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View Full Version : Avatar: The Last Airbender e6 Compendium *Updated 7/24* Chronicler added!



McToomin
2012-07-16, 01:33 PM
The only thing I'll say up front here is that I got permission from Gnorman himself to borrow the idea of archetypes for e6 classes. However, for Avatar, in addition to class-specific archetypes (of which, each class has at least two exclusive archetypes), there are a number of “free” archetypes: archetypes that any character can take.

In addition, this version of e6 is based on Pathfinder instead of 3.5. With that in mind, here we go!


Bending Classes


Airbender



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassAirbender.png

"I laugh at gravity all the time! Hahaha... gravity."

- Aang

Hit Die: d6
Starting Wealth: 2d6 x 10 gp (average 70 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The airbender's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Knowledge (Bending) (Int), Knowledge (Nature) (Int), Perform (Cha), Profession (Wis), and Sleight of Hand (Dex).

Skill Ranks per Level: 6 + Int modifier

Table: Airbender
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
Fast Movement |
Chi Pool

1st | +0 |
+0 |
+2 |
+2 | Airbending, Archetype, Deflect, Elemental Strike 1d6, Leaf in the Wind, Xing |
+5 ft. |
4

2nd | +1 |
+0 |
+3 |
+3 | Lesser Archetype Ability |
+10 ft. |
5

3rd | +2 |
+1 |
+3 |
+3 | Evasion |
+10 ft. |
7

4th | +3 |
+1 |
+4 |
+4 | Improved Archetype Ability |
+15 ft. |
8

5th | +3 |
+1 |
+4 |
+4 | Fancy Footwork |
+15 ft. |
10

6th | +4 |
+2 |
+5 |
+5 | Greater Archetype Ability, Twinkle Toes |
+20 ft. |
11
[/table]

Class Features

All of the following are class features of the airbender.

Weapon and Armor Proficiency: An airbender is proficient with all forms of airbending, the quarterstaff, and the air glider. Airbenders are not proficient with any type of armor or shield. Armor interferes with an airbender's hand motions, which can cause bending with somatic components to fail (see Bending and Armor).

Airbending: Basic airbending can be used indefinitely to perform minor tricks. All benders must practice their bending in order to master it, and so it is not uncommon to find an airbender using her bending to perform ordinary or mundane tasks. However, airbending that is not being used as an elemental strike or initiated by a xing is subject to severe limitations. Basic airbending can slowly lift 1 pound per bender level of material off of the ground. It can clean items by blowing wind across them, and can cool 1 pound per bender level of nonliving material per round. It cannot deal damage or affect concentration. Basic bending also lacks the power to duplicate any xing's effects; in order to mimic those effects, one must initiate the xing. Benders must have 1 point in their chi pool in order to do any bending. Airbenders automatically know all level 0 airbending xing, which cost no chi points to initiate.

Xing: An airbender initiates xing drawn from the airbender xing list. She can initiate any xing she knows without preparing to do so ahead of time. To learn or initiate a xing, an airbender must have a Charisma score equal to at least 10 + the xing level. The Difficulty Class for a saving throw against an airbender's xing is 10 + the xing level + the airbender's Dexterity modifier.

An airbender initiates xing by spending chi points. The airbender spends a number of chi points equal to the level of the xing in order to initiate it.

An airbender's selection of xing is extremely limited. An airbender begins play knowing all 0-level xing and two 1st-level xing of her choice. At each new airbender level, she gains one or more new xing, as indicated on Table: Airbender Xing Known.

Table: Airbender Xing Known
{table=head]
Level |
1st |
2nd |
3rd

1st |
2 |
- |
-

2nd |
3 |
- |
-

3rd |
4 |
- |
-

4th |
5 |
1 |
-

5th |
6 |
2 |
-

6th |
6 |
3 |
1
[/table]

Upon reaching 4th level and 6th level, an airbender can choose to learn a new xing in place of one she already knows. In effect, the airbender loses the old xing in exchange for the new one. The new xing's level must be the same as that of the xing being exchanged. An airbender may swap only a single xing at the given levels, and must choose whether or not to swap the xing at the same time that she gains new xing known for the level.

Chi Pool: Airbenders gain access to a chi pool when they gain their first bending level. A chi pool is a well of supernatural energy that can be used to bolster an airbender's power through meditation and focus. Airbenders gain a number of chi points for each level they gain, as given on Table: Airbender. Airbenders gain an additional number of chi points equal to their Charisma modifier. Chi points are used for many bending abilities, including funding xing.

