saved, but if he filed this check both arrow and component are wasted. This ability can not be used in conjunction with any other arrow ability of this class.

Alchemy Arrows List
Alchemical Fire Arrow- This arrow has been fashioned with a flask if Alchemist's fire to explode on contact. Dealing an additional 1d6 fire damage and sets the target on fire, See Alchemist's fire description.

Oil Arrow- This arrow is has been fashioned with a pouch of highly flammable oil that coats the target on contact. If the target is hit by any fire damage within the next minute, he will take an additional 1d6 fire damage for the next two rounds or until he puts himself out.

Acid Arrow- This arrow has been fashioned with a flask if Acid to explode on contact. Dealing an additional 1d6 acid damage.

Grease Arrow- This arrow has a pouch of Alchemical Grease connected to it that bursts on contact coating the target. This makes it harder to move and hold his weapon. When the target move he must make a Acrobatics check DC 10 to not lose balance and reduce his movement speed by 10ft. When the target attack with a hold weapon, he must make a Strength check DC 5 to not drop his weapon.

Reek Arrows- This arrow is fashioned with a dose of Brewed Reek that bursts on contact. This arrow coats the target in brewed reek causing him to make a DC 15 Fortitude save to not be sicked for 2d6 round, See Brewed Reek Description.

Breath Arrow- This arrow is fashioned a modified vial of Elemental Breath. On contact the vial breaks causing the air around the target to be sucked away for one round. This forces the target to make DC 15 Fortitude save to not be stunned for one round.

Liquid Ice Arrow- This arrow is fashioned with a vial of Liquid Ice. On contact the vial breaks causing and additional 1d6 frost damage coating the target in a thin sheet of ice.

Flash Arrow- This arrow is fashioned with a pouch of Flash Powder that bursts on contact causing a bright flash. The flash is a 10ft radius burst causing all creature in the area to make a DC 13 Fortitude save to not be blinded for 1 round.

Itching Arrow- This arrow is fashioned with a pouch of Itching Powder that bursts on contact causing a suffer from uncontrollable itching. On impact the target must make a DC 12 Fortitude save to resist the effects, -2 penalty on attack roll, saving throws, skill checks, and ability checks.

Sneezing Arrow- This arrow is fashioned with a pouch of Sneezing Powder that bursts on contact causing a suffer from uncontrollable sneezing. Upon impact the target must make a DC 10 Fortitude save for 1d4+1 rounds to resist the effects, A DC 8 Fortitude save each round to not be staggered until the next turn.

Shadow Arrow- This arrow is fashioned with a vial of Shadowcloy that bursts on contact causing the area around to become darker then normal. On contact the target treats the ambient light as one category darker than normal, with a creature already in natural darkness treating it as supernatural darkness. This effect lasts for 1 round.

Spellscorch Arrow- This arrow is fashioned with a vial of Spellscorch that bursts on contact that causes headaches in spellcasters. This is a poison that on a failed Fortitude save that for the next minute the target must make a Concentration check with a DC equal to 10 + spell level to cast a spell, and all other concentration checks to cast spells take a –5 penalty.
Type poison (injury); Save Fort DC 14; Onset —; Frequency 1/rd. for 4 rds.; Effect see text; Cure 1 save;
Cost 200 gp/dose

Tanglefoot Arrow- This arrow is fashioned with a tanglefoot bag that bursts on contect. This functions the same as if the target had been directly hit with a tanglefoot bag, See Tanglefoot Bag Description.

Thundering Arrow- This arrow is connected to a thunder stone that activates on contact. On contact it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Shared Knowledge
At 2nd level and every level after the alchemic archer gains the ability to add 2 of his ranger spells to his list of alchemist formulas. Those spells from this point on can be preped as alchemical formulas in addition to ranger spells per day.

Discovery (Su)
At 2nd, 5th and 8th level the alchemic archer makes an incredible alchemical discovery. Unless otherwise noted, an alchemic archer cannot select an individual discovery more than once. Some discoveries can only be made if the alchemic archer has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemic archer's level + the alchemic archer's Intelligence modifier.

The alchemic archer has access to any alchemist discovery that he meets the prerequisites for and counts his alchemic archer levels as alchemist levels for the purposes of determining what discoveries he qualifies for. In addition there is a small list of new discoveries that are designed to add the alchemic archer class abilities below.

Bombers Bow
Prerequisites: Long Bomb class ability
Benefits: This discovery reduces the ranged penalty for using the Long Bomb ability, letting the alchemic archer fire a Long Bomb the full distance of the bow.

Companion's Bomb
Prerequisites: Hunter's Bond, Companion Training class abilities
Benefits: This discovery lets the alchemic archer make smaller bombs that are made for his companion. Each time the alchemic archer makes a bomb he may instead make two smaller bombs that his companion can carry for 1d4 round and use for his own attacks.

Greater Knowledge
Prerequisites: Shared Knowledge class ability
Benefits: This discovery increases the spells learned from shared knowledge to 4 each time the alchemic archer gains shared knowledge.

Pinpoint Bomber
Benefits: Any archery feat that the alchemic archer possesses now grant the same bonuses and abilities to thrown bombs and special bombs attacks such as long bombs, cluster bombs, and detonate arrows.

Swift Alchemy Arrows
Prerequisites: Alchemy Arrow class ability
Benefits: Three times per day the alchemic archer can prepare and fire and alchemy arrow as standard.

Tough Companion
Prerequisites: Hunter's Bond, Companion Training class abilities
Benefits: The alchemic archer's companion's skin has become tough from the constant close ranged explosions, granting a +2 alchemical bonus to his Natural Armor bonus.

Wider Burst
Prerequisites: Cluster Bomb class ability
Benefits: This discovery increases the area of the cluster bomb class ability from a 20ft radius burst to a 40ft radius burst.

Companion Training
Starting at 3rd level the alchemic archer's animal companion starts to gain training to better serve the alchemic archer. See below to see the changes to the animal companion's abilities.

Deliver Bomb
At 1st level the companion gains the ability to deliver any bomb that the alchemic archer makes. The companion must still make an attack roll to hit the target with the bomb. Any feats that grant bonus to the bombs of the alchemic archer also apply to the companion. Due to the companion knowledge of the attack he gains a +5 to the reflex save to avoid being damaged from the attack.
This ability replaces share spells.

Trapfinding
At 5th level the animal companion gains the trapfinding ability that functions of a rogue of his same level.

Trap Spotter (Ex)
At 10th level when the animal companion comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Bomb Immunity (Ex)
At 15th level the animal companion has spent so much time delivering bombs for the alchemic archer that he has learned avoid all damage that would be receiver from a bomb that he delivers.

Long Bombs (Su)
At 4th level the alchemic archer gains the ability to use his alchemist bombs as part of his ranged bow attacks. As a full round attack the alchemic archer can choose to quickly attach his bomb to an arrow and fire them at rapid speeds. At the beginning of the full round attack the alchemic archer must state that he is using this ability, if the attack fail the bomb is also wasted. Due to the weight of the bomb the range of the bow is reduced by half, but any feats, abilities, or spells that function for bows or bombs also function for this ability.

When calculating the damage for this ability he add the damage from the bow and bombs as one. Also if he is using a bomb that has effect that would grant a reflex save to reduce or negate the effect, the target doesn't receive that reflex save. This ability can not be used in conjunction with any other arrow ability of this class.

Archers Mutagen (Su)
In addition to any mutagen that the alchemic archer at 6th level he gain the archers mutagen. This mutagen enhances the alchemic archer ranged prowess by shifting the physical form to heighten his abilities. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemic archer can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemic archer picks it up again.

When the alchemic archer brews this mutagen, his Dexterity is increased. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow taller and more avian like, granting him a +2 dodge bonus, a +5 alchemical bonus to Perception skill checks, and a +5 alchemical bonus to his Dexterity score for 10 minutes per level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to his Charisma scores.

Cluster Bomb (Su)
At 7th level the alchemic archer gains the ability to build a more powerful explosive arrow that effect a large group of targets. As a full round attack the alchemic archer can combined a number of bombs to a single arrow to fire at multiple or one target by releasing bombs in mid flight. The alchemic archer can combined a number of bombs equal ¼ his character level to one cluster bomb. Once the bombs are combined the alchemic archer must choose a number of target for his bombs, these targets can not be more then a 20ft radius burst apart. In addition he must choose a main target for his arrow to be targeted. The alchemic archer may also choose to have all the bombs hit one target or choose how many of each bombs go to each target. The number of targets can not exceed the number of bombs combined to the arrow.

The bombs combined in the cluster bomb can be of any kind that the alchemic archer can make. This bombs function as normal as far as save for effect and damage as if had been thrown at the target. Lastly due to this combination of bombs each 2 bombs made for the cluster bomb only expend 1 uses per day of his bombs per day. This ability can not be used in conjunction with any other arrow ability of this class.

Grand Discovery (Su)
At 10th level, the alchemic archer makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemic archers, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

The alchemic archer has access to any alchemist grand discovery that he meets the prerequisites for and counts his alchemic archer levels as alchemist levels for the purposes of determining what grand discoveries he qualifies for. In addition there is a small list of new grand discoveries that are designed to add the alchemic archer class abilities below.

Master Chemist
Prerequisites: Grand Discovery
Benefits: The alchemic archer has made so many bombs that he has learned to make them with less materials. From this point on his daily number of bombs he can is increased by 15 permanently.

True Skill
Prerequisites: Grand Discovery
Benefits: From the years of mastering the art of ranged combat, he physical body has changed to increase his ranged prowess. His Dexterity score permanently increases by 2 points.

Detonate Arrow (Su)
The alchemic archer has learned over his studies the destructive power of his alchemical bomb, such to the point he can construct one arrow with the force of ten normal bombs. At 10th level the alchemic archer at the beginning of the day can prepare a single arrow that causes 20d8 damage to the target in addition to a number of special qualities listed below. Attacking with a detonate arrow is a full round action and no other attack can be use during that round. A detonate arrow can have a number of special qualities equal to his Wisdom modifier +1. Each quality can be applied once to a detonate arrow.

The alchemic archer can only have one detonate arrow made at one time, usually made at the beginning of the day, but after the detonate arrow is use he can spend an hour to make another one of the same type. He can only change the qualities after he rests for 8 hours. Making a detonate arrow requires a clam, quiet place and room to construct the arrow. This ability can not be used in conjunction with any other arrow ability of this class.

Detonate Arrow Qualities
Impact- This quality forces the target to make a Reflex save upon a successful hit to not fall prone. Reflex save DC = 10+ ½ character level+ Wisdom modifier.

Alchemical Fuel- This quality allow the alchemic archer to add alchemical components to add effect and change the damage of the detonate arrow. Example adding alchemists fire changes the damage to all fire damage, but adding a thunder stone force the target to make a save to not be deafened.

Seeking- This quality grants the detonate arrow the special weapon quality seeking for this arrow only. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.

Distance- This quality grants the detonate arrow the special weapon quality distance for this arrow only. A distance weapon has double the range increment of other weapons of its kind.

Bursting- The quality cause the detonate arrow to burst out damaging all enemies in a 20 feet radius burst. The main target take half the over all damage (rounded down) no saving throw and all other targets in the burst area take the other half half of the damage. Reflex save DC = 10+ ½ character level+ Wisdom modifier for half damage.

Delayed Blast- This quality causes the detonate arrow to not explode on contact but will explode on the beginning of his next turn.

Entangling- This quality causes the detonate arrow explode and entangle the target in chains as if affected by a tanglefoot bag.

Curving- This quality cause the detonate arrow to curve as it flies making this attack target the enemies flat foot armor class.

Speeding- This quality cause the detonate arrow to fly at great speeds giving the target no time to react causing this attack to target the enemies touch armor class.

Rushing- This quality causes the detonate arrow to hit with such force as to move the target backwards as if affected by a bull rush. The CMB roll for this arrow is the alchemic archer attack roll +10. Other then this bonus it functions the same as a normal bull rush.

Force Blast- This quality causes the detonate arrow to hit with such force to stun the targets body. This causes the target to become stunned for 1d4 rounds (no save).

Screaming- This quality causes the detonate arrow to scream like a banshee causing fear in the target. On contact the target must make a will save to no become frightened for 1d4 rounds. Will save DC = 10+ ½ character level+ Wisdom modifier.

Sickening- This quality causes the detonate arrow to sicken by the smoke from the chemicals. On contact the target must make a fortitude save to no become sickened for 1d4 rounds. Fortitude save DC = 10+ ½ character level+ Wisdom modifier.

Deep Wounds- This quality causes the detonate arrow to wound the target causing massive bleeding wounds all over the targets body. This causes bleeding damage for 1d4 rounds equal ¼ the damage (round down) from this attack. This bleed damage can not be stopped by a Heal skill check, but it can stopped by using magical forms of healing.

Unstable Damage- This quality causes the detonate arrow to cause more damage then a normal detonate arrow, but makes the arrow unstable while firing. The dice damage is increased by one step, example a basic detonate arrow does 20d8 damage but this quality changes the damage to 20d10. This increase in damage does cause the arrow a 10% chance that when fired, it will explode in flight wasting the arrow. Unstable Damage is the one quality that take two of the alchemic archer detonate arrow special qualities.

PLAYING AN ALCHEMIC ARCHER
Playing an alchemic archer is all about preparation. All of the class abilities of the alchemic archer let you have an arrow for every occasion.
Combat: In combat alchemic archer fill the role of the ranged striker using his alchemy arrow to have an answer for any time. The long bomb ability is the bulk of his damage capability using his current level of bomb attached to arrows to change his splash damage to precise damage. Cluster bombs give him to damage many enemies with his long bomb ability for battlefield control. Lastly the detonate arrow is the height of his power granting the choose to customize his powerful arrow to focus all damage on one target.
Advancement: There are two definitive paths an alchemic archer can take. First the damaging path that focuses on his long bomb ability to inflict massive damage to one or more targets. The second is the utility path which is to carry large numbers of different alchemy arrows and choosing bomb discoveries to change the effects of his alchemy bombs to use with his long bomb or cluster bomb abilities.
Resources: An alchemic archer draws from his vast knowledge of alchemic formula and his wisdom of the nature world.

ALCHEMIC ARCHERS IN THE WORLD
“If you hear an explosion of the battlefield, there is a good chance that it an alchemic archer.” says the random solider.

The world sees alchemic archers as great assets in a battle due to their ability to inflict large amounts of damage to many targets.
Daily Life: On a day to day basis an alchemic archer take time to study his alchemy and most of the day practices his archery skill.
Notables: Veric is a notable alchemic archer for the kingdom of Taldor, he is most well known as the Unbreakable Man because he has been in oven 100 massive explosions and has came out on harmed. There is another alchemic archer of note in history, her names is Airis Calla. She is most well know for rigging a small farm town with explosives to go off at the break of dawn. Many were killed in what is known as the Sunrise Massacre.
Organizations: Alchemic archers tend not to join organizations, they tend to be solitary people.

NPC Reaction
Most people see alchemic archer as just another alchemist. They worry that at any day they will causes explosions that could endanger them.

ALCHEMIC ARCHERS IN THE GAME
Adaptation: Alchemic archers can be found in any campaign setting, as long as there is alchemy in that world.
Encounters:Most times a player will encounter an alchemic archer is in a urban setting or on a lerge scale battlefield. They can be found as mercenaries for hire to fund their experiments.

Sample Encounter

Derek Halen
NN/Male/Human/4 Ranger, 3 Alchemist, 10 Alchemic Archer
Init +7, Senses: Perception +20
Languages- Conman, Dwarven, Gnome, and Elven
------------------------------------------------
AC 29, touch 23, flat-footed (20)
hp 106 ( 4d10+ 13d8 HD)
Fort +22, Ref +26, Will +17
------------------------------------------------
Speed 30ft. ( 6 squares)
Melee +3 seeking longbow +27/ +22/ +17/ +12 (1d8+ 5/ x3)
Base Atk +16, CMB 18, CMB 35
Atk Options: +5d6 damage per long bomb arrow.
Combat Gear: +6 Bracers of Armor, +4 Ring of Protection, +4 Amulet of Natural Armor, Ring of Evasion, Boots of Elvenkind, Goggles of Sniping, Bracers of Archery Greater.
Spells Prepared
Ranger- 1st Deadeye's Arrow, Detect Poison 2nd Barkskin
Alchemist Formula- 1st Bomber's Eye, Cure Light Wounds,
Supernatural Abilities
-----------------------------------------------
Abilities Str 15, Dex 25, Con 14, Int 16, Wis 16, Cha 11
SQ none
Feats Brew Potion, Deadly Aim, Dodge, Endurance, Extra Bombs, Far Shot, Focused Shot, Great Fortitude, Iron Will, Lightning Reflexes, Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything
Skills: Acrobatic 20, Bluff 12, handle Animal 11, Knowledge Nature 15, Perception 25, And Stealth 13
Possessions, bed roll, tent, 15 days of good ratios, signal mirror, alchemical fire

Zaydos
2012-07-22, 02:32 PM
The Aberrant Shepherd


http://www.creepmachine.com/images/2010/12/lovecraft_cebollero.jpg

”I simply heed a different nature,” Markelov, defending himself to the council of druids.

Many are those who can attune their spirits to the so-called natural animals of this world, but those which can deal with the various creatures which exist outside the norms of the world are far rarer. Born with the blood of aberrations, aberrant shepherds have natures more attuned to the beings of the outer spheres, calling such horrors to them as faithful companions and allies.

BECOMING AN ABERRANT SHEPHERD
The blood of aberrations pulses through the veins of those who would become aberrant shepherds, leading them towards inspection of these creatures born of different laws and natures than those of the rest of the world. An aberrant shepherd often begins as one who has a deep connection to the natural world, but finds themselves slowly moving out of sync with it as they realize that they are not truly of its nature but of another alien reality. It is when they realize how to reconcile these differences that they become an aberrant shepherd in full.
Typically aberrant shepherds were druids before turning towards the path of the farspawned, coming to the realization that there is more to nature than that which is the human norm. Rangers sometimes turn to this path, but they are less prone to do so as they lack the magical focus of their counterparts. Shamans, or even wizards and sorcerers turn to this path on occasion, coupling their own takes on magic with the call of the furthest spheres.

ENTRY REQUIREMENTS
Base Will Save: +2.
Feats: Aberration Blood (LoM)
Skills: Knowledge (Dungeoneering) 5 ranks, Handle Animal 8 ranks
Special: Ability to call an Animal Companion.

Class Skills
The Class Name's class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+0|
+0|
+2|Aberrant Companion, Aberrant Empathy|-

2nd|
+1|
+0|
+0|
+3| Aberrant Feat|+1 level of existing spellcasting class

3rd|
+2|
+1|
+1|
+3| Telepathic Link, Extended Share Spells (30-ft)|+1 level of existing spellcasting class

4th|
+3|
+1|
+1|
+4| Aberrant Sense|+1 level of existing spellcasting class

5th|
+3|
+1|
+1|
+4| Shared Mind, Extended Share Spells (100-ft)|+1 level of existing spellcasting class

6th|
+4|
+2|
+2|
+5| Aberrant Feat|+1 level of existing spellcasting class

7th|
+5|
+2|
+2|
+5| Shared Senses, Extended Share Spells (1 mile) |+1 level of existing spellcasting class

8th|
+6|
+2|
+2|
+6|Inhuman Vitality|+1 level of existing spellcasting class

9th|
+6|
+3|
+3|
+6|Pinnacle Beast, Interplanar Share Spells|+1 level of existing spellcasting class

10th|
+7|
+3|
+3|
+7|Aberrant Psyche, Aberrant Feat|+1 level of existing spellcasting class [/table]

Weapon Proficiencies: An Aberrant Shepherd does not gain any new armor or weapon proficiencies.

Aberrant Companion (Ex): At 1st level an Aberrant Shepherd gains the ability to call an aberration in place of your animal companion. This aberration gains all the normal abilities that an animal companion of a character with an effective druid level of your level in classes which grant or progress animal companions plus your Aberrant Shepherd level. In addition you may affect your aberrant companion with spells as if it were an Animal. While you may call an Aberrant Companion like you would an animal companion, but no more than once per month. See table below for what aberrations can be called with this ability. If the aberrant companion has an intelligence of 3 or higher and its alignment would normally not be the same as yours it shifts up to one position on both the ethical (law and chaos) and moral (good and evil) axes to more closely match yours (for example if you were Lawful Good and selected an Umber Hulk aberrant companion it’s alignment would become True Neutral (Chaotic changing to Neutral, and Evil changing to Neutral), conversely if you selected a skum its alignment would be Lawful Neutral (Lawful remaining Lawful and Evil changing to Neutral). The aberration companion can also be trained and commanded as if it was an animal and the Aberrant Shepherd suffers no penalty to do so.

Aberrant Empathy (Ex): At 1st level an Aberrant Shepherd gains a certain empathy and understanding with creatures of the outer spheres. Aberrant Shepherds gain the ability to improve the attitude of aberrations with an Int of 4 or less. This ability functions just like a Diplomacy check made to improve the attitude of a person. The aberrant shepherd rolls 1d20 and adds her aberrant shepherd level and her Charisma modifier to determine the aberrant empathy check result.
To use aberrant empathy, the aberrant shepherd and the aberration must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an aberration in this way takes 1 minute but, as with influencing people, it might take more or less time.
In addition the Aberrant Shepherd adds half their class level (rounded up) as a circumstance bonus on Diplomacy checks made to influence aberrations.

Aberrant Feat: At 2nd, 6th, and 10th level you gain any one Aberrant or Illithid Heritage Feat that you qualify for as a bonus feat.

Telepathic Link (Su): At 3rd level you develop a telepathic link with your aberrant companion. As long as it is within Share Spells range you may communicate with it telepathically.

Extended Share Spells: At 3rd level the range at which you can share spells with your aberrant companion is increased to 30-ft, within this range you may also target it with touch range spells or any other spell as if it were adjacent to you. At 5th level this increases to 100-ft, at 7th level this now extends to 1 mile, and at 9th level you may share spells with your familiar regardless of distance or which plane it is on.

Aberrant Sense (Ex): At 4th level you have developed inhuman senses which allow you to sense the flow of reality nearby, giving you Blindsight 30-ft.

Shared Mind (Ex): At 5th level you and your aberrant companion have grown so closely connected that your minds begin to blend into each other. While within range of your telepathic link if you fail a Will save that your Aberrant Companion does not also have to make you may reroll it, if you fail again both you and your Aberrant Companion are affected by the effect as if you had both failed your saves; even if your Aberrant Companion is immune to the effect. If your Aberrant Companion fails a Will save that you do not also have to make you may attempt to make a Will save replacing its result with your own, on a failure you are both affected as if you had failed the saving throw bypassing any immunities you have to that effect.

Shared Senses (Su): At 7th level you and your aberrant companion’s telepathic bond has increased to the point that you can both constantly use the other’s senses in addition to your own. You gain access to all the senses of your aberrant companion, sensing them from its position. Conversely your aberrant companion gains access to all of your senses, sensing them from your position. This means that if your aberrant companion had scent you would know what it smelled as if you were exactly where it was but would not be able to locate things adjacent to you through scent unless they were also adjacent to your aberrant companion.

Inhuman Vitality (Ex): At 8th level your physiology is no longer the same as nature would desire. You gain immunity to poison and disease, as well as a +2 to saves against stunning, paralysis, death effects, and death from massive damage. You gain Light Fortification giving you a 25% chance of ignoring extra damage from critical hits or sneak attacks. In addition you no longer need to eat or drink, instead indulging in a bizarre dietary need once per month, if this meal is missed it is like you have not eaten in a week. Examples include: sentient brains, metal, gemstones, rotting elven flesh, ectoplasm, and spider venom. Finally the rate at which you age is halved.
The changes to your body are visible to those with a keen eye, disproportion of limbs, an odd tint to your skin of a color that normally only exists in fever dreams, sweat which is more like slime, eyes which bulge ever so slightly too much. An autopsy will also reveal that these changes go deeper, your organs are not where they should be, if they’re even what organs you should have.

Pinnacle Beast: At 9th level your aberrant companion has become one showing the acme of its monstrous nature. Your aberrant companion gains a +4 to Str, Con, and Cha as well as gaining an additional 2 HD. It also gains Spell Resistance equal to your class level +5 if it did not already have better.

Aberrant Psyche (Ex): At 10th level your transformation into inhuman creature has progressed even further. Your mind has changed so far that it can no longer be considered that of a humanoid. Your type changes to aberration, with the augmented humanoid subtype, you gain Darkvision 60-ft, and you gain immunity to mind-affecting effects. In addition you no longer age, nor do you have a maximum age. You do not lose access to feats or abilities you possess which require the humanoid type.

ABERRANT COMPANION OPTIONS
Choker (-3)
Grick (-3)
Skum (-3)
Carrion Crawler (-6)
Ethereal Filcher (-6)
Ethereal Marauder (-6)
Ettercap (-6)
Mimic (-6)
Otyugh (-6)
Rust Monster (-6)
Cloaker (-9)
Gauth (Beholderkin) (-12)
Chuul (-12)
Destrachan (-12)
Umber Hulk (-12)
Will’o’Wisp (-12)
Delver (-15)
Monster Manual III
Mindshredder Larva (+0)
Lurking Strangler (-3)
Harpoon Spider (-6)
Mindshredder Warrior (-6)
Runehound (-6)
Quaraphon (-9)
Dread Harpoon Spider (-12)
Lifeleech Otyugh (-12)
Seryulin (-12)
Stone Singer (-12)
Susurrus (-12)
Prismatic Roper (-15)
Five-headed Shrieking Terror (-15)
Greater Seryulin (-18)
Lords of Madness
Saltor (-6)
Grell (-9)
Spectator (-9)
Gibbering Mouther (-9)
Kigrid (-9)
Cildabrin (-12)
Embrac (-12)
Eye of the Deep (-15)
Hound of Gloom (-15)
Zeugalak (-18)
Expanded Psionics Handbook
Folugub (-3)
Thought Eater (-3)
Temporal Filcher (-6)
Intellect Devourer (-12)
Thought Slayer (-18)
Complete Psionics
Larval Flayer (+0)
Tome of Magic
Deadly Dancer (-6)
Ephemeral Hangman (-12)
Tooth Beast (-12)


PLAYING AN ABERRANT SHEPHERD
An aberrant shepherd has fallen to the lure of those parts of this world which do not seem to belong. They never quite fit in with either the people around them, and can find no peace in the wild places either, instead drifting towards the edges of places forbidden to men, realms where madness lays just a step away. Aberrant shepherds often grow accustomed to only having their aberrant companion for company, and often grow uncomfortable when surrounded by normal people.

Combat: Aberrant shepherds primarily rely on their aberrant companion and their own magical powers in combat. Lacking wild shape, they must instead turn towards laying buffs on their allies. Their aberrant companion can offer them a wide array of possible strategies from equipment destruction with a rust monster, stealthy scouting with an ethereal marauder, paralyzing poison of a carrion crawler, or the confusion inducing gaze of an umber hulk. Their ability to share spells at a range allows them to use their aberrant companion to scout out possible danger, and the various spells that they may bring in from their previous class can allow them to turn both themselves and their companion into powerful combatants.

Advancement: After completing an aberrant shepherd many choose to return to their previous path, continuing to advance their animal companion that way and thus their aberrant companion.

Resources: An aberrant shepherd has few resources to draw upon outside of their own power and that of their companion. When two aberrant shepherds meet they are liable to exchange information, if only for the hope of getting some in return, but they are rare enough to lack any but the most loose knit organizations.

ABERRANT SHEPHERDS IN THE WORLD
”Did you see the way he talked to that… thing? It just ain’t natural, a giant bug like that just following at his heels, no good can come of it,” Dan, level 2 commoner with skill focus (Craft (basket weaving)) upon seeing an aberrant shepherd and his carrion crawler companion.

Aberrant shepherds are isolated figures, by choice and by necessity. Few in the world accept their choice of companions. Aberrant shepherds can sometimes be found congregating around sites renown for learning, especially with great stores of aberration lore. Aberrant shepherds straddle the line between two worlds, that of men and that of horrors beyond imagining. Many aberrant shepherds find themselves feeling more comfortable amongst illithids, neogi, and even aboleths and beholder cities than amongst the races of humanoids, and sometimes can be found their providing magical service for the aberrations in exchange for access to their troves of knowledge. Aberrant shepherds are sought out by those which seek to delve into aberrant lore without entering this dangerous world for themselves.

Daily Life: Aberrant shepherds spend their days in contemplation and study. They have discovered vast new vistas of what nature is, and they must explore it to the best of their ability. Aberrant shepherds rarely live in what would be considered comfort, instead acting out their lives with an alien aesthetic and seeking personal goals.

Notables: Two aberrant shepherds appear in stories of their kind. The first, Markelov, was a druid of the Order of the Silver River who argued that even these creatures were part of nature and should be understood not simply destroyed out of hand. Markelov was banished from his order for his heretical beliefs, and spent many years wandering the world with his thought eater companion. Markelov’s death is the subject of much embellishment telling stories of how he faced down a trio of ullitharids to prevent a secret coup of a human kingdom, only to die in the battle having held off the beasts long enough to make obvious their plans, or other tales say that he vanished into the far realm having entered it to close a portal to that alien realm which could only be sealed from within.

The other such figure is Talderli Varesho, a figure whose name is still infamous among the elves to this day. Talderli was a powerful elven wizard who delved into knowledge of aberrations. He rose high in influence within the court of the elven queen. Talderli’s ambition, though, was to create a new order and he called upon his allies, the grell, to aid him. The grell attacked through ancient secret passages built to allow the royal family means of escape in times of dire need, slaughtering those the passage ways were meant to save. While Talderli did not benefit from his coup, it left the people with a fear and hatred for his kind.

Organizations: Aberrant shepherds do not often form organizations of their own, but they often join organizations dealing with aberrations. The Order of the Inward Turned Eye was in fact founded by an aberrant shepherd. It is dedicated to the understanding of the secret nature of this world that most never see or even notice, seeking an answer for the origins of the various creatures that exist in the hidden places of the world. This organization is split on what actions it should take with dangerous aberrations, some saying that destroying them risks losing access to knowledge which may outweigh all the damage they could deal and others claiming that they cannot be allowed to run unopposed. Those members which fall into the latter group tend to be some of the most knowledgeable aberration hunters, having access to the information gathered on them by the Order of the Inward Turned Eye.

NPC Reaction
Aberrant shepherds are not often well loved by the people they encounter. Alienated by their own natures as much as by the acts of others, aberrant shepherds do little to help matters being closer to their aberrant companion than they can ever be to a mere human. Having a creature which too most seems no different from the various monsters that would rend them apart following at your heels does little to incite trust either. These factors combine to make aberrant shepherds a suspicious figure to those around them, untrusted if only for their choice of ‘friends’. Few people trust an aberrant shepherd, rumors abounding about their unnatural habits and twisted practices.

ABERRANT SHEPHERDS IN THE GAME
An aberrant shepherd trades a level of spellcasting, 2 points of Fort, and their wild shape advancement for an aberration companion, three feats selected from a very limited set, blindsight, minor resistances and the major immunity to mind-affecting effects. They should be weaker in direct combat than a druid, many aberrations having weaker melee capabilities than animals of similar CR and lacking wild shape. Blindsight and Shared Senses should give them the edge in scouting, though, especially when options such as ethereal marauder are taken into account with its ability to turn ethereal or back at will. Other options provide reusable status ailments (umber hulks’ confusing gaze, carrion crawlers’ paralyzing poison), or even the cornucopia of options granted by access to a monster that can destroy metal with a touch.

Adaptation: Aberrant shepherds could be part of an ancient order meant to regulate the influence of aberrations on the world, using their tamed beasts to fight back their wild cousins. Conversely aberrant shepherds could be the first agents of an oncoming aberrant invasion. The hermit aspects of the class are not truly a necessity, and one could make them have world spanning organizations dedicated to the understanding of aberrant life forms, or simply downplay the aspect of ‘doesn’t fit in with humans’ and play them more as a mad scientist who deals with creatures that would drive a normal man crazy. For a more mechanical conversion, you could drop their spellcasting entirely, add Favored Enemy (Aberrations) at levels 3 and 7, improves their skill points to 6 + Int, and give them full BAB and good Fort to make them more of a Ranger PrC and less of a druid one; while ultimately this choice is still weaker it favors a different type of character one which is more militant and less introspective towards their nature. Another possibility is making the class progress psionics and allowing an entry through Wild Cohort and psionic powers.

Encounters: NPC aberrant shepherds can take the roll of spellcasters encountered alongside aberrations, humanoids accepted by the horrors as a kind of kindred. They can also serve as sage advisors on matters of the aberrant and far realm.

Sample Encounter
Alixof has retreated into the Underdark gathering a loyal legion of cloakers, carrion crawlers, and otyughs. Alixof has sunken deeper into his madness, and now has begun raiding surface villages for subjects for his depraved study.

EL 9: Alixof wears breastplate made from the scales of a shadow dragon which was killed within the Underdark. He wears a heavy hood, brown in color, and his baggy sleeves hide the odd joints of his arms. His eyes are a dark brown, and his hair a pair blond. His pasty white skin, reveals his lack of exposure to the outer world. Alixof is most likely to be encountered either at night when vision is limited or underground, and when on the surface prefers to keep to areas of heavy underbrush to make use of his woodland stride. He keeps his yellow skinned carrion crawler Kavvie beside him and attempts to keep it within 30-ft at all times so that he may more easily cast spells to augment it. Should Alixof join battle he’ll most likely already have Barkskin active on both himself and Kavvie separately, and begin the fight with a combination of Lion’s Charge and Bite of the Wereboar on Kavvie or should maneuverability really be limited shared on them both. This gives Kavvie the ability to make all 8 tentacle attacks on an opening charge, with an additional +2 to hit and +3 to the Fort save to resist paralysis. Alixof will then focus on using Nature’s Favor, Moonbolt, and low level battlefield control with Splinterbolt to injure any foes that prove resistant to Kavvie’s paralysis. Alixof is often encountered with a pair of cloakers which would raise the EL of the encounter to 10. These cloakers target likely spellcasters with their stupor moans, opening the way for Kavvie and Alixof to take out the targets with higher Fortitude, and also serve to finish off paralyzed foes.


Alixof
Neutral Evil Male Human Druid 5/Aberrant Shepherd 4
Init +5, Senses: Listen +4, Spot +4; blindsight 30-ft
Languages: Common, Undercommon, Beholder
------------------------------------------------
AC 22, touch 12, flat-footed 21 (+1 Dex, +3 shield, +1 deflection, +2 natural, +5 armor); 25, t 12, FF 24 with Barkskin.
hp 69 (9 HD)
Fort +8, Ref +3, Will +12
------------------------------------------------
Speed 20-ft. (4 squares), swim 20-ft
Melee +6 melee (1d6, quarterstaff)
Ranged: +7/+7 ranged touched (4d6, splinterbolt).
Base Atk +6, Grp +8
Atk Options: Spells
Combat Gear: Continuous items only
Spells Prepared:
0: Create Water, Detect Magic x3, Purify Food and Drink x2.
1st: Entangle x2, Wall of Smoke (SpC), Lesser Vigor x2 (SpC)
2nd: Barkskin x2, Splinterbolt (SpC), Nature’s Favor (SpC)
3rd: Lion’s Charge (SpC), Greater Magic Fang, Windwall, Swift Fly (SpC)
4th: Moonbolt (SpC), Bite of the Wereboar (SpC)
Supernatural Abilities: Wild Shape (medium only) 1/day, Telepathic Link (30-ft)
-----------------------------------------------
Abilities Str 10, Dex 12, Con 14 (16), Int 14, Wis 16 (18), Cha 8
SQ: Trackless Step, Woodland Stride, Resist Nature’s Lore, Nature’s Sense, Wild Empathy, Aberrant Empathy.
Feats: Aberrant Blood (flexible limbs), Knowledge Devotion, Aberrant Hide, Improved Initiative, Starspawn, Aberrant Summoning.
Skills: Knowledge (Dungeoneering) +14 (12 ranks), Knowledge (Nature) +14 (12 ranks), Heal +15 (12 ranks), Survival +15 (12 ranks), Concentration +14 (12 ranks), Ride +13 (12 ranks), Swim +8 (0 ranks)
Possessions: Periapt of Wisdom and Health +2, +1 heavy wooden shield, +1 dragonscale breastplate, ring of protection +1, quarterstaff, spell component pouch, backpack, holly and mistletoe, exotic military saddle for Kavvie, Mw Leather barding on Kavvie.

Kavvie
True Neutral Carrion Crawler
Init +3, Senses: Listen +7, Spot +7; darkvision 60-ft, scent
Languages: -
------------------------------------------------
AC 22, touch 12, flat-footed 19 (-1 size, +3 Dex, +8 natural, +2 armor); 25, t 12, FF 22 with Barkskin.
hp 32 (5 HD)
Fort +3, Ref +4, Will +6
------------------------------------------------
Speed 30-ft. (6 squares), climb 15-ft
Melee 8 tentacles +5 melee each (paralysis) and bite +0 melee (1d4+1)
Base Atk +3, Grp +10
Atk Options: Paralysis
-----------------------------------------------
Abilities Str 16, Dex 16, Con 14, Int 1, Wis 15, Cha 6
SQ: Link, Share Spells, Evasion.
Feats: AlertnessB, Combat Reflexes, Track, Ability Focus (Paralysis).
Skills: Climb +13 (2 ranks), Listen +7 (3 ranks), Spot +7 (3 ranks).
Possessions: Exotic Military Saddle, Mw Leather Barding

Paralysis: Any creature struck by Kavvie’s tentacles must succeed at a DC 16 Fortitude save or be paralyzed for 2d4 rounds.

Feat(s)
Aberrant Summoning (Aberrant)
You have learned to summon that which does not fit into the world as it is commonly known, calling upon your own aberrant nature to provide a conduit through which it may pass.
Requirements: Aberrant Blood, 1 other aberrant feat.
Benefit: When you summon a creature with the celestial or fiendish template applied to it with a Summon Monster spell you may replace that template with the psuedonatural from Lords of Madness (or Complete Arcane). When you summon an animal or vermin with a Summon Nature’s Ally spell you may apply the psuedonatural template to it.
In addition the following creatures are added to the available creatures for both spells at the listed levels:
II: Larval Flayer (Complete Psionic), Mindshredder Larva (MMIII)
III: Choker, Skum, Lurking Strangler.
IV: Ethereal Maruader, Saltor (Lords of Madness), Rune Hound (MMIII)
V: Cloaker, Otyugh, Kigrid (Lords of Madness), Mindshredder Warrior (MMIII)
VI: Chuul, Umber Hulk, Embrac (Lords of Madness), Tooth Beast (Tome of Magic)
VII: Gauth (beholderkin), Lifeleech Otyugh (MMIII), Eye of the Deep (Lords of Madness)
VIII: Delver, Hound of Gloom (Lords of Madness)
IX: Greater Seryulin (MMIII), Zeugulak (Lords of Madness), Thought Slayer (Expanded Psionics Handbook).

Wings of the Outer Spheres (Aberrant)
Your wings grow sturdier and more capable of sustaining flight, even as you grow more inured to the harshness of the upper air.
Requirements: Starspawn feat.
Benefit: The flight granted to you by the Starspawn feat no longer has a continuous use limit, and now has a speed equal to your base land speed instead of one-half it.
In addition your racial, class based, or feat based cold resistance increases by 3 for every Aberrant feat you have. If you have 5 or more Aberrant feats you no longer need to breathe.

Glimbur
2012-07-25, 11:34 AM
Promethean Psion

http://i718.photobucket.com/albums/ww185/Glimbur/Captain_caveman.jpg

Go! Go bang! Go bang thing! -unnamed caveman

The Promethean Psion is proof that life will find a way. For a tribe of people of moderate intelligence and no magical ability, the way is symbiosis.

Becoming a Promethean Psion
There is an obscure tribe of people that dwells on the edge of the battlefields of the Great Mind War. The area is saturated with psychic energy and the residue of countless psions. As a side effect, strange crystal formations sprout from the ground. As the final step in their coming of age ritual, a member of this tribe breaks off a great club sized crystal and wields it. He (or she) carries it everywhere, sleeps with it, that sort of thing. This has consequences.

ENTRY REQUIREMENTS
BAB +5
Special: Must not be literate

Class Skills
The Promethean Psion's class skills (and the key ability for each skill) Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Listen(Wis), Ride(Dex), Survival(Wis), and Swim(Str).
Skills Points at Each Level: 4 + Int Mod

Hit Dice: d8

LevelBABFortRefWillSpecial
Special
1st+0+2+0+2
Crystal Companion, Improved Critical (Great Club)
2nd+1+3+0+3
Cooking, Bonus Feat
3rd+2+3+1+3
The Lever, Speak Softly
4th+3+4+1+4
Thought Before Action, Deep Thoughts
5th+3+4+1+4
The Wheel, Big Game Hunter
6th+4+5+2+5
Bonus Feat, +2 Intelligence
7th+5+5+2+5
Fire
8th+6+6+2+6
Hygiene
9th+6+6+3+6
Language
10th+7+7+3+7
Crystal Symbiosis

Weapon Proficiencies: A Promethean Psion is proficient in the great club.

Crystal Companion: The first step in the path of the Promethean Psion is obtaining an unusual crystal. At the first level of Promethean Psion, this crystal awakens. Physically, it is a great club made of mundane crystal. It is also an intelligent item with a null score in strength, dexterity, and constitution. Its intelligence score is equal to the strength score of the Promethean Psion it is bound to, and its wisdom and charisma are both 10. Unlike mundane crystal, it has as many maximum hit points as its owner. It can be healed by psionic or magic abilities which repair items, or fully healed by an hour of contact with any other crystal.

The Crystal Companion is friendly towards the Promethean Psion it is bound to, and can perceive the world around it as a normal human would, but it has no innate ability to communicate. It is the same alignment as the Promethean Psion.

The Crystal Companion has the manifesting powers of a psion with a number of levels equal to the class level of the Promethean Psion it is bound to, plus two. It must choose powers learned and a discipline to focus in just like any other psion. Unlike a normal psion, a Crystal Companion does not regain power points by resting. Instead, it regains pp when it is used as a club to damage creatures. It regains a number of pp equal to one third of the hp of damage the creature takes, rounded down. Another difference between the Crystal Companion and a regular psion is that its maximum power points are only equal to its manifester level plus its intelligence modifier. It is able to use items just like a psion can, but it is incapable of movement (at least, without using powers). For purposes of effects that check for hit dice (Blasphemy, etc) it is treated as having a number of hit dice equal to the Promethean Psion's character level, but it does not gain feats and it has a fixed number of skill ranks. It has a number of skill ranks equal to its effective hit dice plus three in Concentration, Knowledge(Psionics), and Psicraft.

The Promethean Psion may qualify for feats via the Crystal Companion's manifesting ability, and is treated as having a number of ranks in psicraft, concentration, and knowledge(psionics) equal to his character level plus three for purposes of taking feats. The Crystal Companion may use any feats the Promethean Psion possesses; the typical use for this is taking a meta-psionic feat so that the Crystal Companion can use it. Practiced Manifester is also a common choice, as the Crystal Companion typically has more hit dice than manifester levels. The Promethean Psion does not qualify for Psicrystal Containment through this class feature.

If a Crystal Companion is destroyed, the Promethean Psion may harvest a new crystal which matures into a new Crystal Companion in a week’s time. If a Crystal Companion is lost, the Promethean Psion can, as a free action, end the bond between them. This turns the Companion into an ordinary crystal club, and the Promethean Psion can bond to a new crystal club in a week’s time.

Improved Critical: Great Club A first level Promethean Psion gains Improved Critical: Great Club as a bonus feat.

Cooking(Ex):Eating what passes for cooking in this barbaric tribe is a challenge. Those that survive to adulthood benefit from hardened constitutions. A second level Promethean Psion gains a +2 bonus to fortitude saves with an additional +2 bonus to fortitude saves versus ingested hazards.

Bonus Feat: The psionic powers begin to spill over into the Promethean Psion at second level. He gains a bonus feat at second and sixth level; this feat must be a [metapsionic] feat, a [psionic] feat, or Practiced Manifester.

The Lever(Ex): Simple tools make life easier. As part of his caveman training, the Promethean Psion has finally mastered the lever. This grants him a +4 bonus to strength checks.

Speak Softly(Ex): Long hours of practice with the club have honed the Promethean Psion’s skills with it. He gains a +2 to damage rolls and craft checks which use the Crystal Companion.

Thought Before Action(Su): The Crystal Companion’s bond with the Promethean Psion deepens as their partnership continues. At fourth level, the bond lets the companion subconsciously warn the caveman about danger. Sadly, the effectiveness of this warning depends on the Promethean Psion’s ability to receive psychic signals. The Promethean Psion gains an insight bonus to reflex saves equal to his intelligence modifier.

Deep Thoughts: Long practice of being used to beat things and manifesting powers has improved the Crystal Companion’s endurance. Its maximum power points are now equal to twice its manifester level plus twice its intelligence modifier.

The Wheel(Ex): Deep research into the theory and practice of movement has paid off. The Promethean Psion increases his land speed by 10’ at 5th level.

Big Game Hunter(Ex): Larger creatures have more meat on them. This means one can hunt less often, provided one can kill larger creatures. A fifth level Promethean Psion gains a +2 insight bonus to hit for targets of a larger size category than himself, and in addition he may deal an extra 1d6 damage on a successful hit per size category his target is larger than him. This extra damage may only be used once per round.

+2 Intelligence: Long association with a being of pure intellect rubs off on a person. A Promethean Psion gains a +2 bonus to his intelligence score at level 6.

Fire(Su): It would be unfair and inaccurate to say that a Promethean Psion does not discover fire until far into his tenure as a caveman. However, at seventh level he has finally perfected fire. He may, as a standard action which provokes attacks of opportunity, create a 10x10x10 cube of fire. This fire does 1d6 points of fire damage per class level and lasts for a number of minutes equal to the Promethean Psion’s intelligence modifier (minimum 1).

Hygiene(Ex): The influence of a more civilizing spirit effects another change on the Promethean Psion at eighth level. With the idea of personal hygiene, his social skills improve. A Promethean Psion may re-roll any social skill (Bluff, Intimidate, Sense Motive, Diplomacy, or Perform) as a free action once per check. This may also be used with the Language class feature, which is gained at ninth level.

Language(Su): One of the advantages a tribe has is their ability to communicate abstract concepts so that they can form long-term plans. Communication with people outside of your tribe has benefits as well, which a ninth level Promethean Psion can gain. A Promethean Psion can communicate with another creature of their type (most likely humanoid) with a DC 10 intelligence check whether or not they have a language in common. He can communicate with Magical Beasts, Outsiders, and Monstrous Humanoids with a DC 15 intelligence check. He may communicate with any other creature type with a DC 20 intelligence check. Perhaps more usefully, the primitive nature of his discourse makes it difficult to lie; at a DC five higher than that required to communicate with someone a Promethean Psion may tell if they are lying to him. Due to this limitation, a Promethean Psion cannot tell a lie using this ability.

Crystal Symbiosis(Su): At the pinnacle of Promethean Psion ability, the ancient psion living in the Crystal Companion has fully enmeshed himself with its wielder. The Crystal Companion can now manifest Personal range powers upon the Promethean Psion.

In addition, the manifester level of the Crystal Companion continues to improve. It is now set to the Promethean Psion's character level minus 3.

Playing a Promethean Psion
Combat: Get to melee. Stay there. Let your Crystal Companion cast buffs, debuffs, touch attacks, whatever.
Advancement: You could take a bunch of psionic feats to make your Crystal Companion better. You could stick to more conventional melee feats. You could take Wild Talent or similar so you can get your own psionic focus and then use the Crystal Companion to qualify for good feats that require a psionic focus.
Resources: You come from a tribe. Sadly, your tribe doesn’t have much of a history of piles of gold or favors owed by kings. This crystal club thing is all you’ve got. But it could be enough.

Promethean Psions
Just another savage with a shiny rock. - Llellywylln, noted elf

Daily Life: Hunt. Eat. Sleep. Unless you’re an adventurer, of course, in which case you should kill bad people and take their stuff.
Notables: Ungh, wielder of the crystal club, was last seen fighting his way through a portal into Hell. They had taken his wife. Urgh, on the other hand, is well known for hunting metallic dragons for fun. Who knows what evil lurks in the heart of a caveman?
Organizations: The tribal elders have advice and guidance on how to use the crystal club. They, by general consensus, do not give advice on why to use the club. Selfish and evil cavepersons, they feel, get their consequences in the end.

NPC Reaction
There are two basic reactions to a Promethean Psion. Most people see a savage with a big, shiny rock. The psionically knowledgable see a savage wielding a psion; which is rather like seeing someone using a fine painting as a door.