An airbender can recover her chi points by spending 10 minutes in calm rest. For every 10 minutes the airbender spends resting, she regains 1d6 chi points. The bender does not need to sleep, but cannot take strenuous actions such as fighting, walking any faster than normal speed, or performing any skill check that is tied to a physical ability score. An airbender that is fatigued or exhausted cannot recover chi points until she rids herself of the condition. An airbender can only gain up to her maximum amount of chi points.

Basic airbending and elemental strikes (see below) do not require chi points to use; however, a bender must have at least 1 chi point in her pool in order to bend at all. If an airbender expends all of her chi, or otherwise loses access to her chi points, she cannot bend until she recovers her chi.

Elemental Strike: An airbender can strike an opponent with a forceful blast of air. An airbender's elemental strike deals 1d6 damage. Airbenders have proficiency with all forms of airbending, so they can initiate an airbending strike as though wielding a light, one-handed, two-handed, or thrown weapon with a range increment of 10 ft. Bending must be wielded the same way for an entire round, however, an airbender can change the way the air is wielded from round to round. Therefor, the airbending strike could qualify for such feats as Pushing Assault (http://www.d20pfsrd.com/feats/combat-feats/pushing-assault-combat) (which only applies to two-handed weapons) and Rapid Shot (http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final) (which only applies to ranged weapons) simultaneously. However, although the airbender has both feats, she cannot gain the benefit of both feats in the same round. The airbender must choose how she wields her air and act accordingly, applying any feats or abilities that are applicable for that round.

An airbender must have at least 1 chi point in her chi pool in order to initiate an airbending strike. An airbender must have line-of-effect in order to strike an opponent with an airbending strike. Airbending strike damage is the same for an airbender of any size; the amount of air an airbender can bend is not dependent on physical size, but on bending talent and skill.

Airbending strikes are treated as a manufactured weapon for the purpose of effects that enhance or improve manufactured weapons. However, a bender cannot add magic weapon enhancements or poison effects to her air. In addition, air does not need to be “drawn” as a traditional weapon is drawn. An airbender can simply attack with air at any time.

Airbenders can initiate combat maneuvers with elemental strikes. An airbender can deal nonlethal damage with her elemental strike at no penalty to the attack roll.

Benders have some control over materials that have mixed with an element they can bend; for example, a mixture of air and water such as mist, or a mixture of air and earth such as dust or blowing sand. An airbender can bend a material mixed with a substance they cannot bend at a -2 penalty to attack rolls. If it is mixed with their opposed element (for an airbender, this is earth), they incur a -4 penalty to attack rolls instead. An airbender can also take a full-round action that provokes attacks of opportunity to separate their element from a mixed substance, allowing them to bend it normally.

Deflect: An airbender can spend 1 chi point to make an attack roll against an incoming airbending elemental strike (see above) as an immediate action. If the airbender's attack roll beats that of the incoming attack, the attack is harmlessly negated.

Leaf in the Wind: An airbender must learn to flow, like a leaf floating on the wind, allowing obstacles to pass harmlessly by. Once per round, an airbender may take a 5 ft. step as an immediate action by spending 1 chi point. If this step takes the airbender out of the path or out of range of an attack or harmful effect, the airbender avoids the attack.

Fast Movement: At each level, an airbender gains an enhancement bonus to her land speed, as shown on Table: Airbender. An airbender in armor or carrying a medium or heavier load loses this extra speed.

Archetype: An airbender chooses an archetype at 1st level. This can be an airbender-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Lesser Archetype Ability: At 2nd level, an airbender gains the appropriate lesser ability for her chosen archetype.

Evasion: At 3rd level and higher, an airbender can avoid damage from many area-effect attacks. If an airbender 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 an airbender is wearing light armor or no armor. A helpless airbender does not gain the benefit of evasion.

Improved Archetype Ability: At 4th level, an airbender gains the appropriate improved ability for her chosen archetype.

Fancy Footwork: At 5th level, an airbender has become accustomed to flitting about the battlefield. She can take 10 on Acrobatics checks even while distracted or threatened, and can take 20 on an Acrobatics check by spending 2 chi points. In addition, an airbender gains concealment against any creature using tremorsense to locate her.

Twinkle Toes: An airbender can perform the withdraw action as a move action, instead of as a full-round action.

Greater Archetype Ability: At 6th level, an airbender gains the appropriate greater ability for her chosen archetype.

Bending and Armor

Armor restricts the complicated gestures required while performing any bending that has somatic components. The armor and shield descriptions list the bending failure chance for different armor and shields.

If bending doesn't have a somatic component, a bender can perform it with no bending failure chance while wearing armor. Such bending can also be performed even if the bender's hands are bound or they are grappling (although concentration checks still apply normally).

Ex-Airbenders

Like any other class, airbenders can be multiclass characters, but airbenders face special restrictions. An airbender cannot take levels in any class that specifically grants another bending element (such as earthbender, firebender, or waterbender). If an airbender takes levels in a class that grants bending but allows the choice of an element (such as pro-bender or spiritualist), the airbender must choose airbending; she cannot learn another element under any condition.


Airbender-Exclusive Archetypes



Amplifier

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeAmplifier.jpg

Amplifier Archetype: An amplifier can use Perform (Wind Instruments) in place of Bluff, Diplomacy, and Handle Animal skill checks.

Lesser Archetype Ability: An amplifier learns horn of pursuit (http://www.d20pfsrd.com/magic/all-spells/h/horn-of-pursuit) as a 1st-level airbending xing.

Improved Archetype Ability: An amplifier learns ear-piercing scream (http://www.d20pfsrd.com/magic/all-spells/e/ear-piercing-scream) as a 1st-level airbending xing.

Greater Archetype Ability: An amplifier can deafen all creatures in a 30 ft. radius as a standard action. All targets take 1d4 points of damage per bender level (max 6d4) and are deafened for 1 round per bender level. Any creature subject to this ability can make a Fortitude save (DC 12 + the airbender's Charisma modifier) to negate the effect. A successful save negates the deafening but not the damage. This ability costs two chi points.



Void Caller

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeVoidCaller.jpg

Void Caller Archetype: A void caller learns bleed (http://www.d20pfsrd.com/magic/all-spells/b/bleed) as a 0th-level airbending xing. Instead of bleeding, the target has the air drawn out of its lungs, disrupting its breathing and forcing it to begin dying again.

Lesser Archetype Ability: A void caller learns ray of sickening (http://www.d20pfsrd.com/magic/all-spells/r/ray-of-sickening) as a 1st-level airbending xing.

Improved Archetype Ability: A void caller learns limp lash (http://www.d20pfsrd.com/magic/all-spells/l/limp-lash) as a 2nd-level airbending xing.

Greater Archetype Ability: A void caller learns suffocation (http://www.d20pfsrd.com/magic/all-spells/s/suffocation ) as a 3rd-level airbending xing. The range of the xing is changed to “touch” from its previous close range.




Earthbender



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassEarthbender.png

"The Boulder's over his conflicted feelings, and now he's ready to bury you in a rockalanche!"

- The Boulder

Hit Die: d10
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The earthbender's class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Bending) (Int), Knowledge (Dungeoneering) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier

Table: Earthbender
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
Chi Pool

1st | +0 |
+2 |
+0 |
+0 | Archetype, Catch, Earthbending, Elemental Strike 1d8, Stoneworked, Xing |
4

2nd | +1 |
+3 |
+0 |
+0 | Lesser Archetype Ability |
5

3rd | +2 |
+3 |
+1 |
+1 | Uncanny Dodge |
6

4th | +3 |
+4 |
+1 |
+1 | Improved Archetype Ability |
7

5th | +3 |
+4 |
+1 |
+1 | Fortified |
8

6th | +4 |
+5 |
+2 |
+2 | Greater Archetype Ability, Take the Hit |
9
[/table]

Class Features

All of the following are class features of the earthbender.

Weapon and Armor Proficiency: An earthbender is proficient with all forms of earthbending, and all simple and martial weapons that deal bludgeoning damage. Earthbenders are proficient with light armor and shields (except tower shields). Armor interferes with an earthbender's hand motions, which can cause bending with somatic components to fail (see Bending and Armor).

Earthbending: Basic earthbending can be used indefinitely to perform minor tricks. All benders must practice their bending in order to master it, and so it is not uncommon to find an earthbender using her bending to perform ordinary or mundane tasks. However, earthbending that is not being used as an elemental strike or initiated by a xing is subject to severe limitations. Basic earthbending can slowly lift 1 pound per bender level of material off of the ground. It can soil items, and can form small holes or crevasses (that are easy to avoid) equal to 1 pound of earth per bender level each round. It cannot deal damage or affect concentration. Earthbending can be used to create small objects and trinkets out of earth, but they are easy to spot as being made of earth unless other measures are taken to diguise them. These items cannot be used as tools or weapons. Basic bending also lacks the power to duplicate any xing's effects; in order to mimic those effects, one must initiate the xing. Benders must have 1 point in their chi pool in order to do any bending. Earthbenders automatically know all level 0 earthbending xing, which cost no chi points to initiate.

Xing: An earthbender initiates xing drawn from the earthbender xing list. She can initiate any xing she knows without preparing to do so ahead of time. To learn or initiate a xing, an earthbender must have a Wisdom score equal to at least 10 + the xing level. The Difficulty Class for a saving throw against an earthbender's xing is 10 + the xing level + the earthbender's Constitution modifier.