Promethean Psions in the Game
This class takes an ability usually limited per-day and makes it renewable. It also adds a full manifester who is a few levels behind the party and has to share feats with a barbarian/totemist/other. Adding another person on the PC’s side will increase their power.
Adaptation: The tribe these characters hail from is deliberately left nondescript so they can be inserted into many different settings.
Encounters: A Promethean Psion makes an unexpected addition to an encounter; they don’t really have the power to go solo against a party even with the Crystal Companion having its own actions.

munchlord
2012-07-25, 02:09 PM
Soulbond Necromancer

http://th08.deviantart.net/fs71/PRE/f/2011/349/b/2/hades_and_persephone_2_by_sandara-d3hkrew.jpg

”If the Dark Arts is the only option, then so be it. My son will have his chance to live!” -Igor Sarchonovic, Kethesian Surgeon when denied a Resurrection for his son on basis of lacking piety

A necromancer can be many things. Some are power hungry mages, some are obsessed with death and some are just stark mad. And then there are some of them who have far more tragic stories. Some use Necromancy in a desperate attempt to restore a loved one who fell victim to an untimely demise.

BECOMING A SOULBOND NECROMANCER
There are no Soulbond Necromancer organizations or groups as such, and most of those who become Soulbond Necromancers discover its secrets on their own. Sometimes, a Soulbond Necromancer who finds another person in a similar situation to what sparked their own progress down this path chooses to take that person as an apprentice of sorts, but most of their kind are too focused on their own quest of restoring a loved one or too afraid of persecution to bother to. Combined with the rarity of Soulbond Necromancers, this makes a tutored member of the group exceedingly rare indeed. Beyond that, Soulbond Necromancers come from a variety of origins. Some lose their loved one in the teenage years and dedicate their lives to bringing them back, some were mages beforehand and steered down this path after they lost someone dear and others still were necromancers all along but abandoned their previous goals and ambitions when one of the rare few people they cared about died.

ENTRY REQUIREMENTS
Saves: Base Will save must be +4 or greater.
Spellcasting: Must be able to create a permanent undead servant though the use of Animate Dead or similar (What constitutes ‘similar’ is up to the DM).
Special: One of the character’s loved ones must have met a premature end.
Special: In order to take the 3rd level of Soulbond Necromancer, you must qualify for one of the Reclaiming Paths.

Class Skills
The Class Name's class skills (and the key ability for each skill) are: Bluff (cha), Concentration (con), Decipher Script (int), Disguise (cha), Heal (wis), Knowledge (Arcana), Knowledge (Religion), Spellcraft (int), Use Magic Device (cha)
Skills Points at Each Level: 4 + int

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2|Undead Companion|-

2nd|
+1|
+0|
+0|
+3|Bond of Loyalty +2|+1 Caster Level

3rd|
+1|
+1|
+1|
+3|Reclaim the Lost Soul (least)|-

4th|
+2|
+1|
+1|
+4|Protective fury +2|+1 Caster Level

5th|
+2|
+1|
+1|
+4|Reclaim the Lost Soul (lesser)|-

6th|
+3|
+2|
+2|
+5|Bond of Loyalty +4|+1 Caster Level

7th|
+3|
+2|
+2|
+5|Reclaim the Lost Soul (Medium)|-

8th|
+4|
+2|
+2|
+6|Protective Fury +4|+1 Caster Level

9th|
+4|
+3|
+3|
+6|Reclaim the Lost Soul (Greater)|-

10th|
+5|
+3|
+3|
+7|Perfected Reclaim, Bond of Loyalty (Immunity)|+1 Caster Level [/table]

Weapon Proficiencies: Soulbond Necromancers do not gain additional proficiencies.

Undead Companion: The Soulbond Necromancer embarks upon the project of reclaiming the soul of the one he lost. Towards this goal, he can animate a moderately fresh humanoid corpse (no more than a week old) to be his Undead Companion, into which he attempts to reclaim the soul of his lost one. Its stats are detailed in the Undead Companion Spoiler Block.

Bond of Loyalty: Beginning at level 2, the Soulbond Necromancer’s companion gains +2 to turn resistance and to saves against effects that would force the companion to fall under someone else’s control. Additionally, the companion may make a save against such effects that are not subject to turn resistance even if they do not normally allow a saving throw. The bonus increases to +4 at level 6 and the companion gains immunity to such effects at level 10.

Reclaim the Lost Soul: Beginning at level 3, the Soulbond Necromancer chooses which necromantic path he wishes to take in order to reclaim the soul of the one he lost. He chooses one path from the Undead Companion Spoiler Block that he qualifies for and applies it to his companion. This choice cannot be changed. At each odd level beyond the 3rd, the Soulbond Necromancer makes another advance towards reclaiming the lost soul, as further detailed in the sidebar.

Protective Fury: Beginning at level 4, the Soulbond Necromancer and his companion learn to harness their mutually protective instincts in combat. The Soulbond Necromancer gains a +2 bonus to attack rolls, damage rolls and the save DC of his spells against a target that dealt damage to his companion since his last turn, and the companion gains a +2 bonus to attack rolls, damage rolls and the save DCs of special attacks against a target that dealt damage to the Soulbond Necromancer since his last turn.

Perfect Reclaimation: At level 10, the Soulbond Necromancer fully reclaims the soul of his lost loved one. His companion gains the bonus detailed in the Undead Companion Spoiler Block, determined based on the path choices made. For each level the Soulbond Necromancer gains of any class in the future, the companion advances 1 bonus hit die, with the usual benefits of such advancement.

Undead Companion

At first level, the Soulbond Necromancer’s companion has the following stats:

Basic Companion

Undead Companion
?? ??? Undead Companion
Init +0, Senses: Listen +0, Spot +0,
Languages
------------------------------------------------
AC 17, touch 11, flat-footed 16 (+1 dex, +6 natural)
hp32 (5 HD)
Fort +1, Ref +2, Will +4
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +5 Slam (1d8+4)
Base Atk +2, Grp +5
Atk Options -
Combat Gear -
Spells Prepared -
Supernatural Abilities -
-----------------------------------------------
Abilities Str 16 , Dex 13 , Con - , Int 1 , Wis 10 , Cha 1
SQ Undead traits, darkvision 60 ft., Damage Reduction 5/slashing
Feats Improved Initiative (b)
Skills
Possessions -

In addition, the Soulbond Necromancer may assign skill points and feats as appropriate to its HD, that is 5 skill points and 2 feats. The Soulbond Necromancer’s companion looks very zombie-like, but without the smell. It can be disguised as a living person with severe health issues at best, but the disguise won’t stand up to careful scrutiny.

At the 3rd level of Soulbond Necromancer, the Soulbond Necromancer chooses one of 4 approaches to reclaiming the soul of his lost one that he meets the prerequisites for. This determines the benefits gained by all following instances of Reclaim the Lost Soul as well as Perfect Reclaim.

Path of the Spectral

Choosing this path, the Soulbond Necromancer eschews dead bodies altogether and focuses his studies upon anchoring his lost one’s soul by the use of ectoplasm. The Companion abandons its previous corporeal vessel and becomes an incorporeal ghost looking like a colorless, transparent reflection of the lost loved one at the moment of death.
Prerequisite :Ability to cast Ghost Touch Armor, Ectoplasmic Feedback, Spectral Hand or Spiritual Weapon.


Path of the Lurker

Choosing this path, the Soulbond Necromancer draws inspiration from the undead that creep and lurk such as ghouls. Strengthening the vessel body with such developments is in turn used to enable a greater manifestation of the lost soul. The body gains a more whole appearance, but also a somewhat more ghoulish one. As long as the hands, teeth and eyes are covered, it can pass for someone stricken with famine or a wasting disease.
Prerequisite : Ability to cast Darkness, Invisibility, Hold Person or Ghoul Touch


Path of the Stitched

Choosing this path, the Soulbond Necromancer draws upon the art of crafting Flesh Golems to strengthen the body of his companion, making it capable of supporting a stronger bond with the lost soul. The body gains a more whole appearance, if crisscrossed with stitches, as more flesh is grafted onto it. Odd symmetry, stitched scars and differing skin tones from patch to patch, however, makes it impossible to make it pass for anything more normal than someone heavily disfigured.
Prerequisite : Able to cast Bull’s Strength, Bear’s Endurance or Stone Bones.


Path of the Lifelike

This path is the most elusive and rare of the paths, predominantly because it is obscure and not very intuitive which, when there is no training to be had, means it is almost untouched because each one who pursues it must discover it on his own. Reclaiming by this path involves approximating a living body as much as possible by mixing positive and negative energy in a carefully tuned equilibrium to create a Lifelike. At the first step, this equilibrium still does not support complex structures, leading to it being simple a skeleton wrapped in a greenish-grey ooze-like substance. It is practically impossible to disguise as human without hiding all the ‘skin’.
Prerequisite : Able to cast one of Cure Light Wounds or Consecrate and one of Inflict Light Wounds or Desecrate, or any one of False Life, Living Undeath and Shroud of Undeath



PLAYING A SOULBOND NECROMANCER
As a rule, Soulbond Necromancers are grim sorts. Driven down a dark path by desperation and sorrow, and a path that is often given the practitioners’ full attention, Soulbond Necromancers tend to have little patience for anything that doesn’t advance their goal, including such pesky distractions as ‘having fun’. Even those who have reached the pinnacle of this path and brought back the soul of the one they lost fully, the time and hardship tends to have changed them.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: Most Soulbond Necromancers continue to advance the class that granted them the spellcasting to enter into the class in the first place.
Resources: Being a Soulbond Necromancer doesn’t in and of itself grant access to any new resources, but some of them find allies among people and organizations that approach Necromancy with an open mind, as their goal is one of the least harmful and most understandable ones found among Necromancers.

SOULBOND NECROMANCERS IN THE WORLD
”After the battle, I found his journals and when I read them…. I never thought smiting the wicked could feel that wrong….” – Sir Leonard dePuce, Paladin of Pelor

Soulbond necromancers are generally regarded as one would other necromancers, if they’re found out at all. More often than not, they try to hide what they do by disguising their companion as a living, possibly sick, person. In that case, they receive the same treatment one would another mage, though their insistence to take care of their companion themselves without medical assistance might cause suspicion. If they’re found you, they usually move on quickly in fear of either persecution, lynch mobs or the business end of a Holy Smite.
Daily Life: The daily life of a Soulbond Necromancer generally revolves around 3 chief concerns. Avoiding people who know they are necromancers, avoiding that more people find out and researching to improve their method. This leads a sizeable amount of them to adopt ‘mage in a tower in the middle of nowhere’ role, presenting themselves as mages of a different type than Necromancers.
Notables: The most notable Soulbond Necromancer is probably Igor Sarchonovic. Originally a surgeon from Kethesia in days of old, little is known about his life. He was exiled from Kethesia for pursuing necromancy, a decision court records show he defended by claiming that it was in order to restore his parents who had died in an accident when he was young. Beyond that, the only things known are from his writings, mostly research journals and diaries that have been recovered, but if they are to be believed, then his wife and infant son was slain shortly after, but he later succeeded in reanimating his son thoroughly, making him not only human, but a free entity no longer dependant on Igor to survive.
Organizations: There are no Soulbond Necromancer organizations, but an organization rumored about in academic circles called the Shapers of Flesh are said to have a strong interest and positive view of Soulbond Necromancers, as well as to be connected to Dr. Sarchonovic himself somehow. Given the generally unbelievable nature of rumors about this secretive group, however, it may well be wrong… if the group even exists at all.

NPC Reaction
Most people treat Soulbond Necromancers as they would any other mage, mostly because the Soulbond Necromancer usually keeps his undead companion hidden or disguised. If an NPC finds out about the companion, he will usually react with fear, aggression or both. If exposed to the public, it isn’t uncommon for Soulbond Necromancers to be faced with a biased trial or banishment, if there is even extended that much courtesy before the murder attempts and lynch mobs show up.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: The biggest questions with Soulbond Necromancers are if Necromancy in general is an evil act and how Necromancy is viewed. The writeup assumes a world where Necromancy isn’t inherently evil, but is considered by the population to be so. In the case of a world where Necromancy truly is evil, a Soulbond Necromancer’s companion may be the exception to the rule, or maybe the Soulbond Necromancers are convinced wrongly that they cause no harm in doing what they do. In a world where Necromancy is more prevalent or more accepted, Soulbond Necromancers may be a more common choice for someone who lost a loved one. It is also possible to add a Soulbond Necromancy organization, which could take the form of a secret cabal hidden within some sort of mage’s collage or on its own, or it could even be a cult where one partner ritually sacrifices herself to become the other’s undead companion for a perceived greater closeness (arguably true).
Encounters: While a Soulbond Necromancer could simply be used as a special flavor of Necromancer as an enemy, it is far more interesting to present such a foe in a more interesting light, facing the PCs with the inherent moral ambiguity and dilemma of this class. This could be accomplished by baiting the PCs to become the aggressors of the conflict (should be easy if they sport a cleric of Pelor or a Paladin), with the Soulbond Necromancer reluctantly defending himself while trying to convince them to just leave him alone, or have another Necromancer with more nefarious ends in mind frame the Soulbond Necromancer for his actions. A Soulbond Necromancer might also become an employer, paying the PCs to recover Necromantic lore or artifacts from an ancient ruin or Tomb, or he may become a source of information about undead and Necromancy if the PCs discover one but ends up deciding that his doings are harmless.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Zelkon
2012-07-25, 09:52 PM
Friend of Undeath

http://images.wikia.com/nwn2/images/8/8c/DreadNecromancer.jpg



"Why bother with weak minions when you could have a friend and companion that is twice what he was in life?"- Ruroark, Companion of Undeath

A Friend of Undeath is a Necromancer who focuses on crafting a companion that is her equal, not just another minion. They endlessly search for a semblance of intelligence or personality in their companion. Because of this, many consider them to be at least slightly out of their mind.

BECOMING A FRIEND OF UNDEATH
Many powerful Necromancers decide to further their study of undeath. However, when one develops a special connection to the undead she raises, she might take up this path in an attempt to give her chosen minion true life and to bolster the power of her "friends". Usually it requires developing your own techniques or studying the texts of the Necromancers of old, as there are not very many in the world.
ENTRY REQUIREMENTS
Skills: Knowledge (arcana or religion) 10 ranks
Feats: Spell Focus (necromancy), Extra Turning, or Corpsecrafter
Spellcasting: Must be a specialist necromancer if possible. Alternatively, access to the Death domain and ability to cast 4th level divine spells. Must know 10 spells of the Necromancy school, including Animate Dead and Command Undead (unless they are not on your class spell list).
Special: Must have defeated an enemy with nothing but undead minions.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con) Craft (Int), Decipher Script (Int), Knowledge (religion and arcana) (Int), Spellcraft (Int).
Skills Points at Each Level: 2 + int

Hit Dice: d4

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

1st|
+0|
+0|
+0|
+2|Undead Ally, Necromantic Powers| |2

2nd|
+1|
+0|
+0|
+3|Necromantic Flexibility|+1 of existing spellcasting class*|3

3rd|
+1|
+1|
+1|
+3|Bolster Undead 1/day|+1 of existing spellcasting class*|3

4th|
+2|
+1|
+1|
+4|Improved Creation|+1 caster level|4

5th|
+2|
+1|
+1|
+4|Bolster Undead 2/day|+1 of existing spellcasting class*|4

6th|
+3|
+2|
+2|
+5|Channel Spell|+1 of existing spellcasting class*|5

7th|
+3|
+2|
+2|
+5|Bolster Undead 3/day|+1 of existing spellcasting class*|5

8th|
+4|
+2|
+2|
+6|Life to Undeath|+1 caster level|6

9th|
+4|
+3|
+3|
+6|Bolster Undead 4/day, Master of Necromancy|+1 of existing spellcasting class*|6

10th|
+5|
+3|
+3|
+7|Sentient Ally|+1 of existing spellcasting class*|7[/table]

Weapon Proficiencies: A Friend of Undeath gains no weapon or armor proficiencies.
Spellcasting:When the Friend of Undeath reaches level 2, 3, 5, 6, 7, 9, and 10, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level. He does not, however, gain any other benefit a character of that class would have gained. At 4th and 8th level, your caster level increases as if you had gained a level of your previously existing spellcasting class, but you do not gain any more spells per day or spells known, or any other benefits from leveling up in that class. You must continue to fulfill the requirement of half your spells -either known (if spontaneous) or prepared (if prepared)- being of the necromancy school, and one for every two Friend of Undeath levels (round up) has to be substituted for a Necromantic Power.
Undead Ally: You gain an Undead Ally. The Undead Ally is in all ways similar to an human commoner skeleton or zombie (minus the one action only special quality, as written above), with the following exceptions : its HD are equal to your Friend of Undeath level+3, and its BAB is 5 + Friend of Undeath level. It has one fighter bonus feat, and gains another when you reach 5th level. Also, your Ally has 3 special abilities. You may use one of these abilities when you Full-Attack.
You must have line of sight and must be able to speak to command it.
When you take a move action, it can also move. It makes one attack at full BAB per round, and may full-attack (with some added effect, as detailed below) at the cost of your standard action.
The Undead Ally does not count in the limit of undead HD you can control.
If the undead ally dies, you may raise a new one for a cost of 100gp times your class level as a ritual that lasts 8 hours.
Special abilities:
Necrotic Touch: the undead ally deals 1d4/half your Friend of Undeath level extra necrotic damage on each attack that hits. When your ally becomes sentient, this increases to 2d4/Friend of Undeath level.
Sickening Stab: any creature hit by your attack this turn is sickened for 1d4 rounds. When your ally becomes sentient, the ones hit by this attack are nauseated instead.
Draining Slam: an enemy hit by this attack must succeed on a Fortitude save or take 1d2 points of strength or constitution damage. When your Ally becomes sentient, it instead deals 1 negative level.
Necromantic Powers: Necromantic Powers are 1/day Spell-Like Abilities that can be traded for regular spells during spell preparation for prepared casters or added to the options a spontaneous caster has (treat them as if they were spells known). They take a standard action to cast, or a full-round action for a spontaneous caster. Each one has a base level and a scaling mechanic. For example, one that raises a weak undead could raise two if cast at a higher level. The number of Necromantic Powers you know at a level is shown in the table. You may only learn Powers that use a spell level that you can cast.
Necromantic Powers

Level of spell they substitute for in ()
Raise Undead (1st): You create 2 HD of skeletons out of medium-size corpses you have available to you. No matter what they were in life, they acts as human warrior skeletons with 1 hit point and a base attack bonus of your level-3.
Scaling2nd: the skeletons has max HP (12) and +1 natural armor bonus.
3rd: You raise 3 HD of zombies with the stats of kobold zombies or human commoner zombie zombies instead. The zombie gains a +3 natural armor class bonus and the Toughness feat, even if it already has it. Max HP still stands.
4th: You raise 3 HD skeletons (as the 2nd level version of this power) and 2 HD of zombies (as the 3rd level version, but with BAB level-2).
5th: as the 4th level version, but with BAB equal to level for skeletons and BAB equal to level+1 for zombies, and +1 HD worth for both.
Draining Touch (2nd): You make a touch attack against any living creature. If it hits, you deal 1d6/level damage and 1 strength and constitution damage. You gain as much damage as you dealt.
Scaling
3rd: Damage increases to 2d4/level, and the target takes 1d4 strength and constitution damage.
4th: Damage increases to 1d12/level, and the target takes 1d2 negative levels instead of strength or constitution damage. The target is also sickened for 1d4+1 minutes.
5th: You may split the hit points regained with any amount of other creatures as long as you can touch them. The creature takes both ability damage and level drain of 1d4 and 1d2 respectively.
6th: The creature takes 1d4 negative levels and 1d6 constitution and strength damage. Damage increases to 2d8/level.
7th: The creature takes 1d6 negative levels and 2d4 constitution and strength damage. The target is also nauseated for 1d4+1 minutes.
8th: The target must make a Fortitude save or have their level, strength and constitution score, and HD reduced to 1. You regain all your hit points, and all allies that you can touch regain 1d6/(your) level hit points.
Unnatural Revival (2nd): You cause a dying ally to become conscious again. They gain a d12 HD and have no need to breath, eat, or sleep. At the end of each of their turns, they must make a make a DC 10+level/HD fortitude or will save or fall unconscious again. A creature must rest for 8 hours before being able to be affected by this Power again.
Scaling
3rd: They gain immunity to cold, DR 5/Bludgeoning, a +2 bonus on the saving throw, and regain consciousness with 1 Hit Point and 10 temporary hit points when they fail the save.
4th: This Power affects all allies in a 40 ft radius, and works on conscious allies (giving them the benefits of a d12 HD, cold immunity, DR, and 10 temporary HP when they fail the save). One of the allies must be unconscious for this to function.
5th: The Power functions against enemies, too. Any enemies killed or knocked unconscious since the beginning of your last turn are raised in this way under your control, although succeeding on the saving throw entails that they become unconscious or dead once more. This creature does not count towards the HD of undead you can control, but you may only control one creature through this power.
Defile Ground (3rd): You cause the ground within a 40 ft area to become unholy for one round/level. Any undead raised on this ground gains a +2 bonus to attack rolls, armor class, and all saves for the remainder of their existence, and any undead on the grounds also gain the bonus. Any necromancy spell cast on the defiled ground gains a +2 bonus to their spell DCs or touch attack rolls, and is considered to be under the effects of Extend Spell. Any cleric, paladin, or other holy warrior on the grounds takes 2d4 damage per round.
Special: Your Undead Ally does not attack automatically this round.
Scaling
4th: All numeric bonuses are increased by one (so undead gain a +3 to attack and AC for example). Undead cannot be turned or rebuked on the grounds. You may exclude certain creatures from the effects of this Power up to a number equal to your Friend of Undeath level.
5th: All numeric bonuses are increased by one again, and divine spells cast by creatures of a level lower than yours cannot be cast until 1d4 rounds after entering the zone.
6th: As above, but it effects creatures of your level. Any creature killed on these grounds are raised as their form in life with the skeleton template (all other templates are removed). They are destroyed if they leave the zone.
Cemetery (4th): You turn all ground within a 40ft radius into a "cemetery" which lasts for 1 round/Friend of Undeath level. While inside this makeshift cemetery, all creatures must make a reflex save or be unable to move, as the grasping hands of undead coming out of the ground catch them. A creature who fails their reflex save against this effect more than once must make a fortitude save or become sickened until they make their reflex save. Metamagic costs are reduced by one for necromancy spells, to a minimum of 1 for spontaneous casters, and prepared casters add 1 to their effective caster level for necromancy spells. Any creature killed in the zone rises as a human commoner zombie after 1d2 rounds with half the HD it had in life, their BAB (can only take one action per turn), and is the size that it was in life, but loses all other templates, SLAs, and any other ability.
Scaling
5th: Enemies become nauseated and sickened when they would have become just sickened. Metamagic minimum drops to 0 for spontaneous casters, prepared casters may apply any metamagic feat they have of a cost of 1 or less to any necromancy spells. Creatures rise after 1 round.
6th: Enemies that fail the fortitude save more than once fall unconscious until they make the save. Metamagic is reduced by two for spontaneous casters, and prepared casters' effective caster level is two higher instead of 1 (still just for necromancy spells). Creatures retain full HD.
7th: The cemetery becomes a haunting ground. Roll a d4 every round. On a four, a ghost (identical in all ways to a normal ghost except hit points equal to 1 HD) appears for 1d4+1 rounds and attacks your enemies. Any undead raised in the cemetery because of dying keep all templates or SLAs (your choice. SLAs gained from templates are lost should you choose templates, but if you choose SLAs, the creature gets the ones he would have from templates) from life. If they have neither, they gain +2 HD. In addition, the cemetery increases to 50ft in radius.
Soul Theft (5th): You make a touch attack against a creature within 5 ft of you. If the attack succeeds, you steal the target's soul. Its body becomes a shell, and cannot perceive its surroundings or take actions. On your next turn, you may attempt to transfer the target's soul to a different creature within 20 ft. If you wait longer than a turn to do this, the target's soul returns to its body, and you take 5d6 damage. Targets must make a Will save (DC 15+casting stat) or switch bodies. If they succeed, you take 3d6 damage. They keep their attack bonus, spell-like abilities, spellcasting (although the new form might hinder their ability to use verbal components, and all material components are left on their original body), and intelligence, charisma, and wisdom ability scores, but everything else matches the new form. Each creature makes a Will saving throw (DC15+casting stat) at the beginning of each turn for 1d4+1 rounds, and then at hour intervals after that. If both make the save at any point (ex. One creature might save the first round, while the other might not save for three hours), then their souls are switched back to their original.
Scaling
6th: You may use this effect on willing targets. If one or both targets are willing, they also make a saving throw, but a successful save has the same effects of an unsuccessful save for an unwilling creature. In addition, the time between saves increases to two hours, and they only save at the beginning of their turn for 1d4 rounds. All save DCs increase by one.
7th: Willing creatures only have to make saves every hour, not for the 1d4 rounds, and do not need to make a save to switch bodies. You may use your Undead Ally as a target. The other target must be unwilling. You must first target the unwilling target. You command both your Ally (in his new form), and the original creature (in the form of your Undead Ally). Your Ally does not have to make saves. The unwilling creature makes saves for 1d4 rounds and then again for every time you command him after the 1d4 rounds. All save DCs increase by one.
8th: When you swap the souls of two creatures, they remain permanently swapped if they do not make the save within 1d2 rounds. They return to their original bodies if both die. You may attempt to crush their souls as a swift action on your turn. All unwilling targets must make a DC 18+casting stat fortitude save or be annihilated. They can not be resurrected by any means, ever. They have no soul to return to life.