An earthbender initiates xing by spending chi points. The earthbender spends a number of chi points equal to the level of the xing in order to initiate it.

An earthbender's selection of xing is extremely limited. An earthbender begins play knowing all 0-level xing and two 1st-level xing of her choice. At each new earthbender level, she gains one or more new xing, as indicated on Table: Earthbender Xing Known.

Table: Earthbender Xing Known
{table=head]
Level |
1st |
2nd |
3rd

1st |
2 |
- |
-

2nd |
3 |
- |
-

3rd |
4 |
- |
-

4th |
5 |
1 |
-

5th |
6 |
2 |
-

6th |
6 |
3 |
1
[/table]

Upon reaching 4th level and 6th level, an earthbender can choose to learn a new xing in place of one she already knows. In effect, the earthbender loses the old xing in exchange for the new one. The new xing's level must be the same as that of the xing being exchanged. An earthbender may swap only a single xing at the given levels, and must choose whether or not to swap the xing at the same time that she gains new xing known for the level.

Chi Pool: Earthbenders gain access to a chi pool when they gain their first bending level. A chi pool is a well of supernatural energy that can be used to bolster an earthbender's power through meditation and focus. Earthbenders gain a number of chi points for each level they gain, as given on Table: Earthbender. Earthbenders gain an additional number of chi points equal to their Wisdom modifier. Chi points are used for many bending abilities, including funding xing.

An earthbender can recover her chi points by spending 10 minutes in calm rest. For every 10 minutes the earthbender spends resting, she regains 1d6 chi points. The bender does not need to sleep, but cannot take strenuous actions such as fighting, walking any faster than normal speed, or performing any skill check that is tied to a physical ability score. An earthbender that is fatigued or exhausted cannot recover chi points until she rids herself of the condition. An earthbender can only gain up to her maximum amount of chi points.

Basic earthbending and elemental strikes (see below) do not require chi points to use; however, a bender must have at least 1 chi point in her pool in order to bend at all. If an earthbender expends all of her chi, or otherwise loses access to her chi points, she cannot bend until she recovers her chi.

Elemental Strike: An earthbender can strike an opponent with compact rocks and stone. An earthbender's elemental strike deals 1d8 damage. Earthbenders have proficiency with all forms of earthbending, so they can initiate an earthbending strike as though wielding a light, one-handed, two-handed, or thrown weapon with a range increment of 10 ft. Bending must be wielded the same way for an entire round, however, an earthbender can change the way the earth is wielded from round to round. Therefor, the earthbending strike could qualify for such feats as Pushing Assault (http://www.d20pfsrd.com/feats/combat-feats/pushing-assault-combat) (which only applies to two-handed weapons) and Rapid Shot (http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final) (which only applies to ranged weapons) simultaneously. However, although the earthbender has both feats, she cannot gain the benefit of both feats in the same round. The earthbender must choose how she wields her earth and act accordingly, applying any feats or abilities that are applicable for that round.

An earthbender must have at least 1 chi point in her chi pool in order to initiate an earthbending strike. An earthbender must have line-of-effect in order to strike an opponent with an earthbending strike. Earthbending strike damage is the same for an earthbender of any size; the amount of earth an earthbender can bend is not dependent on physical size, but on bending talent and skill.

Earthbending strikes are treated as a manufactured weapon for the purpose of effects that enhance or improve manufactured weapons. However, a bender cannot add magic weapon enhancements or poison effects to her earth.

An earthbender must draw earth as a weapon is drawn before she can strike with it. Drawn earth levitates around the earthbender until she is ready to strike with it. An earthbender can draw earth to her from up to 30 feet away; earth beyond that point is outside of her reach to draw. The earthbender draws the earth as she would draw any other weapon (so for example an earthbender with the Quick Draw (http://www.d20pfsrd.com/feats/combat-feats/quick-draw-combat---final) feat could draw earth as a free action).

Earthbenders can initiate combat maneuvers with elemental strikes. An earthbender can deal nonlethal damage with her elemental strike at no penalty to the attack roll.

Benders have some control over materials that have mixed with an element they can bend; for example, a mixture of earth and water such as mud, or a mixture of earth and fire such as lava. An earthbender can bend a material mixed with a substance they cannot bend at a -2 penalty to attack rolls. If it is mixed with their opposed element (for an earthbender, this is air), they incur a -4 penalty to attack rolls instead. An earthbender can also take a full-round action that provokes attacks of opportunity to separate their element from a mixed substance, allowing them to bend it normally.

Catch: An earthbender can spend 1 chi point to make an attack roll against an incoming earthbending elemental strike (see above) as an immediate action. If the earthbender's attack roll beats that of the incoming attack, the attack is harmlessly negated. The earthbender can choose to "catch" this earth, at which point she assumes control of it and has it drawn. If the earthbender already has another weapon (including earth) drawn, she can drop it as a free action to catch the new earth.

Stoneworked: Earthbenders are powerful, hardy, and strong. An earthbender adds her Constitution modifier to her AC instead of her Dexterity modifier. She still loses this Constitution bonus to AC any time she would normally be denied her Dexterity bonus to AC.

Archetype: An earthbender chooses an archetype at 1st level. This can be an earthbender-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Lesser Archetype Ability: At 2nd level, an earthbender gains the appropriate lesser ability for her chosen archetype.

Uncanny Dodge: At 3rd level and higher, an earthbender can react to danger before her senses would normally allow her to do so. While standing on solid ground, she cannot be caught flat-footed by any creature that is also standing on the ground, nor does she lose her Constitution bonus to AC if the attacker is invisible. She still loses her Constitution bonus to AC if immobilized. An earthbender with this ability can still lose her Constitution bonus to AC if an opponent successfully uses the feint action against her.

Improved Archetype Ability: At 4th level, an earthbender gains the appropriate improved ability for her chosen archetype.

Fortified: At 5th level, an earthbender has become powerful and capable of negating even the most precise attacks. When a critical hit, sneak attack, or any other precision damage is scored on the earthbender, there is a 25% chance that the precision damage is negated and damage is instead rolled normally.

Take the Hit: At 6th level, an earthbender can weather any attack and wait for the perfect moment to strike back. The earthbender can gain the benefits of total defense as a move action by spending 1 chi point. The defensive bonus is a natural armor bonus instead of a dodge bonus (that stacks with other natural armor). The earthbender cannot make attacks of opportunity while taking this action, but can still take a standard action in the round as normal.

Greater Archetype Ability: At 6th level, an earthbender gains the appropriate greater ability for her chosen archetype.

Bending and Armor

Armor restricts the complicated gestures required while performing any bending that has somatic components. The armor and shield descriptions list the bending failure chance for different armor and shields.

If bending doesn't have a somatic component, a bender can perform it with no bending failure chance while wearing armor. Such bending can also be performed even if the bender's hands are bound or they are grappling (although concentration checks still apply normally).

Ex-Earthbenders

Like any other class, earthbenders can be multiclass characters, but earthbenders face special restrictions. An earthbender cannot take levels in any class that specifically grants another bending element (such as airbender, firebender, or waterbender). If an earthbender takes levels in a class that grants bending but allows the choice of an element (such as pro-bender or spiritualist), the earthbender must choose earthbending; she cannot learn another element under any condition.


Earthbender-Exclusive Archetypes



Dai Li Agent

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeDaiLi.jpg

Dai Li Archetype: An agent of the dai li learns to form special gloves and footwear that are made entirely of earth. A dai li agent can form one of these gloves or footwear as a move action, and can take special actions with them. An agent only takes half the normal penalty for range when making an elemental strike with her implements, and the range is increased to 20 ft. (instead of 10 ft.).

A dai li agent can also manipulate an unattended object at close range (25 ft. + 5 ft./2 levels) with her earthen implements as though she were adjacent to it.

Lesser Archetype Ability: So long as she has at least one earthen implement remaining, a dai li agent gains a 10 ft. increase to her land speed, and a climb speed of 20 feet on all surfaces made of earth.

In addition, if a dai li agent successfully pins a creature of no more than one size category larger than her, she can use her earthen implements to bind the creature's hands (or feet, or any other appendages) as though with a pair of masterwork manacles (http://www.d20pfsrd.com/equipment---final/goods-and-services/locks-keys-chains-manacles#TOC-Manacles-Standard-and-Masterwork).

Improved Archetype Ability: With one of her earthen implements, a dai li agent can perform combat maneuvers against any opponent within close range (25 ft. + 5 ft./2 levels). The agent must spend 1 chi point, and uses her bender level in place of her base attack bonus for the purpose of the combat maneuver, and adds her Wisdom modifier in place of her Strength modifier. The combat maneuver does not provoke an attack of opportunity. A target attempting to escape a grapple from a dai li agent's earthen implements does so as though they were masterwork manacles (http://www.d20pfsrd.com/equipment---final/goods-and-services/locks-keys-chains-manacles#TOC-Manacles-Standard-and-Masterwork).

Greater Archetype Ability: A dai li agent can reform all of her earthen implements as a swift action.



Metalbender

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeMetalbender.jpg

Metalbender Archetype: Metalbenders gain +1 natural armor.

Lesser Archetype Ability: A metalbender gains tremorsense to a range of 30 ft.