Undead Sacrifice (6th): You imbue one undead you control that you can touch with strong necrotic energy. At any point within a number of days equal to the undead's HD, you may will it to explode in a burst of unholy energy, which kills it immediately. All targets within a 40ft radius must make a Fortitude save. Those that fail take 2d6/HD of undead damage and are nauseated for a number of hours equal to the undead's HD/2, then sickened for 1d4 days. Those that succeed take half damage and are sickened for a number of minutes equal to the undead's HD. If the undead is killed before detonation, the Power is lost.
Scaling
7th: The undead's HD increase by 1d10 due to the increased necrotic energy. Creatures affected now take 2d8 damage/HD of undead. Any durations are multiplied by 1.5, round up.
8th: The undead's HD increase by 1d12 instead of 1d10. This power may be used on your Undead Ally, who is not destroyed upon detonation. This spell does not harm allies. Damage is increased to 2d10/HD of undead. Any enemy killed by this effect must make a Will save rise as undead, as shown on the table below:
{table=head]HD|effect
Above your caster level|Malicious Wraith (attacks you if possible)*
Equal to your caster level|Wraith (attacks nearest)
Caster level-1|Free-willed** Vampire***
Caster level-5|Zombie under your control
Caster level-10|Dead or skeleton under your control
[/table]
This effect acts as if you had no negative levels.
*If you are not within sight, the wraith attacks the nearest creature.
**The vampire interprets your words in the best possible way, and considers you a friend or ally.
***The vampire has only 1d6 HD
Skeletons or zombies created by this spell have HD equal to that they had in life. Any skeleton created by this spell may instead be killed.

Disrupt Necrotic Energy (6th): This spell targets anyone who meets the spellcasting requirements for this class, who has cast a necromancy spell within the last round, or any intelligent undead (or your Ally). They must succeed on a will save or become primed. At the beginning of their next turn, if they are primed, the necrotic energy that surrounds them combusts. It and everyone within a 20ft radius of them, excluding you and a number of targets equal to your Friend of Undeath level, must make a Fortitude save or be affected by the Power. The original target cannot be excluded. The necrotic energy deals 1d8/level damage to all affected, and has the following effects based on HD:
{table=head]HD|Effect
Equal to Caster Level|Deafened
Caster Level-1|Blinded, Deafened
Caster Level-2| Nauseated, Blinded, Deafened
Caster Level-5|Risen as undead under your control
[/table]
All effects last for 1d6+2 rounds (except for "risen under your control," which lasts indefinitely). Undead that fail their Fortitude save are destroyed and deal 6d6 damage to their controller. If they are not primed, they take 1d10/level damage.
Scaling
7th: The target does not get a Will save to avoid becoming primed Damage equals 1d10/level. Blind and deafened last for 3d4 rounds, and Nausea lasts for 1d4+2 minutes. The DC for the undead's Fortitude save is increased by 1.
8th: Undead that fail their save are either destroyed or become under your control (your choice) and don't count toward the maximum you can control. Damage equals 3d4/level. All effects in the table move up one tier (ie "risen as undead" becomes the caster level-2 effect, Nausea becomes level, Blind becomes level+1, and deafened becomes level+2). In addition, undead controlled by you are not affected by this spell.
Befriend Undeath (7th): All undead within a 100ft+10ft/level radius must make a Will save. If the target is unintelligent and fails the save, they come under your command and do not count towards the limit of HD you can control. If the unintelligent target makes the save, they don't attack you. If the target is intelligent and fails the save, they are subject to your will for 2d4 days and are treated as friendly toward you and cannot attack you for 2d4 days after that. If they make the save, they are subject to your will for 2d4 hours and cannot attack you for 2d4 days.
Scaling
8th: Change any reference to 2d4 to 4d4. An intelligent undead must make a Will save after the 4d4 days under your control. If they fail, extend the duration of their time under your control by 4d4 hours. You may kill them at any point in the duration without a save.
Slay (8th): One creature within 400ft must make a Fortitude save or die. If they make the save, they take 2d6 damage/level and are nauseated for 1d4+1 rounds. If you kill it, it rises as an undead under your control with the skeleton or zombie template. You can only control one undead this way, and this does not count towards your total of HD that you can control.


Necromantic Flexibility: Choose one of your Necromantic Powers. As a prepared caster, you may now spontaneously cast that Power by giving up a spell slot corresponding to the one it uses. You may choose what level of scaling to use when casting the Power. For a spontaneous caster, you know one additional necromancy spell at each spell level that you can cast.
Bolster Undead: This is a Spell-Like ability which you can cast a number of times per day as shown in the table. It takes a standard action to cast and causes a wave of darkness to quickly spread over a 50 ft radius and then contract. Any undead you control or an ally controls in that area gains a +2 bonus to attack rolls and deals an extra 1d8 damage on a hit for a number of rounds equal to your casting stat, or a +2 bonus to AC and all saves for the same duration, and 1 HD of temporary hit points. Your Undead Ally gains one of the bonuses above and one of the following effects for the same duration.
Wraithtouch: Whenever the Ally lands an attack, they may make a touch attack to deal 1d2 negative levels.
Ghostly Disappearance: The ally gains a +2 bonus to AC and all saves that stacks with any other bonus. It can become invisible until it attacks with a swift action.
Vampiric Drain: You and your Undead Ally regain 1d6+1 HP when your Ally hits.
Ghoul Strike: Whenever your Undead Ally hits with an attack, the opponent must succeed on a DC 12+half Friend of Undeath level or be paralyzed for 1d4+1 rounds.
Improved Creation: Whenever you create an undead, they gain the a +1 to BAB and AC, and deal an extra 1d4 damage on all attacks. They gain a fighter bonus feat.
Channel Spell: Your Undead Ally can deliver the touch attacks of your necromancy spells and your Necromantic Powers when it makes a melee attack.
Life to Undeath: Once per day at 8th level, twice at 10th level, you may cast the spell Finger of Death as a Spell-Like ability. If the target is killed from failing the fortitude save or from the damage dealt if they succeed, it rises immediately as an undead creature of its race. They gain the Skeleton template; follow the instructions presented here if they contradict the ones presented in the template. They gain no dexterity bonus, keep the same HP and BAB they had in life (even without a Constitution score). They do not gain save bonuses from the template. The base creature lose any damage reduction, magic immunity, and regeneration. The creature loses any of these qualities it had: amphibious, immunity to energy, immunity to poison, fast healing, resistance to energy, vulnerability to energy, blindsense, blindsight, darkvision, keen senses, light blindness, light sensitivity, low-light vision, and scent. The creature may not cast spells, but may use spell-like abilities. If they have magical movement modes or the DM rules that the creature’s movement modes are not inhibited by not having a full body and skin, the undead form keeps them. This undead does not count toward the number of HD of undead you can control, but you may only have one creature raised this way (2 at 10th level).
Master of Necromancy: You may cast two 9th level necromancy spells as 8th level spells per day. You do not have to know this spell, but if your are a prepared caster, you must prepare it.
Sentient Ally: Your Undead Ally becomes fully sentient. He gains an Intelligence of 8 and a Charisma of 6. It gains class levels equal to your level-3, but its hp, BAB, and base will save does not change unless it would be higher. It loses the fighter bonus feats, but gains two feats that it now qualifies for in their place. It can cast spells if it takes levels in spellcasters (unhindered by its lack of intelligence), but only of the necromancy school, universal school, and one other school. The DCs for these spells are equal to yours for that spell level-half your casting stat. You may spend a standard action to allow your Ally to cast a spell.


PLAYING A FRIEND OF UNDEATH

Combat: A Friend of Undeath will usually raise a group of undead before combat and sends them into battle while casting spells and bolstering them. You might give up one or two standard actions an encounter to allow your ally to Full-Attack.
Advancement: The study of creating "real" undead is a tedious one, with many incremental advances relating to necromancy in general as well as ones devoted to your ally. There are many experiments that have been tried so far, but none have reported success, and the only three who are suspected to have done it (see "notables") have not given away their secrets. Experimentation and study are the only ways to improve your craft.
Resources: While the factions will be of no help (see "Organizations"), minions are efficient laborers if you can get someone willing to hire them. Failing that, intimidation gets you a good rest in the Guest of Honor suite at the local inn, and a drink or two. Selling your secrets is almost never a good idea, but you'll find buyers who will pay quite well.

FRIENDS OF UNDEATH IN THE WORLD
He mourned the loss of his lowly minion right before my eyes! My soul feels hallow...-, Jivec, cleric of Pelor

The world sees you as an insane yet pitiable necromancer, if it sees you at all. Paladins and Clerics of good deities are likely to think of you as evil or misguided no matter your alignment.
Daily Life: When not adventuring, Friends of Undeath are usual studying, either in libraries using ancient texts, or in cemeteries, violating the laws of most civilizations by raising the dead as study objects. Some who embrace the insanity of their chosen lifestyle play simple games that might involve throwing a ball back and forth with their companion or such in a futile attempt to "teach" the undead how to become living. Other, more power-hungry takers of the path, directly transfer their own life force into their undead, which usually results in a few weeks rehabilitation time (which is also a common pastime of a Friend of Undeath).
Notables: The first sentient undead was supposedly made by a bright necromancer named Xorian Il (not his given name) after he was captured by Mind Flayers. After escaping during a freak accident, he felt bad for all the undead he had kept as his minions after his own time as a mindless slave. A sort of a cult formed under him as his research progressed, eventually forming two factions, one good, and one evil. The good faction thought they could give life back to lost souls, and the evil faction believed that thinking allies would be much more powerful than unthinking ones. These factions, to this day, are led by Rowark, an elf, and Zarton, a teifling, respectively, who have both supposedly achieved a sentient companion, although no proof exists.
Organizations: The factions are really the only organizations dedicated to the cause. The factions are more abstract now, and much less important. Usually, a friend of undeath chooses one but doesn't really take much notice of his choice. Those who do take an active part might be looked down upon. A faction doesn't really hold much power anymore.

NPC Reaction
At first, your dark garb and undead entourage might scare whoever you talk to into reaching for their holy water. However, as you begin to mutter to the undead that surround you, they will probably start thinking of you as insane. Many might think the "righteous" thing to do would be to attack you, but others might actually be fascinated by your story.
FRIENDS OF UNDEATH IN THE GAME
A Friend of Undeath provides a powerful aid to the party as long as they are willing to have a practitioner of the dark arts travel with them. You can provide hit point sacks to guard the wizard and deal extra damage to a monster, or provide a flanking bonus to the rogue.
Adaptation: Friends of Undeath are virtually unknown in the world, so dropping one into your campaign wouldn't raise questions like "where have these people been all along?" If you are unsatisfied with the flavor of the Friend of Undeath, an alternative could be a necromancer who imbues a specific undead with all the power he can, or perhaps a spirit version of the Friend of Undeath if you're looking for a farther-out interpretation.
Encounters: The characters can expect a challenge between the sheer numbers of the undead, and the bolstering effects the Friend of Undeath gives them.

dspeyer
2012-07-25, 10:31 PM
HOLY MOUNT

http://i.imgur.com/slDHn.jpg

Take me. I'm faster

Good and evil, law and chaos are more than philosophical principles. They are the building blocks of the universe. They have power. Sometimes they empower champions. And often they provide those champions with mounts. No one knows exactly why this is. Perhaps a god did it.

The ties between alignment and mounts can be accessed from the other side. There is great power to enhance you -- if you are willing to make the sacrifice. If you are willing to serve as a mount.

BECOMING A HOLY MOUNT
The art of becoming a Holy Mount was first discovered by silver dragons. From there, it spread to other dragons, coatls, unicorns, hound archons, and even griffons. Usually, a prospective Holy Mount adventures with a possible rider for a time first as an ordinary companion, sometimes taking levels in unrelated classes, before proposing a closer partnership. It is a great act of trust to welcome another adventurer onto one's back. Once the partnership is made, connecting to the spiritual planes is a small matter in comparison.

ENTRY REQUIREMENTS
Alignment: Any non-neutral. Must make a serious effort to follow your alignment.
Skills: Knowledge(religion): 8 ranks, Knowledge(the planes): 8 ranks
Special: Must bear a great champion of your alignment into battle

Note: while all alignments produce the same set of powers, evil and chaotic neutral Holy Mounts are very rare.

Class Skills
The Class Name's class skills (and the key ability for each skill) are: Balance(dex), Be Ridden(dex), Climb(str), Concentration(con), Jump(str), Knowledge(the planes), Knowledge(religion), Knowledge(self), Listen(wis), Search(int), Spellcraft(int), Spot(wis), Swim(str)
Skills Points at Each Level: 6 + int

Be Ridden: This skill may be used two ways. When anyone riding you makes a ride check, you may add your Be Ridden modifier to it. Or, if the person riding you is unable to make ride checks, you may substitute a be ridden check at a -5 penalty.

Knowledge(self): This is whichever knowledge skill applies to your creature type. For example, if you are a dragon, you have Knowledge(arcana) as a class skill.

Hit Dice: d10



LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting
1st1222Empathic Link, Share Enhancements (Receive)
2nd2333Improved Evasion+1 Racial
3rd3333Share Perception+1 Racial
4th4444Speed +10, Travel Domain
5th5444Ki Strike+1 Racial
6th6555Movement Mode+1 Racial
7th7555Speed +20, Protection Domain
8th8666Spell Resistance+1 Racial
9th9666Protection From Evil/Chaos/Good/Law+1 Racial
10th10777Speed +30, Alignment Domains, Share Enhancements (Grant)



Weapon Proficiencies: None

Your Rider: Many class abilities refer to your rider. Your rider must be a champion of your alignment and you must routinely carry him into battle. You may carry other people if you wish, but they are not your rider for class-feature purposes.

Ex-Mounts: If you part company from your rider or your rider ceases to champion your alignment, you lose all rider-related class features and cannot progress as a Holy Mount until you bond with another rider. Bonding is a one hour ritual.

If you yourself act dramatically against your alignment or cease to expend energy on it, you lose all supernatural class features (not counting spellcasting) and cannot advance until you mend your ways and receive an atonement spell.

Spellcasting: This class advances your racial spellcasting as shown in the table, even if you are too young to have any yet. If your species never develops spellcasting, gain spellcasting as a sorcerer except from the cleric list.

Empathic Link(su): You and your rider always know each-other's emotional state and general wellbeing.

Share Enhancements (Receive)(su): When your rider casts a spell or power on himself or initiates a boost maneuver, you also receive the benefit if you wish. This includes spells which normally could not effect you.

Improved Evasion(ex): As Rogue

Share Perception(su): You and your rider may add half of each-other's modifiers to spot and listen checks.

Speed (su): You gain a sacred bonus to all movement speeds

Travel Domain(su): Add all spells from the travel domain of level you can cast to your spells known. As you increase the level of spells you can cast, add the corresponding spells from the travel domain, even if you gain these spells by leveling in some other class. These do not count against your spells known.

Ki Strike(su): Your natural weapons, including breath weapons, count as magical and of your alignment for overcoming damage reduction

Movement Mode(ex): Gain a swim, burrow or climb speed equal to half your walking speed.

Protection Domain(su): Like Travel Domain, but Protection.

Spell Resistance(su): You gain spell resistance equal to your rider's level plus 5.

Protection From Evil/Chaos/Good/Law(su): You are permanently under the effect of a Protection from opposite alignment spell or spells. Note that the bonuses from these spells do not stack, even if you are attacked by a creature that opposes you in both dimensions.

Alignment Domains(su): Like Travel Domain, but the domain(s) of your alignment(s)

Share Enhancements (Grant)(su): When you cast a spell or power on yourself or initiate a boost maneuver, your rider also gains the benefit if he wishes.

PLAYING A HOLY MOUNT
The key to being a successful Holy Mount is your relationship with your rider. If you don't share the same general approach, you're going to have an awkward time. Also, you should build your tactics around combined action.

It is somewhat common for either a mount or rider to take the leadership feat and the other to be a cohort. Which is the leader is split about evenly each way. Partnerships of equals are more common, though.

HOLY MOUNTS IN THE WORLD
Then the great hero flew in from the north, on the back of a great gold dragon. He slew the invading orcs with sword and flame, until the remainder turned and ran. The dragon's name? I have no idea.

Holy Mounts are often seen as a mere extension of their riders. Some use this to their advantages, eavesdropping on or ambushing those who forgot they could act independently. Other times, it can be aggravating to be omitted from important conferences. A certain degree of patience with this is a requirement.

Daily Life: Holy Mounts tend to stick by their riders at all times. And since both mounts and riders are strongly driven by their causes, they know little rest.
Organizations: There is no organization of Holy Mounts, though occasionally an experienced one will mentor a younger creature who is considering becoming one. Still, any large organization of alignment champions is likely to have more than a few Holy Mounts at its meetings.

hierophant
2012-07-25, 11:08 PM
DAEMONCHAIN CULTIST

”Rajah – attack!”

Taming wild beasts is a difficult task at the best of times. Bending their will to your own is tiresome, time-consuming and dangerous. Not everyone is willing or dedicated enough to learn the skills necessary.
Not everyone has to be.
As with all things, there is an easier path to take. Why waste time and effort, and risk your own safety, learning how to tame creatures the hard way, when it is so much simpler to let someone – or something – else do all the work for you?
Daemonchain cultists take the latter path. With minimal effort, they learn how to dominate another’s mind via their dark arts. Who said life has to be difficult?

BECOMING A DAEMONCHAIN CULTIST

Daemonchains are a form of soulmeld unique to each individual that crafts it. After learning how to shape their own personal chain, the budding cultist must also imbue it with the extra-planar energy that permits control of any creature it binds.

ENTRY REQUIREMENTS
Essentia Pool: 1
Skills: Bluff or Diplomacy or Intimidate 6 ranks, Knowledge (The Planes) 3 ranks, Spellcraft 3 ranks
Spell: Able to cast Arcane Mark as a spell, spell-like or supernatural ability

Class Skills
The Daemonchain Cultist’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all, chosen separately)(Int), Sense Motive (Wis) and Spellcraft (Int).
Skills Points at Each Level: 4 + Int modifier

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Shape Daemonchain, Least Soul Siphon
2nd|
+1|
+0|
+0|
+3|Extra Essentia, Skill Mastery
3rd|
+1|
+1|
+1|
+3|Bonus Feat, Cultist’s Mask
4th|
+2|
+1|
+1|
+4|Lesser Soul Siphon
5th|
+2|
+1|
+1|
+4|Skill Mastery, Taskmaster
6th|
+3|
+2|
+2|
+5|Bonus Feat, Forceful Personality
7th|
+3|
+2|
+2|
+5|Greater Soul Siphon
8th|
+4|
+2|
+2|
+6|Skill Mastery, Tight Leash
9th|
+4|
+3|
+3|
+6|Bonus Feat, Commanding Presence
10th|
+5|
+3|
+3|
+7|Dark Soul Siphon
[/table]

Proficiencies: A daemonchain cultist gains no new proficiencies.

Shape Daemonchain: (Su) The daemonchain cultist gains access to the Daemonchain soulmeld, with a meldshaper level equal to his class level.

DAEMONCHAIN
Descriptors: None
Classes: Daemonchain Cultist Prestige Class Only
Chakra: Hands, Shoulders or Throat
Saving Throw: None
Every daemonchain is different. Some are metallic, and shine as though lit from within by a faint azure glow. Others absorb the light, and bristle with spikes of cobalt. But one thing they all have in common is that they are in fact chains, for shackling the will of the weak. The soulmeld hangs on the chakra it is shaped to until it binds another creature, at which point it unravels, and reforms on the target in the same spot.
Whether demons are actually involved in the chain is not known, but they do grant control over the very soul of another being.
As a standard action, the meldshaper may make a touch attack against a creature to override its will. If the attack hits, he rolls 1d4 and adds the result to his daemonchain cultist class level. If the resulting number is equal to or greater than the target’s Charisma score, it is bound. If not, it takes the d4(s) result as Charisma damage instead.
A bound creature is considered to have no Intelligence score until the daemonchain is dispelled, unshaped, or otherwise removed.
Only one creature may be bound at a time.
Additionally, the daemonchain grants a +1 deflection bonus to AC to both the meldshaper, and the bound creature (if any).
Essentia: For every point of essential invested in the daemonchain, the deflection bonus to AC granted to both the bound creature and the soulmeld shaper increases by 1. The number of d4s rolled for the binding attempt also increases by 1 for every point of essentia invested in the daemonchain.

Chakra Bind (Hands)
The daemonchain thickens, becoming more like a set of manacles.
The bound creature receives a +2 enhancement bonus to Strength, Dexterity or Constitution (meldshaper’s choice). This bonus increases by 1 for each point of essential invested in the daemonchain.
The meldshaper gains the ability to direct the bound creature with a swift action.

Chakra Bind (Shoulders)
The daemonchain lengthens, hanging over the body like a ghoulish mockery of clothing.
The bound creature gains DR/- equal to 1 plus twice the amount of essentia invested in the daemonchain.
The meldshaper may split his commands to the bound creature instead of having to issue them all at once.

Chakra Bind (Throat)
The daemonchain becomes like a collar, widening and settling close to the skin.
The bound creature may use a number of spell-like or supernatural abilities (that do not replicate abilities with XP costs) equal to 1 plus the number of essential invested in the daemonchain.
The meldshaper may issue commands to the bound creature as a free action, allowing it to act outside his initiative if applicable.


Soul Siphon: (Su) Binding a creature with a daemonchain is only the start of controlling them. The second step is known as a soul siphon.
This ability advances with the experience of the cultist:

Least: The bound creature may only use Extraordinary abilities. The bound creature may not act unless directed by the daemonchain cultist as a move action (which may include a full round's worth of actions).

Lesser: The bound creature may use Strength, Dexterity and Constitution based skills, despite being treated as non-intelligent. As well, the daemonchain cultist may add half the bound creature's HD to one of his meldshaper, caster or manifester levels (or similar abilities).

Greater: The cultist may use the bound creature's skill ranks in Intelligence, Wisdom or Charisma based skills instead of their own if desired.

Dark: The daemonchain cultist may use the spells, SLAs or similar abilities of the bound creature, as long as they do not have or replicate abilities with an XP cost. This ability may be used a number of times per day equal to the essentia invested in the daemonchain (minimum 1), up to the maximum number of times the bound creature could normally use that ability.

Extra Essentia: The planar energies accessed by a daemonchain can be harnessed in much the same way as essentia.

A daemonchain cultist gains a number of essentia points equal to half their class level.

Skill Mastery: (Ex) Daemonchain cultists excel at making just enough of an effort to get the job done, without needing to do any more than is strictly necessary.

At 2nd, 5th and 8th level, they select a skill in which they have at least one rank. When making a skill check with this skill, they may take 10 even if stress and distractions would normally prevent them from doing so.

Bonus Feat: While not as dedicated in training their abilities as others are, daemonchain cultists still pick up the odd trick or two, often surprising others with the extent of their dabbling.

At 3rd, 6th and 9th levels they gain a bonus feat. This can be any feat for which they meet the prerequisites.

Cultist's Mask: (Su) The link created by a soul siphon, though not truly a two way street, does eventually cause some spiritual feedback with an unusual, and often useful side-effect.

Whenever a daemonchain cultist has an active soul siphon effect, they may use a free action to change their effective alignment for the purpose of being affected by spells and other abilities (like Smite Evil).
They may change their alignment on the law/chaos axis, and/or on the good/evil axis, to match the alignment of their bound companion, or back to their actual alignment.

Taskmaster: (Ex) A bound creature may use its feats as though it were not non-intelligent. The daemonchain cultist may also grant the bound creature a bonus feat for which it meets the pre-requisites. This bonus feat may be changed once per day with one hour of uninterrupted instruction.

Forceful Personality: (Ex) Daemonchain cultists are so used to having their orders followed that it becomes second nature to them, and few are those that have the will to deny them.

Three times per day they may force a re-roll on any successful Will save by a creature they can see, with a penalty on the second roll equal to their charisma modifier.

Tight Leash: (Su) The magical connection between the cultist and his bound companion allows the cultist to teleport the bound creature to an adjacent square as a full-round action at will.

Commanding Presence: (Ex) Being in control is so natural, so necessary, to a daemonchain cultist that with merely their posture and gaze they are capable of commanding more attention than most can ever expect to receive.
A daemonchain cultist may impose a penalty on any number of creatures within 30 feet equal to the amount of essentia invested in their daemonchain (minimum 1). The penalty may be applied to attack rolls, AC, saving throws or skill checks at the cultist's discretion (but must be the same for all creatures affected). Changing what to apply the penalty to is a swift action. Changing which creatures are affected is a free action.

PLAYING A DAEMONCHAIN CULTIST
Learn how to make the best use of your daemonchain - more than most characters, you're a one-trick pony. So make it a good trick.
Combat: The easiest route in combat - and most daemonchain cultists love easy routes - is to sit back and let your bound companion do your dirty work. But some few like to wade into melee alongside them, or fight from the back lines as support.
Advancement: Depending on your preferences, incarnum based classes will probably be the best choice, though skill-based prestige classes like the Exemplar may also play to your strengths. Your bonus feats make qualifying for otherwise difficult paths a bit less off-putting.
Resources: Monsters, monsters, monsters. Cultists with a secure base to call home may benefit from keeping a small but versatile collection of pets in one place to switch between as necessary.

DAEMONCHAIN CULTISTS IN THE WORLD
”Ain’t never seen a thing like that before. Had that beast following her around like it was a scared pup, she did.”

Generally speaking, finding a new and more powerful companion to chain is the prime motivation for most daemonchain cultists. Beyond that, they are as varied in their goals and methods as the next adventurer.
Daily Life: From day to day, daemonchain cultists have a degree of flexibility in their routines. Depending on how they utilise their soul siphon, or even which creature they chain, can make a big difference. Regardless, they almost always have someone else to do their dirty work and heavy lifting for them.
Notables: Jonry Ellison is a tiefling who could never stand up for himself. He spent most of his life hiding behind bigger friends, smarter friends, richer friends. But one day, he stumbled on the secret of daemonchains, and since then the only friend he ever needed is a giant bear he stole out from a travelling circus. He is currently travelling the countryside, extorting money from small villages - payback for all the slights and beatings he was forced to suffer in the past.
Wythalyn Dragontamer is a figure of legend. No two stories agree on his/her age, race, place of birth, or shoe size. Some claim Wythalyn is a powerful archmage, or a high priest of Olidamarra, or even a telepath. But everyone agrees that Wythalyn has a different dragon for every day of the week. And his/her collection is only growing.
Organizations: As the name suggests, daemonchain cultists have a tendency to form cults – either as a group together, or an individual leading more mundane members. One of the most successful, but less well known, examples calls themselves the Menagerie. Entry requires adding a rare specimen to their extensive collection, after which favours are traded on an informal basis between members.

NPC Reaction
Daemonchain cultists are often judged by their chosen companion – more mundane pets will have you mistaken for a ranger or druid, while exotic companions may lead others to think of you as an arcanist with an unusual familiar.
While travelling with a dangerous beast at your beck and call might make some people wary of you, they’re also much less likely to pick a fight – having a pet monster will do that.

DAEMONCHAIN CULTISTS IN THE GAME
Characters commanding monsters is nothing new: Summon X Spells, Animal Companions, Familiars, Special Mounts and more are all part of the game at large. The daemonchain cultist just has a slightly larger potential pool of creatures to draw on.
Adaptation: Incarnum isn't the most widely used mechanic. Consider switching to a spellcaster or psionic base. Bardic music might be another suitable entry point.
Encounters: An experienced cultist will try to look like a ranger, sorceror, or just a very good monster trainer. Evil opponents may attempt to bind one of the PCs, or an ally of theirs. Good aligned daemonchain cultists might require aid in binding a dangerous opponent, all for the greater good of course.

Owrtho
2012-07-26, 11:30 PM
Body of Chaos

http://i1022.photobucket.com/albums/af349/TsubineZarkonheinz/List/Nrvnqsr.png

"Haha, are you pleased with the chaos within my body"
-Nrvnqsr Chaos

There are those who seek to improve and strengthen their familiars or become close to them. They are not Bodies of Chaos. A body of chaos has dozens or hundreds of familiars, and seems them each as but a small part of a whole. Any given familiar is expendable, and once killed is easily regenerated. Even the bodies of chaos themselves are but parts of their greater whole, merged with all the familiars they have to form what can only be thought of as chaos.

Becoming a Body of Chaos
Becoming a body of chaos requires study and knowledge. Also familiars. Lots and lots of familiars.

Entry Requirements
Skills: Knowledge (the planes) 8 ranks, (Knowledge (dungeoneering) 8 ranks or Knowledge (Arcane) 8 ranks)
Special: Must have at least two creatures chosen from a list that advance as you level in a class or gain hd (examples are familiars, animal companions, or special mounts)
Special: Must have at least one feat or class ability that expands the list from which you may choose one or more of the creatures used to qualify above.

Class Skills
The Body of Chaos' class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Cha), Knowledge (all skills, taken individually), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sleight Of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 4 + intelligence modifier

Hit Dice: d10

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

1st|
+1|
+2|
+2|
+0|Familiar Pools, Body of Chaos, Increased Hunger, Familiar reaction, Unleash Familiar (full-round), Swallow Whole

2nd|
+2|
+3|
+3|
+0|Additional Familiar Pool, Familiar Feat (1), Soil of Genesis

3rd|
+3|
+3|
+3|
+1|Additional Familiar Pool, Unleash Familiar (standard), Familiar Advancement (+1)

4th|
+4|
+4|
+4|
+1|Additional Familiar Pool, Familiar Feat (1), Familiar Chaos (dead)

5th|
+5|
+4|
+4|
+1|Additional Familiar Pool, Unleash Familiar (move), Familiar Ability

6th|
+6/+1|
+5|
+5|
+2|Additional Familiar Pool, Familiar Feat (2), Familiar Advancement (+1)

7th|
+7/+2|
+5|
+5|
+2|Additional Familiar Pool, Familiar Chaos (unleashed)

8th|
+8/+3|
+6|
+6|
+2|Additional Familiar Pool, Familiar Feat (2), Unleash Familiar (double)

9th|
+9/+4|
+6|
+6|
+3|Additional Familiar Pool, Familiar Advancement (+2), Familiar Restoration

10th|
+10/+5|
+7|
+7|
+3|Additional Familiar Pool, Familiar Feat (3), Unleash Familiar (immediate), Reviving Lives[/table]

Weapon Proficiencies: A body of chaos gains no new weapon or armour proficiencies.

Familiar Pools (Ex): At first level, a body of chaos merges with his familiars, animal companions, etc. turning his body into a primordial pool of material and lives. He may later retrieve partially at random creatures from his body to make use of them. For each creature the body of chaos had that it could use to qualify for the class, it gains a familiar pool. If at any later point the body of chaos would gain a creature that could be used to qualify for the class, it too is converted into a familiar pool. Familiar pools are advanced by any levels that would advance creatures that could qualify for them. They count as the creatures that would qualify for them for the purpose of prerequisites, and any ability or feat that would enhance a creature that qualifies for one enhances familiar pools as well. Upon gaining a familiar pool, the body of chaos immediately selects its make-up. A body of chaos can reselect the make-up of one or more familiar pools in an hour long process after 8 hours of rest or the equivalent.
Selecting a familiar poolEach familiar pool consists of 20 creatures of the body of chaos' choice, though limited to options it had available for creatures used to qualify for the class (for example the familiar or animal companion list, not the specific creatures selected before entering the class). A given familiar pool cannot contain more than 3 copies of the same creature.
Creatures in a pool that can't be selected at first level are additionally limited. For all creatures that require a given level in a given familiar pool, the product of the number of them and the level required cannot exceed 20. The exception to this is if the level required is greater than 20 then one may be selected. Note that the body of chaos must have a high enough level that they could select any creatures in the familiar pool.
Creatures selected for a pool are numbered 1 to 20.
Familiar pools have four states. These are contained, unleashed, dead, and regenerating.
A contained familiar pool is one that is in the body and able to be used. Any time a contained familiar pool is used for an ability, roll a 1d20 to randomly select which creature from the list that makes it up will be used for its form. There may be conditions that result in a reroll (see descriptions of specific abilities).
A unleashed familiar pool is one that has manifested a form and is outside the body for a prolonged period. It has a set form (that selected when initially unleashed), and grants benefits as if a normal one of the creatures it is is from the list of (such as animal companion or familiar). It can be normally controlled as one, except that it also shares all its senses with the body of chaos. If killed it enters the dead state. A unleashed familiar pool is always black with red eyes.
A dead familiar pool breaks down into a black sludge. It may move 5 feet per round. It is normally immune to damage, though some abilities may allow it to enter a form in which it can be damaged. If it is in the same square as or an adjacent square to the body of chaos, it may rejoin him as a free action, at which point it enters the regenerating state.
A regenerating familiar pool is one that is in the process of reviving inside the body of chaos, and as such is not usable for any abilities, nor counted for number of contained familiar pools. Upon first entering the state, the familiar pool has 0 points. At the end of each of the body of chaos' turns, all regenerating familiar pools gain a number of points equal to the body of chaos' class levels. When these points reach or exceed 20, the familiar pool is revived and enters the contained state.

Body of Chaos (Ex): The body of chaos is so named because its body is just that, chaos. At first level it absorbs its familiars and other life form. Becoming one with them while still having separate lives has various effects. The body of chaos gains fast healing equal to the number of contained familiar pools (this stacks with fast healing from other sources). Additionally, the body of chaos becomes able to regenerate any lost body parts as a swift action (this includes the head, meaning that decapitation is not lethal). If the body of chaos would be subjected to a critical hit or other form of precision damage, roll a 1d20. If the result is less than the number of contained familiar pools the body of chaos is treated as immune for the attack (this immunity is only overcome by anything that overcomes an oozes immunity to critical hits, sneak attacks, or other forms of precision damage). The body of chaos gains the shapechanger subtype. When making an attack, the body of chaos may choose to use a contained familiar pool. In such an event, upon declaring the attack, roll for the familiar pool to select a creature, the select one attack that creature has of the body of chaos' choice. Use the body of chaos' BAB for the attack and any modifiers of the creature selected (including its ability scores). Only one attack is made, but this may be used with iterative attacks gained from high BAB.

This body causes the body of chaos to no longer be subjected to the ravages of time like others. It no longer a maximum age it can live till, and ceases to be affected by ageing penalties. However, the minds of the creatures mingle with their own, wearing on their psyche more as time goes on. As such the body of chaos no longer benefits from age bonuses either.

Increasing Hunger: A body of chaos needs to eat more than most. For each familiar pool a body of chaos has, it must eat an additional amount of food each day equal to the amount a normal creature its size category would need to eat each day.

Familiar Reaction (Ex): Even when merged with the body of chaos, familiars are able to perceive the world and react to it. The body of chaos gains a number of additional attacks of opportunity equal to his number contained familiar pools. These attacks of opportunity are each tied to a different familiar pool, and may only by used for attacks made by that familiar pool (though special abilities activated by attacks of opportunity may be used with them, see body of chaos for attacking with a contained familiar). If at least half of the creatures in a familiar pool have a greater reach than the body of chaos, the attack of opportunity tied to that pool threaten that greater reach. In such a case, if the creature rolled for the attack does not have the reach and it is not within the body of chaos' normal reach, reroll the creature.

Unleash Familiar (Ex): As a full round action the body of chaos may cause a familiar pool to manifest a form outside his body. The body of chaos selects a familiar pool and rolls for a creature from it to have it enter the unleashed state in the form of. If the rolled creature cannot survive in the environment, reroll (as an example, an aquatic creature outside of the water, or a non-flying creature hundreds of feet in the air). At least 5 creatures in the familiar pool must be able to survive in the environment for it to be used for this ability. When first released, an unleashed creature is in a square adjacent to the body of chaos of the body of chaos' choosing. If unleashed from the body of chaos, a the unleashed creature has full hit points. An unleashed familiar pool takes its turn at the same time as the body of chaos, and has all its action on the turn it is unleashed. An unleashed familiar may be unleashed charging (chosen after the creature is rolled), and may make a charge against an opponent on the turn it is unleashed even if the opponent is adjacent to the body of chaos. An unleashed familiar pool may merge with the body of chaos if in an adjacent square. Doing so requires a move action on the part of either the familiar pool or the body of chaos. An unleashed familiar pool may choose to enter the dead state as a move action.
At 3rd level, this ability may be used as a standard action. At 5th level it may be used as a move action. At 8th level up to two familiar pools may be unleashed with one use of this ability. At 10th level the body of chaos may unleash a single familiar pool as an immediate action, in which case the unleashed familiar pool immediately gets to take a turn for the round, after which the turn of the individual who was interrupted resumes. On subsequent rounds the unleashed familiar pool acts on the urn of the body of chaos as normal.

Swallow Whole (Su): The body of chaos may absorb a creature into its body with the intent of eating it. Upon successfully grappling a creature of any size, it may attempt to swallow it whole. This provokes an additional grapple check. While swallowed whole, the creature takes 1d8 damage every round. Additionally, each contained familiar pool makes one attack for free against the swallowed creature. These attacks automatically hit. Roll to see the form of the familiar pool and then select which attack it will use. Escaping from being swallowed whole requires dealing damage to the body of chaos equal to its hd plus the number of contained familiar pools. The body of chaos does not gain the benefits of worn armour against attacks of swallowed creatures. However, it does have hardness equal to the number of contained familiars, and fast healing gained by the contained familiars as per body of chaos counts as healing the damage dealt by swallowed creatures for the purpose of how much damage they need to deal to escape. A creature that escapes appears in a square adjacent to the body of chaos. If an opponent is killed with this ability, the body of chaos gains sustenance from eating it. As a move action any equipment carried by an eaten creature may be expelled into a square adjacent to the body of chaos. This ability may be used on an already dead creature, in which case it is immediately treated as being being killed by the ability.

Additional Familiar Pool (Ex): At every level after first, a body of chaos gains an additional familiar pool.

Familiar Feat (Ex): At second level and every even level thereafter, the body of chaos may gain a familiar feat. A familiar feat may be selected from any feat, even if body of chaos does not meet the prerequisites. However, it does not gain the benefits of any familiar feat it does not meet the prerequisites for and may not use them to qualify for prerequisites. Additionally, it any time it selects its familiar pools, it may select one feet that it has taken either normally or as a familiar feat for that familiar pool. If the form the familiar pool takes when attacking or being unleashed qualifies for the prerequisites of the selected feat, it gains the benefits of that feat as if it had it. At 6th level, two feats may be selected for each familiar pool (these may be used to qualify for each other). At level 10, three feats may be selected for each familiar pool.

Soil of Genesis (ex): At second level the body of chaos finds ways to use even its dead familiar pools. If a dead familiar pool moves into an occupied square or begins its turn in one, it may choose to initiate soil of genesis and bind the creature. Multiple dead familiars pools may choose to do so simultaneously, while dead familiars pools may also choose to join into an existing soil of genesis. If an unleashed familiar pool enters the dead state intentionally as a move action, it may choose to immediately move up to 5 feet and begin or join an existing soil of genesis. Soil of genesis occupies a number of adjacent squares equal to the number of familiar pools taking part in it. Any creatures in the squares occupied by soil of genesis must make a strength check to avoid being caught (DC 10 + half body of chaos level per familiar pool taking part), though the body of chaos may choose to exclude creatures from having to make the save. A creature caught by the soil of genesis soil cannot move or take any standard actions except to reattempt the save to escape each turn as a standard action. Creatures caught take 1d4 damage per familiar pool taking part in the soil of genesis at the start of their turn as long as they remain caught. A creature that succeeds its save against the soil of genesis is immune to that given soil of genesis until it leaves and re-enters the area, or another familiar pool joins the soil of genesis. The soil of genesis has a number of hit points equal to 20 per familiar pool taking part, and hardness equal to the 3 times the number of familiar pools taking part. If the soil of genesis is destroyed, all the familiar pools return to being normal dead familiar pools and cannot become or join in a soil of genesis again for 1d4 + 1 rounds (roll once and use the result for all familiar pools that took part). The body of chaos may end a soil of genesis as a free action on its turn, causing all familiar pools taking part to return to normal dead familiar pools that have no delay before they may attempt soil of genesis again.

Familiar Advancement (ex): At third level the body of chaos becomes able to use improved forms of its familiars. For each familiar pool it may select one template with a LA of +0 or +1 (DMs may disallow templates at their discretion). Up to 5 creatures in the familiar pool may be granted the selected template, though it causes them to count as requiring a level higher, and may not be done to creatures that would exceed the normal level requirement of creatures for the body of chaos' familiar pools as a result. The template for a given familiar pool may be changed any time the body of chaos changes the list of creatures for that familiar pool.

At 6th level, the body of chaos may select an additional LA +0 or +1 template for each familiar pool that may be applied to creatures in it. Additionally, the number of creatures that may have a template applied this way increases from 5 to 10.

At 9th level the body of chaos may select a single template with an LA of +0, +1, or +2 for each familiar pool in addition to the other two. If it is a +2 template, creatures with it count as requiring two levels higher rather than 1. Further, the number of creatures that may have templates increases from 10 to 15, though only 3 may have a +2 template.

Familiar Chaos (Ex): A body of chaos' familiar pools are just a part of it, and at fourth level it gains the ability to take advantage of this more fully. When unleashing a familiar, the body of chaos may choose to have one or more other familiar pools go with it. These familiar pools remain contained, but in the unleashed familiar rather than in the body of chaos. As such the body of chaos does not gain the benefits for having them contained. However, the unleashed familiar gains all the benefits of body of chaos for the contained familiars in it except the ability to attack with them. Familiar pools contained in an unleashed familiar may not be unleashed themselves.

However, if the familiar pool containing them is dead, the body of chaos may spend its actions to unleash the contained familiar pool from the dead familiar pool as if it were contained normally, though it originates from the dead familiar pool. Further, dead familiar pools may rejoin unleashed familiars entering the regenerating state, though they gain no points until they rejoin the body of chaos. The body of chaos may also attack with contained familiar pools in dead familiar pools as with the body of chaos ability but originating from the location of the dead familiar pool rather than the body of chaos. This also allows the benefits of familiar reaction for the contained familiar pools in the dead familiar pool.

Contained familiar pools and regenerating familiar pools may be shifted between unleashed familiar pools or the body of chaos as a more action on the part of either party so long as they are within 5 feet of each other. Unleashed familiar pools may also choose to rejoin dead familiar pools as a move action.

Familiar pools contained in other familiar pools do not heal, and as such may be unleashed with less than full health. In such a case, treat it as having damage equal to the amount it had when last unleashed, or hitpoints equal to up to the amount possessed when last unleashed, whichever results in the least amount of damage.

At level seven, the body of chaos becomes able to unleash contained familiars in unleashed familiars rather than just those in dead familiar pools or itself. The body of chaos may also attack with contained familiar pools in unleashed familiar pools, and have unleashed familiar pools rejoin other unleashed familiar pools. Unleashed familiar pools may also use their own actions to unleash contained familiar pools within them.

Familiar Ability (Ex): Starting at fifth level the body of chaos can draw on contained familiar pools even more. By spending an action of any type, it can make a roll for a familiar pool to select a form and have it take an action or actions of the same or lesser type (full-round > standard > attack > move > swift > immediate) selected after the form is determined. This includes but is not limited to making full-attacks, taking standard actions, using supernatural, extraordinary, or spell-like abilities. If the action involves movement, the body of chaos moves with the familiar pool. The actions retain their types and are affected by anti-magic fields and the like accordingly. If the actions provoke an attack of opportunity, it is against the body of chaos. If the body of chaos does not wish to make use of abilities possessed by the form selected, it need not do so, though the action spend for this ability is still expended.

Familiar Regeneration (Ex): At ninth level the body of chaos becomes able to regenerate dead familiar pools with its unleashed familiars. When a regenerating familiar pool is in an unleashed familiar, it gains points equal to the 2 + the number of contained familiar pools in the unleashed familiar pool instead of none. Additionally, contained familiar pools in unleashed familiar pools benefit from fast healing that the unleashed familiar pool has due to familiar chaos. In this case modify the hp possessed by the last unleashed form for the fast healing and use the modified result if later unleashed.

Reviving Lives (Ex): The body of chaos is truly one with all its familiars. At level 10, the body of chaos may treat itself as a familiar pool for the purpose of becoming a contained familiar pool in an unleashed or dead familiar pool. Further, if killed it becomes a dead familiar pool, and may rejoin an unleashed familiar to enter the regenerating state. Unlike a normal familiar pool, the body of chaos requires 40 points to regenerate. If it successfully regenerates in this way, it suffers none of the penalties associated with death or resurrection.

Playing a Body of Chaos
Bodies of chaos attack their opponents with their familiars, whether by sending them out to do so, or having them attack from the body.
Combat: Send out familiars to gain advantage of numbers or make use of various battlefield control abilities while holding some back to strengthen your body and to deal with enemies to seek to confront you directly.
Advancement: Most any class that advances familiars or animal companions is a good choice. Better are classes or multiple classes that will grant you more of those, and thus more familiar pools to improve your abilities.
Resources: Bodies of chaos tend to be a solitary lot outside the many creatures that are a part of them, and as such have few resources to draw on.

Bodies of Chaos in the World
"You'll never believe what I saw. I was out hunting a deer yesterday in the woods. Just about had it when I saw the stranger from the other day in the woods. Suddenly he opened his cloak and a pack of wolves came out and took it down, dragging it back to him. Needless to say I ran back here and have been drinking since hoping to forget it."
-A man trying to explain why he'd been in the tavern all night to his wife.

Bodies of chaos are a strange lot, who give up something of themselves to become one with many other beings. Some do it to study what the effects are first hand, others for the power they hope to gain. In any event the choice is often one they make for themselves.
Daily Life: Bodies of chaos tend to eat frequently and in large amounts to sustain themselves, thus much of their time is spent procuring food. In the remaining time they are a varied lot that seeks their own goals.
Notables: The Black Emperor as he came to be called was the first body of chaos. He began the process as an experiment to study the chaos of the primordial body he formed. He has since lived hundreds of years and devoured innumerable people to sate the hunger caused by his form.
Organizations: There are no organizations dedicated to bodies of chaos, however they may be attracted to organizations focused on fighting or stealth as their abilities can be well suited to either.

NPC Reaction
Some people see the individual who went down the road to becoming a body of chaos and view them much like druids or some casters who focus on dealing with animals. Most however just see a monster filled with more monsters. That is when the nature is made known. Many bodies of chaos that live in normal society make their way in the world by trying to conceal their nature, passing themselves off as individuals with useful pets.

Bodies of Chaos in the Game
Bodies of chaos can result in a bit of book keeping due to their partially random nature and the need to manage the various creatures they can be. Additionally the extra actions from numerous familiars may allow make the turns take longer than other players, though this is not likely to be much more than that of an summoner who uses multiple summons. The body of chaos mainly benefits due to their versatile nature and ability to keep some degree of control over the battlefield due to the familiar pools and their abilities.
Adaptation: This class may be adapted in numerous ways, such as having the familiar pools not actually being a merger with various creatures, but drawing magic that takes the form of creatures, or calling creatures from elsewhere for aid.
Encounters: A body of chaos can be a dangerous foe or powerful ally. Depending on the level they may make use of intelligently deploying familiar pools around the battlefield and making use of soil of genesis or familiar pools contained in others. They may also keep them back to throw the PCs or enemies off with the variety of attacks they can unleash.