Improved Archetype Ability: Metalbenders add their class level to all Sense Motive checks made against creatures they can see with their tremorsense. Metalbenders cannot use this ability against any creature they cannot see with their tremorsense.

Greater Archetype Ability: Metalbenders gain access to metalbending. Metalbending follows the normal rules of earthbending, except that a metalbender can only draw or manipulate metal at a distance equal to half the range of their tremorsense and must be able to see any metal they wish to manipulate with their tremorsense. A metalbender can perform an elemental strike with jagged shards of metal as opposed to earth that can deal slashing, bludgeoning, or piercing damage. Earthbending xing can be initiated with metal instead of earth, so long as the earthbender can see the metal with her tremorsense (subject to GM discretion).



Sandbender

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeSandbender.jpg

Sandbender Archetype: A sandbender can move through difficult terrain made of sand, dust, or loose and otherwise shifty earth without penalty. A sandbender only takes a -2 penalty to perform an elemental strike with sand or dust.

In addition, a sandbender can form earth into sand and dust, turning it into difficult terrain. As a standard action, the sandbender can spend a number of chi points up to her level. A number of squares within close range (25 ft. + 5 ft./2 levels) equal to four times the number of chi points spent are turned into sandy difficult terrain (sandbenders take no penalties for moving through this kind of difficult terrain). The squares need not be arranged in any specific shape, but all must be connected to at least one other square affected. The sandbender can return the sand to normal as a standard action with no chi cost.

Lesser Archetype Ability: A sandbender learns to manipulate earth mixed with air and wind; sandbenders no longer take penalties to manipulate dust and sand.

Improved Archetype Ability: A sandbender learns obscuring mist (http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist) as a 1st-level earthbending xing, except instead of mist, a cloud of dust and sand is kicked up.

Greater Archetype Ability: Sandbenders learn shifting sand (http://www.d20pfsrd.com/magic/all-spells/s/shifting-sand) as a 3rd-level earthbending xing.

McToomin
2012-07-16, 02:55 PM
Firebender



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassFirebender.png

"I know you're nervous, but remember... firebending in and of itself is not something to fear. But if you don't respect it, it'll chew you up and spit you out like an angry komodo rhino!"

- Zuko

Hit Die: d8
Starting Wealth: 4d6 x 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The firebender's class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (Bending) (Int), Knowledge (Engineering) (Int), Knowledge (Nobility) (Int), Perform (Cha), Profession (Wis), and Ride (Dex).

Skill Ranks per Level: 4 + Int modifier

Table: Firebender
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
Chi Pool

1st | +0 |
+0 |
+2 |
+0 | Archetype, Firebending, Fizzle, Elemental Strike 1d10, Xing |
3

2nd | +1 |
+0 |
+3 |
+0 | Firepower, Lesser Archetype Ability |
4

3rd | +2 |
+1 |
+3 |
+1 | Heat Endurance |
5

4th | +3 |
+1 |
+4 |
+1 | Improved Archetype Ability |
6

5th | +3 |
+1 |
+4 |
+1 | Improved Heat Endurance |
6

6th | +4 |
+2 |
+5 |
+2 | Give It Some Juice, Greater Archetype Ability |
7
[/table]

Class Features

All of the following are class features of the firebender.

Weapon and Armor Proficiency: A firebender is proficient with all forms of firebending, and all simple and martial weapons. Firebenders are proficient with light armor, but not with shields. Armor interferes with a firebender's hand motions, which can cause bending with somatic components to fail (see Bending and Armor).

Firebending: Basic firebending can be used indefinitely to perform minor tricks. All benders must practice their bending in order to master it, and so it is not uncommon to find a firebender using her bending to perform ordinary or mundane tasks. However, firebending that is not being used as an elemental strike or initiated by a xing is subject to severe limitations. Basic firebending can warm 1 pound per bender level of nonliving material per round. It can make an open flame with the size and properties of a torch that the firebender can control. Firebenders can take a full-round action to set a nonliving object on fire. It cannot deal damage or affect concentration. Firebenders can form their fire into many basic shapes and forms. Basic bending also lacks the power to duplicate any xing's effects; in order to mimic those effects, one must initiate the xing. Benders must have 1 point in their chi pool in order to do any bending. Firebenders automatically know all level 0 firebending xing, which cost no chi points to initiate.

Xing: A firebender initiates xing drawn from the firebender xing list. She can initiate any xing she knows without preparing to do so ahead of time. To learn or initiate a xing, a firebender must have a Charisma score equal to at least 10 + the xing level. The Difficulty Class for a saving throw against a firebender's xing is 10 + the xing level + the firebender's Charisma modifier.

A firebender initiates xing by spending chi points. The firebender spends a number of chi points equal to the level of the xing in order to initiate it.