Owrtho

bindin garoth
2012-07-30, 09:17 AM
PROTEGE OF THE IRON DRAGON


http://fc03.deviantart.net/fs71/f/2012/188/9/0/toph__a_dance_with_the_metal_dragon_by_aionlights-d56d3hc.png

"You aren't even worthy of the Iron Dragon!" -Ras, a Protege of the Iron Dragon

Many martial adapts learn to fight on their own and become independent. They travel alone, until they find a student worthy of their techniques. And yet some find a flaw in this. What if one is out numbered, or is disabled? How can one win then?

This quest troubled Raz, a brilliant student of the Iron Heart. He knew he was one of the best, and yet there were still ways enemies could beat him, through numbers or by disabling him. The suddenly one day, it dawned on him! What if he crafted a companion, and could imbue him with the teaching of the Iron Heart!

And so he began his work. He work with the town's craftsman, and finally built it. The Iron Dragon.

BECOMING A PROTEGE OF THE IRON DRAGON
Most Proteges of the Iron Dragon come in from pure Warblades, perhaps with a few levels of Artificer.

ENTRY REQUIREMENTS
BAB: +3
Skills: Craft(Blacksmith) 8
Maneuvers: At least 2 from the Iron Heart Discipline, one of which must be a 2nd level maneuver


Class Skills
The Protege of the Iron Dragon's class skills (and the key ability for each skill) are....
Skills Points at Each Level: 4 + int

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+0|Maneuvers, Craft Reserve, Iron Dragon, Traits of Iron
2nd|
+1|
+3|
+0|
+0|Items of the Dragon
3rd|
+2|
+3|
+1|
+1| Traits of Iron
4th|
+3|
+4|
+1|
+1|Bonus Feat
5th|
+3|
+4|
+1|
+1|Traits of Iron
6th|
+4|
+5|
+2|
+2|Items of the Dragon
7th|
+5|
+5|
+2|
+2|Traits of Iron
8th|
+6|
+6|
+2|
+2|Bonus Feat
9th|
+6|
+6|
+3|
+3|Traits of Iron
10th|
+7|
+7|
+3|
+3|Items of the Dragon[/table]

Weapon Proficiencies: A Protege of the Iron Dragon does not gain any weapon proficiencies.

Maneuvers: A Protege of the Iron Dragon gains maneuvers as described in the table below.

Table goes here


Craft Reserve: Note to self, add table.

Iron Dragon: A Protege of the Iron Dragon has learned to craft the namesake of this class, the Iron Dragon. The Iron Dragon is treated as having a number of Hit Dice equal to your own, and has an amount of HP equal to 1/2 your own, and uses your own base saves instead of its own. It also possesses a BAB equal to your own. Furthermore, it gains 1 feat + 1 more per 3 HD you possess, and gains 2 + int skill points per HD you possess, with all class skills counting as in-class skills. You can command this Iron Dragon as a free action at the beginning of your turn, if left without orders it will attack the last foe to attack it's master. All other stats of the Iron Dragon are given below.

Building an Iron Dragon takes a full day without interruption, and costs a amount of materials whose value equal 500gp + (100gp * Class levels).


Iron Dragon

Iron Dragon
Size/Type: Medium Construct
Hit Dice: See Text
Initiative: +2
Speed: 30ft Land Speed
Armor Class: 18, touch 12, flat-footed 16 (+2 dex, +6 natural)
Base Attack/Grapple: See Text
Attack: BAB +4 Claw(1d6+4)
Full Attack: +4/+4 Claws (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Protege's Companion
Saves: Fort 0, Ref +2, Will +1 (see text)
Abilities: Str 18, Dex 14, Con —, Int 10, Wis 12, Cha 10
Skills: See Text
Feats: 1 feats (See Text)


Type Info
Construct
A construct is an animated object or artificially constructed creature.
Traits
A construct possesses the following traits (unless otherwise noted in a creature’s entry).

No Constitution score.
Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a construct cannot be raised or resurrected.
Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not eat, sleep, or breathe.


Traits of Iron: As you advance in your studies, you slowly learn how to tweak your dragon for combat. Beginning at level 1, and every odd level thereafter, you may add one of the following traits to the Iron Dragon.

Traits:

Note: All references to Initiator level (IL) or the intelligence modifier refer to the PC's scores, not the Iron Dragon. Also the save DC for any ability on this list is 10+1/2 IL + your Intelligence modifier.

*Adamantine Body: You reinforce your Iron Dragon's body with adamantine, strengthing it greatly. It gains a bonus to it's Strength score equal to 1/2 of your IL (this scales with your levels, as you tweak and add more adamantine to the dragon). In addition, all of it's attacks are considered to be made of Adamantine for overcoming DR, and it gains DR 5/Adamantine. You may not select any of the other_________ Body traits.

*Mithral Body: You replace some of your Iron Dragon's body with mithral, lightening it and giving it more maneuverability. It gains a bonus to it's Dexterity score equal to 1/2 of your IL. In addition, it gains a 30ft bonus to all of it's movement speeds, and gains the Weapon Finesse as a bonus feat. You may not select any of the other_________ Body traits.

*Dragonhide Body: You replace some of your Iron Dragon's body with the hide of dragons, magically treated as to never rot. Chose one of the following energy types: Fire, cold, electricity, or acid; once chosen this may not be changed. All of it's attacks now deal an additional amount of damage equal to 1/2 of your IL, of the type selected. In addition, it gains 20 energy resistance vs the energy type selected, and gains a +2 to it's natural armor bonus. You may not select any of the other_________ Body traits.Note to self: Expand upon later to include other dragon types

*Martial Dragon: Select up to 3 of your maneuvers that you do not have readied. The Iron Dragon gains the use of these maneuvers, and recovers them whenever you do. Furthermore, the Iron Dragon gains the benefits of whatever stance you are in, as long as it stays within 30ft of you.

*Iron Will: The Iron Dragon is completely devoted to you. It gains a +2 bonus to will saves. Furthermore, it's will to serve it's master is beyond anyone's expectations, if it would be destroyed (from any effect), it instead remains standing for 1d4+1 rounds. During this time, it can only be destroyed if an effect would immediately destroy the dragon (not from hp damage).

*Seeker of the Dragons: The Iron Dragon is especially sensitive to disturbances, gaining blindsense 30ft, and blindsight 10ft. You must have at least 5 levels in the class to chose this feature.

*[b]Bladed Breath: Your dragon gains a breath weapon, much like true dragons possess. However, it is a breath of small blades and daggers, dealing (1/2 IL + your Intelligence Modifier) slashing damage in a 30ft cone as a standard action. A successful Reflex save vs DC (10 + 1/2 IL + your Intelligence Modifier) halves the damage. This ability may be used every 1d4+1 rounds.

*Bladed Shockwave: This Iron Dragon is now capable of releasing a wave of blades, damaging all who surround him. As a standard action, your dragon releases a wave of tiny blades in all directions, dealing IL + your Intelligence modifier slashing damage in a 10ft burst centered on the dragon. In addition, those who fail the Reflex save (DC 10 +1/2 IL + your Intelligence Modifier) are pushed back to the edge of the shockwave and are knocked prone. A successful Reflex save prevents the push back and prone effects, but not the damage. This ability may be used every 1d4 rounds.

*Sword Surge: As a full-round action, the Iron Dragon may zip around the battlefield, attacking all in it's path. It may move up to twice it's land speed, provoking no AoO. Any opponent it moves through is attacked by it's claw attack, on which the dragon gains a +2 to the attack roll, a +2d6 to the damage roll while using this ability. However, any one foe may not be attacked any more than (IL/3) times with this ability. This ability may be used once every 5 rounds.

*Extended Length: You slightly lengthen the arms of the Iron Dragon, giving it more reach. It gains 5ft reach with all of it's natural attacks, and gains a number of AoO equal to your Intelligence modifier.

*Tail Slam: The Iron Dragon gains a tail slam as a secondary natural attack, which deals 1d8 + 1/2 * it's strength modifier bludgeoning damage.

*Flight: You build a pair of wings for the Iron Dragon, giving it a flight speed of 30ft with average maneuverability.

*Dagger Feather: Requires Flight trait. You modify the wings of the dragon to be filled with dagger, giving it a pair of secondary wing attacks, each dealing 1d6 + 1/2 strength modifier damage.


Items of the Dragon: Beginning at level 2, you take what you have learned from building the dragon and build items for your own use. However, due to the unique structure and magic behind these items, you can only build and equip one at a time. Furthermore, due to these being custom fit for yourself, only you can wear and make use of them. All of these items only take a day to build, thanks to the practice you've had with building your Iron Dragon.

Items:

Weapon-Bound Gloves: These unique pair of gloves, who contain a bright red gem on their back, help you adjust your weapon to your own needs. Once per day, as a full round action, these gloves let you change up the enhancement bonuses on any one weapon held in the gloves, as long as the total effective enhancement bonus does not change, and it has at least a +1 enhancement bonus. Furthermore, any melee weapon you wield with these gloves deal an additional amount of damage equal to your intelligence modifier.

Cost: 3000gp in raw materials. Occupies the Hand Slot.

Wings of the Iron Dragon: Your Iron Dragon isn't the only one who can possess wings. This attachment straps onto your back, and has a pair of dagger-lined wings, ready to help you. These wing respond to your thoughts, giving you a flight speed of 30ft with average maneuverability. Furthermore, you also gain two secondary wing attacks, each dealing 1d6 + 1/2 your Strength modifier slashing damage.

Cost: 2000gp in raw materials. Occupies the Shoulder Slot.

Bracers of Assault: These mythral bracers, with golden arcane runes on top of it. These bracers, once per encounter as an immediate action, allow you to counter an attack made against you. This attack may be a normal melee attack or a martial maneuver, as long as it does not take longer than a standard action to initiate, and the one who attacked you is the target of the attack. Furthermore, you gain a moral bonus to Initiative checks equal to your Intelligence modifier.

Cost: 3000gp in raw materials. Occupies the Arms slot.

Boots of Double-Striding: These dull grey boots, made up of a mixture of mythral and adamantine. They seem to make your steps lighter, and easier to hold your posture better. As a swift action, as long as you are in a stance, you may enter another stance. However, even though these boots allow you to maintain another stance, it is still straining on your body, and you take 1d6 damage each round you remain in two stances. You may exit one of the stances as a free action. Furthermore, you seem to move faster in these boots, gaining as 10ft enhancement bonus to your land speed.

Cost:3000gp in raw materials. Occupies the foot slot.

Dragon-Tooth Armor: This armor, carefully crafted with sharp ridges, helps protect you from all assaults. You gains a +6 armor bonus to AC while wearing this armor, with a max Dex bonus of +4, and a 20% Arcane spell chance failure while wearing this armor. It also has a -2 armor check penalty. In addition, while wearing this armor, you gain 1/2 of your Intelligence modifier to your AC as an untyped bonus, and energy resistance 10 to one of the following types: Acid, Cold, Electricity, or Fire. This is chosen when the item is crafted, and cannot be changed thereafter.

Cost: 4000gp in raw materials. Occupies the body slot.


Bonus Feat: At levels 4 and 8, you gain a bonus feat from the fighter list or a crafting feat. You must meet all of the prerequisites of the feats.

Avatar of the Dragon: As a swift action, you may call upon your Iron Dragon to merge with you and your weapon. If you are wearing any armor it combines with it, otherwise it creates a form of armor around you. While combine with the dragon you gain the following:

·A +6 AC bonus, with a +4 maximum Dexterity bonus, a 20% Arcane spell chance failure, and a -2 Armor check penalty. If you were already wearing armor, instead increase its AC bonus by +3. *Add additional bonus for wearing armor from class*

·You may add your Intelligence modifier to all damage rolls with your weapon, if you wield two weapons, this applies to both of them.

·You gain a 50% to not suffer any precision or critical hit damage.

·Furthermore, chose 1 trait your Iron Dragon possesses per 6 IL you possess. You gain the benefit of this trait(s) as long as you are merged with the dragon.


Disengaging from this ability is a full-round action, with your Iron
Dragon companion appearing right beside you. Furthermore, For every 5 Initiator Level you possess beyond IL 15, you may add another trait to the Iron Dragon.

[b]PLAYING A PROTEGE OF THE IRON DRAGON
Protege's of the Iron Dragon are build for fighting. As experts at the way of the Iron Heart, along with their Iron Dragon companion, they are known to be especially ruthless in battle. Simply mentioning one of these people usually inspire fear in those familiar with them.
Combat: First and foremost, you are a martial adept. You have many maneuvers, most belonging to the Iron Heart Discipline, and most likely can recover them quickly due to entering from the Warblade class. These are your main tools in a fight. You also have your companion, who can help you in various ways in a fight, depending on what traits you have given him.
Advancement: Most Protege's of the Iron Dragon return to their Warblade teachings when they finish this class, focusing on their maneuvers. However, some, especially those who entered with levels in the Artificer class, will continue along this path, taking what they have learned from crafting the Iron Dragon and applying it to other items. Even fewer, though, join the Eternal Blade order after this, finding themselves being called by a spirit to join the order.
Resources: Those formally taught have their master to rely on. Furthermore, the Iron Tower is a place where those who travel along this path, and others who also follow the way of the Iron Heart discipline, may go. Here they can train and find companions, and even find missions from people who need help.

PROTEGE'S OF THE IRON DRAGON IN THE WORLD
"We got this one, boys!" The leader of a group of Bandits surrounding the Protege of the Iron Dragon, right before his Iron Dragon shows up.

Protege's of the Iron Dragon rely on their companion above all else.
Daily Life: Protege's of the Iron Dragon typically travel around to train themselves, and to find more challenges. Unfortunately, due to traveling around with their Iron Dragon companion, many stay weary of the protege, making it hard for the Protege to get information or buy items at times.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: While not dedicated to just the Protege's of the Iron Dragon, the Iron Tower is a place that accepts them without question. Here they can learn from other protege's and train, without worry of anything. After all, who would be crazy enough bother a group of practitioner of the Iron Heart?

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

ErrantX
2012-08-02, 08:57 PM
Bump for great justice!

Two more weeks left on the contest, let's finish these ones up, get em PEACHed and maybe get some more entries!

-X

cooperflood
2012-08-03, 02:06 PM
PACKMASTER

http://i369.photobucket.com/albums/oo133/Sjazz87/lord_of_wolves_by_perzo-1.jpg

If two are better than one, then why not three or four?

Packmasters are shifters who have embraced their animal nature to such an extent that they develop strong bonds with the animals they emulate. These shifters develop talents more commonly associated with alpha wolves than any humanoid. Overtime these shifters become more and more wild in spirit, causing them become uncomfortable in civil society.

BECOMING A PACKMASTER
Rangers most frequently and most easily become packmasters. A shifter rangers's share shifting alternative class feature develops a unique and powerful connection between a shifter and his animal companion. Druids with a martial focus occasionally find the class attractive. Packmasters with levels of barbarian revel in the animalistic fury they unleash while shifting and raging at the same time. Whatever the path of entry packmasters are shifters who want further develop the bond between themselves and their wolf companions.

ENTRY REQUIREMENTS
Race: Shifter (Longtooth)
Skills: Survival 8 ranks
Base Attack Bonus: +5
Class Feature: Animal Companion (Wolf)
Feat: Track

Class Skills
The Packmaster's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Survival (Wis), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d8

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

1st|
+1|
+2|
+2|
+0|Wolf Companions, Wild Empathy

2nd|
+2|
+3|
+3|
+0|Pack Hunter

3rd|
+3|
+3|
+3|
+1|Wolf Bite, Shifter Feat

4th|
+4|
+4|
+4|
+1|Pack Hunter

5th|
+5|
+4|
+4|
+1|Wolf Companions

6th|
+6/+1|
+5|
+5|
+2|Pack Hunter

7th|
+7/+2|
+5|
+5|
+2|Shifter Vitality, Shifter Feat

8th|
+8/+3|
+6|
+6|
+2|Pack Hunter

9th|
+9/+4|
+6|
+6|
+3|Wolf Companions

10th|
+10/+5|
+7|
+7|
+3|Pack Hunter[/table]

Weapon Proficiencies: Packmasters gain no proficiency with any weapon or armor.

Wolf Companions (Ex): A packmaster adds 3 plus his packmaster class levels to his effective druid level (his actual druid level or one-half his ranger level) to determine the capabilities of his wolf animal companion. This ability can never make your effective druid level exceed your character level.

At 5th and 9th level, a packmaster gains an additional wolf animal companion. These additional wolf companions are treated in every respect the same as his primary companion.

Wild Empathy (Ex): A packmaster can improve the attitude of an animal. See the druid class feature, page 35 of the Player’s Handbook. If a packmaster has wild empathy from another class, his levels stack for determining the bonus. Additionally while shifting a packmaster may add his class level to his wild empathy checks.

Pack Hunter (Ex): The bond between a packmaster and his wolf companions is deeper than the connection between a druid and his animal companion. A packmaster and his wolf companions learn to fight as a cohesive unit, known as a pack.

At 2nd level members of the pack gain a bonus equal to the number of shifter feats you have on attack of opportunity damage rolls and trip attempts when the foe is adjacent to at least two pack members.

At 4th level when a pack member successfully trips a foe, other members of the pack may move up to their speed as a free action, but must end movement adjacent to tripped foe.

At 6th level while shifting any magic items or spells that enhance or improve your bite natural attack also effect your wolf companions’ bite natural attack.

At 8th level any foe attacking a pack member with less than 1/4 of his maximum hitpoints provokes an attack of opportunity from other pack members, in addition to doing damage if this attack of opportunity hits than that foe's attack misses.

At 10th level when a pack member confirms a critical against a foe all other pack members may make an attack against that same foe as a swift action.

Wolf Bite (Ex): If a packmaster hits with a bite attack, he can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If his attempt fails the opponent cannot react to trip the packmaster.

Shifter Feat (Ex): At 3rd level and again at 7th level a packmaster gains a bonus shifter racial feat. A packmaster must meet the requirements of the feat to take it.

Shifter Vitality (Ex): Beginning at 7th level while shifting a packmaster gains damage reduction silver equal to the number of shifter feat he has. This damage reduction stacks with any other damage reduction he may have.

PLAYING A PACKMASTER

As a packmaster your never fight alone. At high levels a packmaster should be able shift when ever combat presents itself, but early in his career he should be careful to not waste his valuable per day shifts unless actually needed. A packmaster should work together with his wolf companion and other allies to flank and knock prone his foes. While a packmaster can go toe to toe with most foes, particularly while shifting, he should remember to take advantage of his valuable skills such as hide and spot. When leveling you should concentrate on feats that improve your shifting, but the occasional generic combat feat can be valuable.

PACKMASTERS IN THE WORLD

Packmasters are found almost exclusively deep in the Eldeen Reaches, living alone or in small shifter communities on the fringes of society. They have no overall organizational structure, but most respect the leadership of elders in the community particularly the Moonspeakers. While most packmaster who join a druid sect become Wardens of the Wood, packmasters seem particularly attracted to the Ashbound sect. They more so than most in the shifter community are sensitive to the harm that civilization can inflict on nature. Shifters recognize and respect the connection between a packmaster and his wolf companions. The Church of the Silver Flame however sees this bond as an abomination and will actively seek to harm them.

EL 14: Taking you for poachers who have been plaguing the area, packmaster Joren Longtooth and a band of shifter rangers ambush your party during your evening meal.

Nihilarian
2012-08-03, 09:50 PM
SIEGE BREAKER

http://digital-art-gallery.com/oid/0/1000x636_379_War_Beasts_2d_fantasy_chaos_war_beast s_warriors_elephant_picture_image_digital_art.jpg

"Hahaha, sorry about that. I can fix that wall, I swear."

The great beasts of the plains are, for most people, creature's to avoid. Sometimes there comes a person cunning, strong or crazy enough to tame them. In these people are the origins of the siege breaker traditions. They harness the strength of monsters and bring them to bear on the fortresses of their foes. The mounts siege breaker's ride are essentially siege engines made flesh, and walls tremble at their approach.

Role: In any campaign that can contain them, the siege breaker is a brute. The classes that typically lead into them (Barbarian, Cavalier, Paladin and Ranger) are very durable, and they have an extra pool of hit points to back them up. Combined with the beast mount's long reach, siege breaker's can make serviceable tanks. But when you really want a siege breaker is when there is a wall between you and your opponent.

Alignment: A taste for destruction points siege breaker's at a chaotic alignment, but many of them have a healthy respect for traditions and the laws of their people. And since destruction can be used for good and evil, the net result is that siege breaker's of all alignments can exist.

BECOMING A SIEGE BREAKER
While not exactly common, nomadic tribes are far more likely to carry traditions of siege breakers, and they do not share their secrets lightly. You must prove yourself a mighty warrior, a skilled rider, and a true friend of the tribe. Still, even without knowledge of tradition, all the class really requires is a large enough mount and a desire to break things.

ENTRY REQUIREMENTS
BAB: 5
Skills: Handle Animal 5 ranks, Ride 5 ranks
Feats: Mounted Combat, Improved Sunder
Special: Must have a large-sized animal companion, or a similarly sized creature from an ability that counts as an animal companion (such as from the cavalier's mount class feature).

Class Skills
The siege breaker's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Perception (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d10

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

1st|
+1|
+1|
+1|
+0|Beast Mount, Wall Smasher

2nd|
+2|
+1|
+1|
+1|Savage Power

3rd|
+3|
+2|
+2|
+1|Brute

4th|
+4|
+2|
+2|
+1|Savage Power

5th|
+5|
+3|
+3|
+2|Trained Beast

6th|
+6|
+3|
+3|
+2|Mounted Warrior, Savage Power

7th|
+7|
+4|
+4|
+2|Behemoth

8th|
+8|
+4|
+4|
+3|Savage Power

9th|
+9|
+5|
+5|
+3|As One

10th|
+10|
+5|
+5|
+3|Greater Wall Smasher, Savage Power[/table]

Weapon Proficiencies: Siege breaker's gain no proficiency with any weapon or armor.

Beast Mount (Ex): At 1st level, a siege breaker’s class levels stack with levels in any class that grants an animal companion for the purpose of determining her animal companion’s abilities. The beast mount gains proficiency in light armor as long as it is the siege breaker's beast mount.

A siege breaker has as much freedom as any druid has when selecting a new companion should he decide to replace the old one, and may select any creature from the druid's list of animal companions. If the siege breaker has more than one mount that qualifies, he must choose which animal companion gains this benefit; this animal companion becomes the siege breaker's "beast mount".

Wall Smasher (Ex): Also at 1st level, the siege breaker may take a full-round action to make a DC 20 Handle Animal check. If he succeeds, then the next time the beast mount takes a standard action or charge action to make a single attack, the beast mount deals damage to both the original target and an unattended object within its reach. This attack ignores an amount of hardness equal to the siege breaker's class level.

At 5th level, the siege breaker may use this ability as a standard action and it ignores an amount of hardness equal to twice the siege breaker's class level.

At 10th level, the siege breaker may use this ability as a move action and it ignores all hardness.

Savage Powers (Ex): As the siege breaker and his beast get stronger, they begin to learn to tap into their savage natures in different ways. Starting at 2nd level, a siege breaker gains a savage power. He gains another savage power for every two levels of siege rider attained after 2nd level. A beast mount may initiate a power as though he were the siege breaker (using its own statistics except where it refers to siege breaker class levels, where the beast mount uses the siege breaker's class level), however they both share the same pool of uses if the savage power cannot be used at-will. Unless otherwise noted, a siege breaker cannot select an individual power more than once.