A firebender's selection of xing is extremely limited. A firebender begins play knowing all 0th-level xing and two 1st-level xing of her choice. At each new firebender level, she gains one or more new xing, as indicated on Table: Firebender Xing Known.

Table: Firebender Xing Known
{table=head]
Level |
1st |
2nd |
3rd

1st |
2 |
- |
-

2nd |
3 |
- |
-

3rd |
4 |
- |
-

4th |
5 |
1 |
-

5th |
6 |
2 |
-

6th |
6 |
3 |
1
[/table]

Upon reaching 4th level and 6th level, a firebender can choose to learn a new xing in place of one she already knows. In effect, the firebender loses the old xing in exchange for the new one. The new xing's level must be the same as that of the xing being exchanged. A firebender may swap only a single xing at the given levels, and must choose whether or not to swap the xing at the same time that she gains new xing known for the level.

Chi Pool: Firebenders gain access to a chi pool when they gain their first bending level. A chi pool is a well of supernatural energy that can be used to bolster a firebender's power through meditation and focus. Firebenders gain a number of chi points for each level they gain, as given on Table: Firebender. Firebenders gain an additional number of chi points equal to their Charisma modifier. Chi points are used for many bending abilities, including funding xing.

A firebender can recover her chi points by spending 10 minutes in calm rest. For every 10 minutes the firebender spends resting, she regains 1d6 chi points. The bender does not need to sleep, but cannot take strenuous actions such as fighting, walking any faster than normal speed, or performing any skill check that is tied to a physical ability score. A firebender that is fatigued or exhausted cannot recover chi points until she rids herself of the condition. A firebender can only gain up to her maximum amount of chi points.

Basic firebending and elemental strikes (see below) do not require chi points to use; however, a bender must have at least 1 chi point in her pool in order to bend at all. If a firebender expends all of her chi, or otherwise loses access to her chi points, she cannot bend until she recovers her chi.

Elemental Strike: A firebender can strike an opponent with blasts of searing fire. A firebender's elemental strike deals 1d10 fire damage. Firebenders have proficiency with all forms of firebending, so they can initiate a firebending strike as though wielding a light, one-handed, two-handed, or thrown weapon with a range increment of 10 ft. Bending must be wielded the same way for an entire round, however, a firebender can change the way the fire is wielded from round to round. Therefor, the firebending strike could qualify for such feats as Pushing Assault (http://www.d20pfsrd.com/feats/combat-feats/pushing-assault-combat) (which only applies to two-handed weapons) and Rapid Shot (http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final)(which only applies to ranged weapons) simultaneously. However, although the firebender has both feats, she cannot gain the benefit of both feats in the same round. The firebender must choose how she wields her fire and act accordingly, applying any feats or abilities that are applicable for that round.

A firebender must have at least 1 chi point in her chi pool in order to initiate a firebending strike. A firebender must have line-of-effect in order to strike an opponent with a firebending strike. Firebending strike damage is the same for a firebender of any size; the amount of fire a firebender can bend is not dependent on physical size, but on bending talent and skill.

Firebending strikes are treated as a manufactured weapon for the purpose of effects that enhance or improve manufactured weapons. However, a bender cannot add magic weapon enhancements or poison effects to her fire. In addition, fire does not need to be "drawn" as a traditional weapon is drawn. A firebender can simply attack with fire at any time.

Firebenders can initiate combat maneuvers with elemental strikes. Elemental strikes that deal lethal damage always deal fire damage. A firebender can deal nonlethal damage with her elemental strike at no penalty to the attack roll. Nonlethal elemental strikes do not deal fire damage.

Benders have some control over materials that have mixed with an element they can bend; for example, a mixture of fire and earth such as lava, or a mixture of fire and air such as blistering smoke. A firebender can bend a material mixed with a substance they cannot bend at a -2 penalty to attack rolls. If it is mixed with their opposed element (for a firebender, this is water), they incur a -4 penalty to attack rolls instead. A firebender can also take a full-round action that provokes attacks of opportunity to separate their element from a mixed substance, allowing them to bend it normally.

Fizzle: A firebender can spend 1 chi point to make an attack roll against an incoming firebending elemental strike (see above) as an immediate action. If the firebender's attack roll beats that of the incoming attack, the fire is dissipated harmlessly.

Archetype: A firebender chooses an archetype at 1st level. This can be a firebender-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Firepower: Firebending favors offense as the best defense. Firebenders are trained to overpower their enemies quickly and take them out of a fight before they can build up steam and become a true threat. Beginning at 2nd level, before making a firebending elemental strike, a firebender can spend a number of chi points up to her base attack bonus. If the attack is successful, she gains twice the number of chi points spent as a bonus to her damage roll. If the attack fails, the chi points are spent without effect.