Savage Power ListCollateral Damage (Ex) Once per day, A siege breaker with this ability can use the wall smasher ability on himself. Doing so is a swift action and requires a strength check instead of handle animal, but is otherwise identical to Wall Smasher, allowing the next qualifying attack the siege breaker makes before the end of the turn to damage both the original target and an unattended object within reach. The siege breaker gains an additional use of this ability at 6th level and 9th level.Grand Slam (Ex) The siege breaker is destruction incarnate, breaking bodies and buildings with reckless abandon. By imposing a -2 penalty to the attack roll and adding 5 to the Handle Animal DC, the beast mount now deals double double damage when the siege breaker uses Wall Smasher. As this is a modification of the siege breaker's action when he performs the wall smasher ability, the beast mount cannot use it itself and must rely on the siege breaker.Lick Wounds (Ex) The siege breaker gains the Lay on Hands ability as a paladin of his class level, but uses the better of his Wisdom or Charisma to determine uses per day. This ability cannot be used to harm any creature, regardless of type, but can heal any creature capable of being healed by positive energy. If the siege breaker has Lay on Hands from another class, he instead adds his class level to his paladin levels in order to determine the damage healed (or, in the case of undead, inflicted) and its uses per day.Roar (Ex) Once per day as a standard action, the siege breaker can let out a bone-chilling roar. This roar affects up to one enemy per 2 class levels, beginning with the closest. Each affected enemy must make a will save or become frightened for a number of rounds equal to the siege breaker's class level (DC 10 + siege breaker's class level + siege breaker's Constitution modifier). If the will save succeeds, the enemy is instead shaken for the same number of rounds. No creature can be affected by this ability more than once a day. The siege breaker gains an additional use of this ability at 6th level and 9th level.Stomp (Ex) The siege breaker gains a devastating stomp attack. This ability can be used once per day as a standard action. This attack deals 1d6 points of damage per siege breaker level (maximum 10d6 damage at 10th level) plus the siege breaker's strength modifier to all creatures within 30 ft., and knocks all targets within its radius prone. Creatures can make a fortitude save (DC 10+siege breaker's class level+user's Constitution modifier) to take half damage and negate being knocked prone. In order to use this power, the user must be touching the ground. The siege breaker gains an additional use of this ability at 6th level and 9th level.Swat (Ex) Once per day, when the siege breaker makes a damage roll against a creature no more than one size category larger than him, he can also swat the opponent away. In addition to dealing damage, the siege breaker can make a free Bull Rush against the target, knocking it prone at the end of its movement if the siege breaker beats it's check by 5 or more. Using this ability does not provoke attacks of opportunity, and the initiator cannot move with the target. If the target ends its turn adjacent to an object or structure, that object takes damage as if it were the target as well. The siege breaker gain an additional use of this ability at 6th level and 9th level.Trumpet (Ex) Once per day, the siege breaker gains the benefits of a cavalier's challenge, as though he were a cavalier of his siege breaker level. The siege breaker gains an additional use of this ability at 6th level and 9th level.

If the siege breaker already has levels in a class that grants challenge, rage or smite evil, the siege breaker can instead add his class levels to his levels in the class that grants him this ability for the purpose of determining the strength of the ability chosen and how often he can use it.Brute (Ex): Mounts reared by siege breakers are often more powerful than other members of their species. Siege breakers must be similarly powerful to control their great beasts.

Beginning at 3rd level, whenever either the siege breaker or his beast mount are subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to them.

The siege breaker and his beast mount are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect them. However, their space and reach remain those of a creature of their actual size. The siege breaker can use weapons designed for a creature one size larger without penalty, but the Beast Mount cannot. The benefts of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category, but not with other sources of Powerful Build.

Trained Mount (Ex): Mounts trained by siege breakers are warriors in their own right. Beginning at 5th level, the beast mount may use the siege breaker's BAB to determine whether the beast mount can qualify for feats. In addition, the beast mount gains proficiency in medium armor.

Mounted Warrior (Ex): A siege breaker of at least 6th level has learned the ins and outs of fighting atop his beast, and learned to put it's mountain of muscle to good use. The siege breaker gains a +2 bonus to attack and damage whenever he has the high ground, and no enemy gains high ground bonuses against him.

Behemoth (Ex): Beginning at 7th level, both the siege breaker and the beast mount grow one size category. This size increase confers a +4 bonus to Str and Con, a -2 penalty to Dex, and a +3 Natural Armor bonus. This is considered a natural growth, not magical (and as such stacks with magical effects that increase size). This does not stack with the brute ability gained at 3rd level.

As One (Ex): A siege breaker has trained his mount well, and the two move together at precisely the right timing. When making an attack, a siege breaker mounted on his beast mount may replace his own reach with his mount's if it is higher, allowing him to attack any creature his mount could attack. In addition, the beast mount becomes proficient in heavy armor.

Greater Wall Smasher (Ex): At 10th level, the siege breaker learns to maximize his mounts power and his own time. He may use wall smasher as a move action, and when he does so he deals twice as much damage to both the original target and the object. A siege breaker with collateral damage can use that ability in conjunction with this, dealing 3 times as much damage to both the original target and the object.

PLAYING A SIEGE BREAKER
A siege breaker must be careful and respectful, lest he draws the ire of his enormous mount. Most siege breaker's come to see their beast mounts as brothers, or even as part of themselves.
Combat: The first stretch of a siege breaker's journey usually consists of him giving up his own actions to break down the walls of enemies. A Siege breaker of at least 5th level with the collateral damage savage power can begin to focus on getting attacks for themselves as well.
Advancement: Siege breaker's tend to be great warriors even off of their mounts. Every particular siege breaker will tend towards different styles depending on the base class used to get there, but all will be very competent at destroying things.
Resources: Members of this PrC tend to be nomadic tribesmen; such tribes generally have equipment specifically suited for certain mounts or the knowledge to produce it. Most tribes with siege breaker traditions will have one type of animal they are used to using, so not all will be capable of helping much.

SIEGE BREAKER'S IN THE WORLD
You should have seen it! The elephant was bearing down on the elf, who jumped, flipped and climbed his way to the top of the great beast! It was almost a shame when the elephant smacked him into the mountain side.

Civilized nations often greatly fear and respect siege breaker's. Members of this class can cause great damage to their walls by loosing their beasts. To members of tribes with siege breaker traditions, these warriors tend to be greatly respected leaders.
Daily Life: A lot of time must go into the proper care of such large creatures. Due to the massive amount of food needed to feed these beasts, the best mounts are usually herbivores; especially those that can feed on the move.
Notables: Baya is a barbarian leader who led her people to assault the City of Shadows. She and her people cast down the tyrant in charge and drove his undead legions back into their graves before civilized lands even became aware of his threat. It was not without cost, however, as many of her people, including Datero, her great mastadon beast. Now she and her tribe have retired back to the plains to mourn, lick their wounds and go back to living. In another land, a tribe took in a wounded knight and nursed his wounds. It wasn't long until they began to see his arrogance, yet they allowed him his foibles and prepared to kick him out once he had healed. They never had the chance. Elric came to covet the tribe's great birds, and murdered one of the tribes warriors in order to steal his mount. They have never forgotten or forgiven this crime.
Organizations: Most specific tribes will only have a handful of siege breaker's; rarely can they sustain more than 4 or 5 and many tribes consider having 1 to be more than enough. Yet if a threat large enough to pull all the tribes together looms on the horizon, the enemy can expect to see dozens of great beasts brought to bear.

NPC Reaction
Most people from civilized lands will never have seen a siege breaker or his beast mount in their lives. Closed in cities will have extreme difficulty accomodating these creatures unless they see them often enough that they are prepared for them, and siege breakers rarely wish to be far from their beast mounts. However, there are always tales of how savages from the plains bring their beasts to assault cities. These stories tend to be very sobering. Some people believe them to be lies; their walls are impenatrable, and no savage halfman can destroy it.

Reactions on the plains tends to be more favorable. While not all tribes have siege breakers, most respect them to one degree or another; from those that see them as respectable warriors to those who believe they were chosen for greatness by a higher power. All tribes know that if they go to war, they'd like to have these warriors and beasts at their sides.

SIEGE BREAKERS IN THE GAME
Your typical dungeon crawling adventurer doesn't play well with the huge size; Ideally, a DM should only offer the use of this class in a campaign that won't often venture inside, or if it does, only in areas that are large enough to bring the animals into play (a difficult task).
Adaptation: The Talenta plains in Eberron are well suited to the demands of raising the beast mount, and dinosaurs often grow very large. Any large expanse of a particular terrain that includes at least one animal of huge size is an ideal area to include siege breakers in. If no such areas exist, then the creatures are almost certainly bred (perhaps with magic involved). An interesting house rule would be to allow serpentine creatures the ability to squeeze into spaces as though they were two size categories smaller. The creature would take up the same amount of spaces as it normally would, but in a continuous line instead of a square, the rider choosing two squares from which he can attack. This would allow a siege breaker with a constrictor beast mount to join a party of dungeon bound adventurer's.
Encounters: Most PC interraction with siege breaker's will depend largely on the both party's alignments. A good siege breaker may offer the PC's succor until they betray his trust; while an evil siege breaker may see them as insects for his beast to crush. Neutral siege breakers are somewhere in the middle; they will allow the PC's the chance to prove themselves, but not think twice about killing them. Because they will likely come from different cultures from the PC's, the siege breaker's ways will likely be alien to the PC's, savage or weird even if they have the same alignment.

Sample Encounter
The PC's check into an inn on the outskirts of civilization, when suddenly screams begin to sound from outside. Moments later, a large wolf crashes through the front of the building, with a snarling man's wild eyes searching for someone or something. His eyes lock onto the PC's...
EL 8: This savage warrior sits tall and proud on his huge wolf. Man and wolf both have gray manes and a savage snarl, and both wear dented and scarred breastplates of foreign design. Once he joins battle, Loale's tactics are fairly simple. He goads the wolf into a rage and directs it at the weakest looking foes. If he thinks he's at a disadvantage, he'll end the wolf's rage and force him to run away.


Loale
Chaotic Evil Male Human Barbarian 5/Siege Breaker 3
Init +2, Senses: Perception +11
Languages: Common, Goblin
------------------------------------------------
AC 19, touch 12, flat-footed 17()
hp 57 (8 HD)
Fort +8, Ref +6, Will +3
------------------------------------------------
Speed 20 ft. (4 squares)
Melee Greataxe +14, 3d6+7 (x3)
Base Atk +8, Grp +13
Atk Options Charge, Sunder, Wall Smasher
Combat Gear
Spells Prepared N/A
Supernatural Abilities N/A
-----------------------------------------------
Abilities Str 19, Dex 14, Con 13, Int 12, Wis 10, Cha 8
SQ Rage, Fast Rider, Bestial Mount, Ferocious Mount, Roused Anger, Swat
Feats Boon Companion, Improved Sunder, Mounted Combat, Power Attack, Ride-by Attack
Skills Handle Animal +10, Intimidate +10, Perception +11, Ride +13, Sense Motive +11, Survival +11
Possessions +1 Large Cold Iron Greataxe, +1 breastplate, Masterwork Breastplate Barding, Potion of Cure Serious Wounds, Cloak of Resistance +1


Fanut
Neutral Wolf Beast Mount
Init +2, Senses: Perception +7
Languages:
------------------------------------------------
AC 25, touch 11, flat-footed 23()
hp 59 (7 HD)
Fort +9, Ref +7, Will +3
------------------------------------------------
Speed 50 ft. (10 squares)
Melee Bite +11, 1d8+7, plus trip (x2)
Base Atk +5, Grp +14
Atk Options
Combat Gear
Spells Prepared N/A
Supernatural Abilities N/A
-----------------------------------------------
Abilities Str 24, Dex 15, Con 19, Int 2, Wis 12, Cha 6
SQ Low-Light Vision, Scent, Link, Evasion, Devotion
Feats Combat Reflexes, Endurance, Improved Bull Rush, Power Attack
Skills Perception +7, Survival +8
Possessions Masterwork Breastplate Barding

Jeff the Green
2012-08-04, 03:04 AM
Murder Lord

http://i631.photobucket.com/albums/uu39/JeffreyTheGreen/MurderLord-1.png

Across the multiverse, ravens are symbols of death, of wisdom, and of hope. This symbolism, along with their somewhat unique intelligence and social instincts, lead many practitioners of magic to adopt them as familiars. Some few go even further, and assemble a flock—a murder—of ravens that serves in that capacity. These are known as murder lords.

In exchange for sacrificing some of the spellcasting power they might otherwise gain, a murder lord's familiar grows in power. It increases in size and in power, and the ravens learn to work together to accomplish feats of great strength. The murder lord also learns to channel magic through his murder familiar and eventually even to join them.

Becoming a Murder Lord
Most murder lords are shadowcasters with the Shadow Familiar feat that have decided to give up the exclusive study of shadow magic in favor of training their murder. The remaining ones are wizards and sorcerers, many of whom focus on illusion or enchantment magic that they use outside of combat while allowing their murder familiar to devastate their foes.

Entry Requirements
Skills: Knowledge (arcana) 10, Knowledge (nature) 5
Feats: Improved Familiar
Spellcasting/Shadowcasting: Ability to cast mysteries or ability to cast spells with the darkness descriptor or from the shadow subschool.
Special: Ability to summon a new familiar or shadow familiar.

Hit Dice: d6

Table: Murder Lord


Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Mysteries/Spellcasting


1st

+0

+0

+0

+2
Muder familiar, act as one
-


2nd

+1

+0

+0

+3
Depraved heart, walk in murder
+1 level of existing casting class


3rd

+1

+1

+1

+3
Bloody Murder +2, raven casting (origin)
+1 level of existing casting class


4th

+2

+1

+1

+4
Third degree
-


5th

+2

+1

+1

+4
Bloody Murder +4
+1 level of existing casting class


6th

+3

+2

+2

+5
Raven casting (concentration), Second degree
+1 level of existing casting class


7th

+3

+2

+2

+5
Bloody Murder +6
-


8th

+4

+2

+2

+6
First degree
+1 level of existing casting class


9th

+4

+3

+3

+6
Bloody Murder +8, raven casting (components)
+1 level of existing casting class


10th

+5

+3

+3

+7
Get away with murder
-


Class skills (2 + Int modifier per level): Concentration, Craft, Decipher Script, Disguise, Handle Animal, Hide, Intimidate, Knowledge (all), Listen, Profession, Speak Language, Spellcraft, Spot

Class Features
All the following are class features of the Murder Lord prestige class.

Weapon Proficiencies: Murder Lords gain no proficiency with any weapon or armor.

Mysteries/Spellcasting: At each level except 1st, 4th, 7th, and 10th, you gain new mysteries or spells per day and an increase in caster level (and mysteries or spells known, if applicable) as if you had also attained a level in a casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained, such as bonus feats for mystery paths known, or improved familiar for wizard or sorcerer. If you had more than one casting class before becoming a child of night, you must decide to which class to add each level for the purpose of determining mysteries or spells per day, caster level, and mysteries or spells known.

Murder Familiar: Murder lords keep as their familiar not a single animal, but entire murder of crows. When you enter the class, you dismiss your existing familiar or shadow familiar (if any), though you do not lose XP for this act. You can immediately summon a Murder of Crows Swarm (ToM) as a new familiar (or shadow familiar, if you have the Shadow Familiar feat) in the normal way. Your murder familiar is a Magical Beast with the Augmented and Swarm subtypes. Your Murder Lord class levels stack to determine the Intelligence and special abilities of your murder familiar (but see below).

Unlike a normal familiar, a murder familiar uses its own HD and ability modifiers to determine its hit points and base attack bonus. It gains one bonus HD for each of your caster levels, and one additional HD at 1st, 4th, 7th, and 10th levels. So, for example, a Shadowcaster 7/Murder Lord 8 would have a murder familiar with 15 bonus HD, for a total of 19. A murder familiar also does not gain natural armor bonuses from its master's class or caster level, the ability to share spells, or speak with animals of its kind.

If a murder familiar is slain, its master must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per familiar HD; success reduces the loss to one-half that amount. It can, however, be replaced after 24 hours; doing so takes 24 hours and uses up magical materials that cost 100 gp

Act as One: The crows making up your murder familiar are more intelligent and more able to work together. Whenever your murder familiar is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), it is treated as large size if doing so is advantageous to it.

Depraved Heart: Starting at 2nd level, your murder familiar can use your Intelligence or Charisma instead of its Strength or Dexterity on all attack and damage rolls, and checks made to bull rush, disarm, grapple, overrun, or trip.

Walk in Murder: While your familiars' buffeting wings and probing beaks blind and distract your enemies and allies, you can walk among them safely. Starting at 2nd level, you are not affected by your murder familiar's blinding or distraction abilities.

Bloody Murder: At 3rd level, your murder familiar gains a +2 bonus to Strength, Dexterity, Constitution, and natural armor. This bonus increases to +4 at 5th level, +6th at 7th level, and +8 at 9th level.

Raven Casting: Part of a murder lord's training involves learning to blend their spellcasting seemlessly with their murder's attacks. At 3rd level you can use any square your murder familiar occupies as the origin of any spell you cast, so long as you can see your murder familiar. (A target you cannot see still has full concealment against your spells) At 6th level your raven familiar can ready an action to counterspell using any spell or mystery you have available. At 9th level your murder familiar can perform any verbal or somatic spell components for a spell you cast, so long as you can see your murder familiar. Using any of these abilities requires a successful Concentration check against a DC of 15 + spell level; failure means that the spell is wasted.

Third Degree: Starting at 4th level, whenever your murder familiar is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), it is treated as huge size if doing so is advantageous to it. It also has a space of 15 feet.

Second Degree: Starting at 6th level, whenever your murder familiar is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), it is treated as gargantuan size if doing so is advantageous to it. It also has a space of 20 feet.

First Degree: Starting at 8th level, whenever your murder familiar is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), it is treated as colossal size if doing so is advantageous to it. It also has a space of 30 feet.

Get Away With Murder: At 10th level, you gain the ability to dissolve into your murder familiar as a standard action. You must be in a square occupied by your murder familiar to dissolve into it. Any objects you held or wore become inaccessible and nonfunctional. While dissolved in your murder familiar, you are treated as occupying any and all squares occupied by your murder familiar. You cannot take any actions except to cast spells, use spell-like or supernatural abilities, or take purely mental actions. When casting a spell, your murder familiar performs any somatic or verbal components. You need not use material components with a cost of less than 1 GP, though more expensive components and any foci must be held by your murder familiar.

You cannot be targeted while dissolved in your murder familiar, but any non-damaging spell or effect targeting your murder familiar affects you as well (so long as the spell could normally affect you); for non-damaging effects you make your own saving throws. Any damage taken by your murder familiar while you are dissolved in it is shared, half of it going to you and half to your murder familiar. If you die while dissolved in your murder familiar you and anything you held or wore coalesces and falls to the ground beneath your murder familiar. If your murder familiar dies while you are dissolved in it, you must make a DC 15 Fortitude saving throw or also die instantly.

You can coalesce out of your murder familiar as a full round action, ending your turn in any square occupied by your murder familiar.

Lord_Gareth
2012-08-10, 11:09 AM
Judex of the Pale Thorn
http://i126.photobucket.com/albums/p119/Lord_Gareth/Inthehedge.jpg
A Judex of the Pale Thorn communes with her keris.
Art credit unknown.

"You were rather eager to judge me for the company I keep, crusader. Why are you surprised that I do the same?"

Jorica Brambledotter, a Judex of the Pale Thorn, shortly before rendering judgement on a cleric of Pelor

Sometimes known as Tomb Friends, the Judices of the Pale Thorn are the martial branch of the Children of the Mausoleum (http://www.giantitp.com/forums/showthread.php?t=116191). Mostly autonomous, the Judices still support the ideals of the Children; they espouse that most forms of undeath are a natural state, and oppose those who campaign or discriminate against the undead simply on the basis of their existence. At the same time, however, the Judices are charged with protecting and serving nature, as well as preserving the balance between life and death. The many and sometimes conflicting demands of their station can sometimes be hard to sort out.

Thankfully, they've got a little help on that score.

Becoming a Judex of the Pale Thorn
Most prospective Judices begin their career with a single, defining act - they rescue an undead being from unjust punishment, are rescued by a Child of the Mausoleum, begin a crusade to preserve the natural places, whatever. The important bit is that the Children of the Mausoleum (the Judices' nominal masters) takes notice of the character and decides to offer the hand of friendship. Sometimes, friendship is all that happens, but many times the potential candidate wants to help further.

The Children look for a combination of attributes in their Judices. Martial skill (or experience as a ranger) is a definite must, but other qualities are also useful - self-reliance, self-discipline, the ability to interact with others without judging them and a knack for difficult ethical situations are all desirous traits in a Judex. Since often the Judex must operate alone or with an unaffiliated group for long periods of time, the Children expect them to be able to judge and maintain the balance of life and death on their own merits, and similarly be able to pick out beneficent (or redeemable) undead beings from the cancers which can only be put down. Many of the Judices, in fact, are such 'second-chance' undead beings who turn to the discipline and focus of their new path in order to moderate or eliminate their urge to prey upon the living - a fact which unfortunately does not favors for the Pale Thorn's reputation.

Entry Requirements
Base Attack Bonus: +5
Skills: Profession (Gardening and/or Horticulture) 4 ranks, Knowledge (Nature and/or Religion) 4 ranks
Feats: Weapon Focus (Any)
Special: Must be able to initiate third level maneuvers and/or cast first-level ranger spells.
Special: Must be sworn in by the Children of the Mausoleum in a special ceremony (see sidebar, below).

Sidebar: Calling the Mandrake
Once a candidate approaches or is approached by the Children of the Mausoleum (or a Judex of the Pale Thorn refers them to the Children) to become a Judex, they are tested. These tests are cursory affairs, intended to make certain that they have the basic skills requested of the martial branch of the Tomb Orphans. Once these tests (and, in some cases, periods of training) are completed, the prospective Judex is brought to location that radiates both natural and deathly energies (overgrown graveyards are common). The Children gathered solemnly ask that their newest warrior receive the blessings of their allies the mandrakes, and the spirit appears before the Judex-to-be before forming itself into their Keris.

On very rare occasions, the mandrake refuses to bond with the prospective Judex. Taking it as a sign of treachery, the Children normally slaughter the refused applicant on the spot. Thankfully, this has only happened twice in the last century and a half.

Class Skills
The Judex of the Pale Thorn's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skills Points at Each Level: 6 + Intelligence modifier

Hit Dice: D8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers or Spells Gained

1st|
+0|
+2|
+0|
+2|Bonded Keris, Mandrake's Gift, Mausoleum Training|-

2nd|
+1|
+3|
+0|
+3|Keris Blessing|+1 level of existing class

3rd|
+2|
+3|
+1|
+3|Mandrake's Gift|+1 level of existing class

4th|
+3|
+4|
+1|
+4|Keris Blessing, Resist Death's Hunger|+1 level of existing class

5th|
+3|
+4|
+1|
+4|Mandrake's Gift|+1 level of existing class

6th|
+4|
+5|
+2|
+5|Keris Blessing|+1 level of existing class

7th|
+5|
+5|
+2|
+5|Pale Judgement, Mandrake's Gift|+1 level of existing class

8th|
+6|
+6|
+2|
+6|Keris Blessing|+1 level of existing class

9th|
+6|
+6|
+3|
+6|Mandrake's Gift|+1 level of existing class

10th|
+7|
+7|
+3|
+7|Sacred Keris, Closing the Circle|-[/table]

Weapon Proficiencies: The Judex of the Pale Thorn gains no new weapon or armor proficiencies.

Maneuvers or Spells Gained: At every level except first and tenth, the Judex of the Pale Thorn gains spells or maneuvers learned and per day/readied as though she had also gained a level in an initiating class she already belonged to or a level in ranger (provided that she was already able to cast first level or higher ranger spells). She does not, however, gain any of the other benefits of a level in that class except for an increase in effective initiator/caster level. If the Judex of the Pale Thorn has more than one initiating class (or levels in both an initiating class and ranger) she must choose which class this benefit applies to, though she is free to choose a different class each level if she so desires.

Mausoleum Training: If the Judex of the Pale Thorn casts ranger spells, she may also cast druid spells of the appropriate level due to training and blessings she receives from the Children of the Mausoleum. If a spell appears on both the ranger and druid lists at different levels, use the lower level version. This does not increase (or decrease) the Judex's spells per day or caster level; it merely provides her with additional options when she memorizes her spells.

Bonded Keris (Ex): Upon gaining their first level in this class, the mandrake that will be the Judex's constant companion forms itself into a ritual weapon for her service - a keris. The Judex gains a magical weapon (she may choose what kind of weapon it is, provided that she has the Weapon Focus feat applied to that weapon) that functions as an intelligent +1 weapon of the appropriate type. The Judex's player determines the keris's Intelligence, Wisdom, and Charisma (assigning a 16 to one, a 14 to a second and 12 to the third at her discretion); the keris speaks common and a number of other languages equal to its intelligence modifier, has an alignment identical to the Judex's, and may communicate telepathically to the Judex at any time and over any distance. The keris may not be enchanted or modified further except by the Keris Blessing and Sacred Keris class features.

The Judex's keris cannot be sundered, stolen, or taken from her in any way (even if she chooses to give it away). She may set it down or aside, but can always summon it to her as a standard action no matter the distance between herself and her keris. The keris can see and perceive as though it had all five human senses. Though the keris appears to be made out of dead or dying plant matter, it has the same hit points and hardness as steel (unless this property is modified with the Keris Blessing class feature, below). The keris never has a conflict with its Judex, though it might struggle with another user as any intelligent weapon might.

The keris serves the Judex as an adviser on matters of faith and the ideals of her order; any keris can function as a phylactery of faithfulness at its Judex owner's discretion; however, instead of advising whether or not an action will affect its user's standing with a deity, it advises if that action would violate or support the tenants of the Children of the Mausoleum.

Mandrake's Gift: At first level (and again every two levels thereafter; so third level, fifth level, and so on) the Judex of the Pale Thorn gains one of the following abilities as the bond between her and the mandrake that forms her keris deepens. Unless otherwise noted, abilities gained from this class feature are extraordinary abilities. Some of the following abilities have prerequisites; the Judex must meet those prerequisites before being able to choose those abilities. Once chosen, an ability gained with this class feature may not be changed. Unless otherwise noted, each ability may only be chosen once.

Abilities
Cloak of Thorns - Vines slither out of the Judex's keris and take root in her veins, sprouting thorny armor at her command. The Judex gains natural armor equal to her class level, as well as a +2 circumstance bonus to Intimidate checks due to the dripping thorns that slide from her seemingly-ruined skin. She may retract these thorns (thus deactivating this ability) or sprout them as a free action, and though they appear to shred and scar her skin they never cause any actual damage, and no scarring occurs unless the Judex wishes it to.

Wisdom of the Keris - The Judex may impart some of her knowledge to her keris; it gains ranks equal to hers in all of her Knowledge skills, as well as Martial Lore and Spellcraft. Though this does not grant the Judex herself any special advantage when dealing with these skills, it does permit the keris to make Aid Another checks in relation to those skills, as well as to attempt a check that the Judex may have failed. If for any reason the Judex's ranks in the aforementioned skills increase or decrease, the keris's do as well.

Deathly Pallor - The Judex gains a touch of undeath; she is healed by both positive and negative energy and is immune to death effects and death by massive damage.

Hide in Plain Sight - The Judex may make hide checks even while being observed and when there's nothing to actually hide behind (that is to say, she may hide even without concealment) as long as she is in a natural or death-suffused environment such as a forest, a desert, a crypt or graveyard, and the aftermath of a battlefield.

One with Nature - Prerequisite: Blessing of the Bone-Vine or Cloak of Thorns, Improved Toughness, Seventh level Judex or higher. The Judex gains the plant type in place of their previous type(s), with all of the benefits and drawbacks that entails. They retain their own mental ability scores, though they do gain immunity to mind-affecting spells.

Spectral Step - The Judex can no longer be tracked unless she wishes to be; she does not leave a trail of any kind, not even by scent. Additionally, once per day, she and all equipment she wears and/or carries may become incorporeal as a swift action; the Judex and her equipment remain incorporeal for a number of rounds equal to her Wisdom modifier.

Mist-Gaze - The Judex may see normally in all forms of darkness, including magical darkness. Additionally, she ignores all other forms of concealment that are less than total concealment.

Blessing of the Bone-Vine - The Judex gains damage reduction equal to her class level; this damage reduction is ignored byholy and/or plant bane weapons. Her flesh takes on a white pallor underscored by thin vines that run in and out of her skin, sprouting small thorns. She may resume her normal appearance (thus deactivating this ability) or activate this ability at will as a free action during her turn. Prerequisites - Class level 5th

Phantom Flight - The Judex can fly like a ghost or specter - she gains a sixty food fly speed with good maneuverability. Prerequisites - Class level seventh.

Might of the Keris - The Judex can apply her keris's enhancement bonus to her Strength, Dexterity or Constitution (one, chosen upon acquiring this ability) as long as she wears or wields her keris. Additionally, she gains a +2 enhancement bonus to her Fortitude saves. This ability may be selected multiple times, each time applying to a different ability score. The bonus to the Judex's Fortitude saves does not stack.

Keris Blessing (Su): At second level (and again at fourth, sixth, and eight levels) the Judex's keris evolves as the bond between the two deepens. The keris gains an additional +1 enhancement bonus and one of the following abilities. Once chosen, an ability gained through this class feature may not be changed. Unless otherwise noted, each ability may only be chosen once.

Keris Abilities
Bastion - The wielder adds her keris's enhancement bonus as a sacred bonus to her armor class.

Ferocity - The keris's critical threat range doubles (this does not stack with feats such as Improved Critical or other abilities that improve the weapon's critical threat range). Additionally, critical threats made with the keris are automatically confirmed; that is, any critical threat made with the keris is automatically a critical hit.

Nature's Fury - Choose acid, cold, electricity or fire. The keris (or its ammunition, if it is a projectile weapon) deals an additional 2d6 points of the chosen energy type on each successful hit. On a successful critical hit, one of the following effects strikes the victim of the critical hit, based on energy type:

Acid - The victim suffers a -2 cumulative penalty to Strength for a number of rounds equal to the keris's enhancement bonus. Additionally, their movement speeds (in all their forms) are cut in half for an equivalent period of time.

Cold - The victim loses the ability to use swift and immediate actions for a number of rounds equal to the keris's enhancement bonus.

Fire - The victim is moved [15 x the keris's enhancement bonus] feet in a direction of the wielder's choosing as the keris explodes into them. This movement does provoke attacks of opportunity.

Electricity - Another target within [15 x the keris's enhancement bonus] feet takes damage as though they were also struck by the critical hit that triggered this ability (DC 20 + [2 x the keris's enhancement modifier] half).

Nature's Fury may be selected up to four times.

Reserve - The keris can hold spells for its wielder; whenever an ally of the keris's wielder would cast a spell on that wielder, the spell may instead be stored within the keris. The keris's wielder may activate any spell within the keris as a swift action, targeting themselves (only spells with a single target may be stored in this fashion). The keris may store a number of spells in this fashion equal to its enhancement bonus.

Vigilance - The keris provides its wielder with a +2 sacred bonus to initiative. Additionally, its wielder may not be surprised; they may always act during a surprise round (just as if they'd succeeded in detecting the ambush or surprising event), even if they didn't detect the ambush or surprising event coming, and are never caught flat-footed.

Whirling Lunge - The keris gains an additional five feet of reach. Additionally, its wielder may threaten adjacent enemies with the keris, even if its weapon type would normally be incapable of doing so.

Bloodlust - The keris thirsts for the blood of its master's enemies; it deals an additional 2d6 points of damage if it strikes a being that it struck on the previous round. This increases to 4d6 if the keris struck that being as part of a martial maneuver.

Splinter - Once per encounter, the wielder of the keris may command it to create a copy of itself as a move action (either the wielder or the keris may take this move action). This copy appears in a space adjacent to the keris's wielder and fights on its own just as if it were a dancing weapon, with some exceptions - the copy of the keris is not intelligent, obeys the telepathic commands of the keris's wielder (free action to give the weapon orders), does not have this ability and ceases to exist after a number of rounds equal to the keris's enhancement modifier.

Thorny Embrace - The wielder of the keris may choose to make a single attack with it as a full-round action. If they hit, they deal weapon damage as normal and their victim must succeed at a Fortitude save (DC 20 + [2 x the keris's enhancement modifier]) or be grappled by thorny vines. Upon failing their save, the vines pin their victim automatically. Thereafter, the wielder of the keris may grapple her victim with the vines as a free action during her turn without needing to enter their space; the wielder of the keris is not grappled during this time and may continue to act freely. The vines continue to grapple their victim until they manage to escape the grapple, at which point they vanish into ash and dust. The wielder of the keris may only have as many creatures grappled in this fashion equal to the keris's enhancement modifier, though they are of course free to grapple creatures in other fashions.

Enhanced Form - The keris is treated as though constructed out of a special material, such as adamantine or mithril (the Dungeon Master should approve the player's selection of material). Additionally, it counts as a weapon of the wielder's alignment for the purposes of overcoming damage reduction (so a lawful good wielder's keris would count as both lawful and good).

Resist Death's Hunger (Ex): At fourth level, the Judex of the Pale Thorn gains a +4 sacred bonus to saving throws against diseases and poisons, as well as the supernatural and spell-like abilities of undead creatures.

Pale Judgement (Su): Part of the Judices' duties is a sort of missionary work; they seek out intelligent undead beings (especially those with feeding problems) and seek to both moderate their hunger and recruit them into the cause espoused by the Children of the Mausoleum and the Pale Thorn. Starting at seventh level, once per day, the Judex may bestow the blessing of the Pale Judgement on an undead being (this ability only works on willing undead beings). If the undead being has a feeding requirement or an uncontrollable craving, it loses that requirement or craving (though it can still gain nourishment from it). Additionally, the undead being may selectively choose which beings are affected by its supernatural or extraordinary abilities (useful for ghasts and mummies not causing incidents in public, among other things).

This judgement is a potentially two-edged sword, however. If the undead being kills or feeds from a sapient (intelligence 3 or higher) being, it both instantly loses all benefits of the judgement and suffers a permanent -4 penalty to intelligence, wisdom, and charisma. However, the undead being is free to feed from animals or mindless beings, and may kill (or feed from!) sapient beings if it is doing so during an act of self-defense, the defense of another sapient being, or on direct orders from a Child of the Mausoleum or Judex of the Pale Thorn.

The Judgement of the Pale Thorn lasts until or unless the undead being benefiting from it loses it in the fashion described above.

Sacred Keris (Su): The final evolution of the keris sees the mandrake within swelling with pride and achievement at all it and its partner have done to further the cause of the Pale Thorn; it gains an additional +1 enhancement bonus. Its base damage also increases by one die step, and it functions as a bane weapon against constructs, fey, undead and outsiders.

Closing the Circle (Su): A Judex of tenth level has a truly great gift available to her; through the bond between herself, her keris, nature, and death she may live again. When the Judex dies, if her keris is still within five feet of her corpse, it grows into her and rapidly form a woven cocoon of pale, thorny vines. A week later, assuming the corpse and cocoon are both still intact, it revives the Judex in one of two fashions; she either returns as an undead being, or returns as a living being but loses one level of this class (the Judex's player chooses which option at the time of resurrection). The Judex is returned to full hit points regardless, and regains all expended maneuvers and/or spell slots.

An undead Judex may not benefit from Closing the Circle, though they can of course benefit from other avenues of living once more.

Playing a Judex of the Pale Thorn
Like rangers, Judices of the Pale Thorn are warriors that are often seen as loners or specialists. They can be hard to generalize about, given that each has his own style, but many choose to cultivate talents such as stealth and subtlety, and most have a quiet and understated efficiency about them. Many Judices are second-chance converts who are fanatically devoted to the cause of the Children of the Mausoleum and the Pale Thorn, and fight for those causes with the zeal of a true believer.
Combat: One's keris is, obviously, paramount; it is one's partner and key helper, and nowhere is this more true than in battle. Most Judices were once initiators who wade into melee with their kerises scything into their unsuspecting foes, but those who were once rangers can often prove surprising foes, using a combination of personal spells and keris enhancements to take down their enemies. Regardless, many abilities provided by the Judices help to create or exploit weaknesses in their enemies - it pays to keep appraised of those weaknesses and act appropriately.
Advancement: The majority of Judices continue to advance as initiators, with some choosing to enter further prestige classes such as the Eternal Blades or the Masters of Nine. A small minority advance as rangers or druids instead.
Resources: The Judices of the Pale Thorn have a surprising number of odd resources upon which to call. The Pale Thorn itself has a very positive reputation amongst those intelligent undead that have heard of it, and can expect a warm reception from most forms of intelligent undead. Additionally, the Children of the Mausoleum often try to make their spellcasting (and sometimes item crafting) services available to the Pale Thorn, and its Judices can reap discounted prices and safe havens from the Tomb Orphans. Though excluded from and hated by most traditional nature sects, some Judices do manage to garner positive reputations among fey creatures and churches of various gods of death, and most take care to ensure that this positive relationship continues.

Judices of the Pale Thorn in the World
"On the one hand, the thorns dripping blood and the ghoul retainers were kinda creepy. On the other hand, they cleared out a demonic cult. I think I like 'em."

Lidda, speaking of a Judex of the Pale Thorn in a tavern.

Judices of the Pale Thorn are often haunted by the uncertain and checkered reputation of their parent organization, the Children of the Mausoleum; their mutual associations with undeath cause mistrust and sometimes outright hatred, and it's rare that any given Judex openly announces their vocation. With that in mind, many Judices actually do manage to garner a positive reputation - their mission of balancing life and death and shielding intelligent undead from unjust harm also often causes them to end or lessen the depredations of various evil-aligned beings. For the Pale Thorn, this is a win-win situation; often by persuading an undead being to stop preying upon the living, they gain an ally in addition to preventing further incidents. As a result, there is a growing number of good or neutral-aligned undead beings that owe the Pale Thorn favors and work to improve its image as a sort of thanks for improving - or even saving - their unlives.
Daily Life: Most Judices travel. They exist in somewhat substantial numbers, but their work means that they constantly seek out desperate souls in need, places where life and death intrude too heavily on one another, and work to ferret out organizations that prey upon the living or the dead. Many Judices come across as harried or over-worked, and it's true that they often don't take the rest and relaxation time they need, but most say that the benefits of their work give them a satisfaction that far outweighs their lack of rest.

Of curious note is the bond that waxes strong between the Judex and her keris; as the Judex increases in power (and so too the keris), the two of them begin increasingly to communicate telepathically. It is not uncommon to find Judices who say 'we' instead of 'I' (with their keris behaving in a similar fashion) and who sometimes forget that their weapon is a separate entity. As the keris serves as the Judex's conscience and guide to the ideals of the Pale Thorn and the Mausoleum, it sometimes has an easier time remembering that the two of them are indeed not one and the same, but it too develops problems by acquiring aspects of the Judex's personality and habits.
Notables: Jorica Brambledotter is one of the Pale Thorn's great success stories. Once in her life, she was a ghoul haunting graveyards to prey upon those that came to honor their dead. When she was nearly killed by a party of adventurers that came to end her evil, she was taken in by the Pale Thorn and learned the hard path of moderating her hunger. Now gifted with discipline and restraint, she tries hard to make up for the sins of her past by offering others the same redemption she was showed, though sometimes her temper grows short when confronted by cannibals and dark sacrifices - such acts remind her of her own dark past.
Organizations: The Pale Thorn claims the allegiance of almost all the Judices. A nominally independent order connected to the Children of the Mausoleum, the Pale Thorn is pledged to aid and defend the Children in their goal and to support it by their own means whenever possible. Since the Judices travel so widely, there isn't much in the way of central organization, though they do try to gather twice a year to set matters of policy and to determine if any major emergencies or crises demand their attention.

NPC Reaction
Any given NPC's reaction to the Judices of the Pale Thorn depend on how strange any given Judex appears and what kind of company she keeps. Sadly, many reactions are hostile - a great number of Judices are undead and the ones that aren't often keep undead company - but a relatively normal-looking Judex can expect relative anonymity wherever she goes. Most Judices wisely choose to hide marks of their allegiance while near more traditional druids and their allies, lest their wrath fall upon the Judex in question.

Judices of the Pale Thorn in the Game
Much like a Kensai or an Artificer, the Judex is a solid martial combatant that brings her own magic item with her - in this case, her weapon. Though not having to spend money on a weapon does undeniably give the Judex a bit of an edge, ultimately she is only as flexible as her spells and maneuvers - plus a few bonuses like mobility and immunities - let her be, and should therefore be easy to plan for.
Adaptation: Though details on the Pale Thorn and the Mausoleum have been left intentionally vague in an effort to make them usable in any setting, the Judices might easily be re-imagined as a death cult, the servants of an undead god (perhaps a former god of nature) or even the enforcers of the mysterious Blighters.
Encounters: PCs might encounter the hostile attentions of a Judex when they mistakenly kill one of her charges, or they might find one in a bind, desperate for help to escape the law or druidic vigilantes that dog her trail. Regardless, Judices make for strange enemies and stranger allies, and their alien outlook can often put others on guard.

Midwoka
2012-08-15, 10:44 PM
OTHER HALF

http://storybird.s3.amazonaws.com/storyplayer_cover_images/w2e4qanrdn.jpeg

"Ha ha! 'Call off the bear'? Call him off? Word to the wise, pal... The bear, here? He runs this show!"
-- Kye Capshen, Other Half

Other Halves are part of a team -- where you find one, their companion is never far behind. The Other Half is dedicated to her partner, bettering it with little regard to herself and seeking to stand as equals, with no true 'master' between them.

BECOMING AN OTHER HALF
Any character that prizes their companion as an equal -- or superior, in many cases -- can walk the path of the Other Half. The class has very few requirements beyond having the creature itself.

ENTRY REQUIREMENTS
Skills: Concentration 8 ranks, Handle Animal or Diplomacy 4 ranks
Special: Must have an animal companion, familiar, mount, psicrystal, or other allied creature as a class feature.

Class Skills
The Other Half's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level: 4 + int

Hit Dice: d10

{table=head]Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save | Special | 0th | 1st | 2nd | 3rd | 4th | 5th
1st |
+1 |
+2 |
+2 |
+0 | Lend Talent (1), Higher Mind, Firm Bond | 3 | 1 | — | — | — | —
2nd |
+2 |
+3 |
+3 |
+0 | Lend Feat (1), Share Spells, Natural Armor +1 | 4 | 2 | 1 | — | — | —
3rd |
+3 |
+3 |
+3 |
+1 | Lend Talent (2), Evasion, Synergic Reaction +1 | 5 | 3 | 2 | 1 | — | —
4th |
+4 |
+4 |
+4 |
+1 | Lend Feat (2), Natural Armor +2 | 6 | 4 | 3 | 2 | 1 | —
5th |
+5 |
+4 |
+4 |
+1 | Lend Talent (3), Parity of Form, Synergic Reaction +2 | 6 | 4 | 4 | 3 | 2 | 1 [/table]


Weapon Proficiencies: An Other Half does not gain any new weapon or armor proficiencies. Her partner gains any armor proficiencies the Other Half possesses.

Higher Mind (Ex): When the character first becomes an Other Half, she selects one animal companion, familiar, mount, or psicrystal (or similar creature, at the DM's discretion) to be her partner, which benefits from most of the Other Half's class abilities. The partner's Intelligence score improves to 11 (if that is higher than its current score) and increases by +1 at every Other Half level beyond the first, and it gains the ability to understand and read every language the Other Half knows. A partner with the animal creature type becomes a magical beast, though it can (at its option) still benefit from spells and abilities as if it were an animal.
A partner that dies can be raised or resurrected as if it were a humanoid, in addition to regular methods of bringing it back to life. A partner so raised does not lose a level or Constitution point, but its prepared spells are lost and it loses its current abilities from Lend Talent and Lend Feat.
If the Other Half dies, the partner keeps its intelligence and other special abilities, but may not benefit from morale bonuses or advance in any way until the Other Half is returned to life (in which case the partner may lose abilities from the Other Half's level loss).

Spells: An Other Half's partner gains the ability to cast spells, which are drawn from the Other Half's spells known from any classes. The partner must choose and prepare its spells ahead of time (see below).
To prepare or cast a spell, the partner must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against the partner’s spell is 10 + the spell level + the partner’s Intelligence modifier. Treat the partner's caster level as the Other Half's caster level in the class the spell was prepared from, or twice her Other Half level, whichever is lowest.
Like other spellcasters, a partner can cast only a certain number of spells of each spell level per day. Its base daily spell allotment is given on the Other Half table, above. In addition, it receives bonus spells per day if it has a high Intelligence score.
The partner must choose and prepare its spells ahead of time by getting a good night’s sleep and spending 1 hour in meditation. The partner can only prepare spells that the Other Half would be able to cast herself. If the partner prepares any spells that the Other Half would require a special item to prepare (such as a spellbook), the partner must have access to that item. The two can share the item while preparing spells, without interrupting the other's preparation.
If the partner cannot speak or has no hands, it can substitute various noises and gestures for the normal verbal and somatic components of a spell. Any material components or focuses it requires must be carried -- such as in its teeth or saddlebags -- or be held by the Other Half while the partner is adjacent to her.

Firm Bond (Ex): Other Half levels stack with levels of other classes to determine the abilities of animal companions, familiars, mounts, and psicrystals (and similar creatures, at the DM's discretion) gained from those classes. Even creatures not designated as the Other Half's partner benefit from this ability.

Lend Talent: An Other Half is able to share her class abilities with her partner. She can share one ability at a time at 1st level, two at 3rd level, and three at 5th level. After the Other Half and partner rest for 8 hours, the Other Half selects which of her class features to share, with the following restrictions: the ability cannot provide a permanent creature or object (such as an animal companion, familiar, mount, or psicrystal), it cannot be an ability obtained from the Other Half class, the class that granted the ability must be able to obtain it by three times her Other Half level, and she cannot share spellcasting, manifesting of psionic powers, or the use of martial maneuvers. These abilities last until the Other Half chooses to share new ones.
Any choices that must be made upon acquiring the ability use the Other Half's choices, with the exception that choices for a specific weapon may be changed to one of the partner's natural attacks (if applicable). Abilities that depend on class levels treat the partner as the Other Half's level in that class or three times her Other Half level, whichever is lowest. A bonus feat provided from a class feature shared in this way can only be used as a prerequisite for feats provided from Lend Talent or Lend Feat. If an ability or bonus feat has a limited number of uses per day, the partner gets one free use of that ability per day, and must expend the Other Half's daily uses for every use beyond that. An ability or bonus feat with limited uses that are not measured in daily uses (such as "twice per hour" or "once per week") must expend the Other Half's uses as well, without any free uses provided. The Other Half does not lose an ability when she shares it.

Lend Feat: An Other Half learns to share her feats with her partner. She can share one feat at a time at 2nd level, and two at 4th level. After the Other Half and partner rest for 8 hours, the Other Half selects which of her feats to share, provided the partner meets the prerequisites. These feats last until the Other Half chooses to share new ones.
Any choices that must be made upon acquiring the feat use the Other Half's choices, with the exception that choices for a specific weapon may be changed to one of the partner's natural attacks (if applicable). A feat provided this way can only be used as a prerequisite for feats provided from Lend Talent or Lend Feat. If a feat has a limited number of uses per day, the partner gets one free use of that ability per day, and must expend the Other Half's daily uses for every use beyond that. A feat with limited uses that are not measured in daily uses (such as "twice per hour" or "once per week") must expend the Other Half's uses as well, without any free uses provided. The Other Half does not lose a feat when she shares it.

Natural Armor (Ex): An Other Half's natural armor bonus to AC increases by +1 at 2nd level, and again at 4th level.

Share Spells: The partner of a 2nd level Other Half may have any spell (but not any spell-like ability) it casts on itself also affect the Other Half. The Other Half must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the Other Half if she moves farther than 5 feet away and will not affect the Other Half again even if she returns to the partner before the duration expires. Additionally, the partner may cast a spell with a target of "You" on the Other Half (as a touch range spell) instead of on itself.
A partner and Other Half can share spells even if the spells normally do not affect creatures of the Other Half’s type (typically humanoid).

Synergic Reaction (Ex): An Other Half gains a permanent +1 increase to one ability score at 3rd level, and again at 5th level. The increase is applied to the Other Half's Intelligence if her partner is a familiar or psicrystal, or to her Strength if her partner is an animal companion, mount, or other kind of creature.

Evasion (Ex): At 3rd level and higher, an Other Half can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Other Half is wearing light armor or no armor. A helpless Other Half does not gain the benefit of evasion.

Parity of Form (Ex): At 5th level, the Other Half strongly resembles her partner. She chooses one special quality, special attack, natural attack, or movement mode that the partner's natural form possesses, and she gains that ability herself. If the ability is Supernatural or Spell-like, then Parity of Form becomes that type. Once this choice is made, it cannot be changed.



OTHER HALVES IN THE GAME
Adaptation: Other Halves spend a significant portion of their class abilities on their partners' spellcasting, which can never rise above their own. In a game with more psionics, psions should get a variation of the class that gives their psicrystals (or other partners) power points instead: the partner gets 2 power points at 1st level, 8 at 2nd, 18 at 3rd, 32 at 4th, and 50 at 5th, gaining the ability to spend up to twice the Other Half's class level each round, and manifest from the Other Half's known powers.
A low-magic setting might have a martial initiator variant: instead of spellcasting, the partner can ready one of the Other Half's known maneuvers per class level, with a maneuver level no higher than the Other Half's class level. The partner can also enter one of the Other Half's stances at any time, up to the maneuver level limit, and can spend a standard action to regain one used maneuver.
These variants should also replace the Spellcraft class skill with Psicraft or Martial Lore, as appropriate.

ErrantX
2012-08-17, 08:33 AM
Voting Thread (http://www.giantitp.com/forums/showthread.php?t=252983)! Heck yeah! Party time! Excellent!

-X