Lesser Archetype Ability: At 2nd level, a firebender gains the appropriate lesser ability for her chosen archetype.

Heat Endurance: At 3rd level and higher, a firebender has spent so much time in the presence of flame and fire that she no longer feels its effects, and can warm herself in the presence of extremely cold temperatures. The firebender is treated as being under a constant endure elements (http://www.d20pfsrd.com/magic/all-spells/e/endure-elements) effect in regards to hot temperatures. Cold temperatures are treated as one step warmer for a firebender.

Improved Archetype Ability: At 4th level, a firebender gains the appropriate improved ability for her chosen archetype.

Improved Heat Endurance: At 5th level, a firebender begins to shrug off even the effects of direct flame. She gains fire resistance 5; all fire damage dealt to her is lowered by 5 points.

Give It Some Juice: At 6th level, a firebender becomes a true master of offensive capability. A firebender can spend 2 chi points to deal maximum elemental strike damage. This maximizes any rolled damage for an elemental strike for 1 round.

Greater Archetype Ability: At 6th level, a firebender gains the appropriate greater ability for her chosen archetype.

Bending and Armor

Armor restricts the complicated gestures required while performing any bending that has somatic components. The armor and shield descriptions list the bending failure chance for different armor and shields.

If bending doesn't have a somatic component, a bender can perform it with no bending failure chance while wearing armor. Such bending can also be performed even if the bender's hands are bound or they are grappling (although concentration checks still apply normally).

Ex-Firebenders

Like any other class, firebenders can be multiclass characters, but firebenders face special restrictions. A firebender cannot take levels in any class that specifically grants another bending element (such as airbender, earthbender, or waterbender). If a firebender takes levels in a class that grants bending but allows the choice of an element (such as pro-bender or spiritualist), the firebender must choose firebending; she cannot learn another element under any condition.


Firebender-Exclusive Archetypes



Combuster

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Combuster Archetype: A combuster learns to unlock her chakra to allow the cosmic energy to flow. A combuster gains additional chi points equal to her Wisdom modifier

Lesser Archetype Ability: A combuster can perform her elemental strike from the third eye chakra in the middle of the forehead without the use of her hands.

Improved Archetype Ability: A combuster's elemental strike can now deal splash damage to all creatures within 5 ft. of the target. The splash damage is equal to the elemental strike's minimum damage.

Greater Archetype Ability: A combuster gains explosive runes (http://www.d20pfsrd.com/magic/all-spells/e/explosive-runes) as a 3rd-level firebending xing known, referred to as explosion. The xing is identical to explosive runes in all ways except as noted here. The range of explosion is a 120 ft. line. The line explodes as soon as it encounters a solid object or bending effect, no matter whereupon the line that encounter takes place. A combuster's explosion has a duration of instantaneous.



Draconic

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Draconic Archetype: A draconic gains a +2 bonus to her Charisma.

Lesser Archetype Ability: A draconic focuses her chi to attempt to become like the great and powerful dragons. A draconic gains additional chi points equal to her base attack bonus.

Improved Archetype Ability: A draconic adds her Charisma modifier to all firebending elemental strike attack and damage rolls.

Greater Archetype Ability: A draconic learns fire breath (http://www.d20pfsrd.com/magic/all-spells/f/fire-breath) as a 2nd-level firebending xing. This xing functions as the spell except as noted here. Instead of performing three separate breath attacks, a draconic can instead perform one fire breath while spinning in a circle. This action hits all creatures in a 15 ft. burst for 2d6 points of fire damage. If the draconic performs the fire breath in this way, it immediately ends.



Lightning Master

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Lightning Master Archetype: A lightning master gains a bonus to her Will save equal to 1/2 her bender level.

Lesser Archetype Ability: A lightning master can deal electricity damage with her elemental strike.

Improved Archetype Ability: A lightning master adds her Wisdom modifier to elemental strike attack rolls.

Greater Archetype Ability: A lightning master gains lightning bolt (http://www.d20pfsrd.com/magic/all-spells/l/lightning-bolt) as a 3rd-level firebending xing.



Pro-bender



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassProBender.png

"I've been immersed in bending my entire life, and I never learned how to move like that! It's like there's a whole new style here!"

- Korra

Hit Die: d10
Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The pro-bender's class skills are Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Bending) (Int), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier

Table: Pro-bender
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
Chi Pool

1st | +1 |
+2 |
+2 |
+0 | Archetype, Bending, Bonus Feat, Chosen Element, Elemental Strike 1d10, Strike Training |
3

2nd | +2 |
+3 |
+3 |
+0 | Bonus Feat, Lesser Archetype Ability |
4

3rd | +3 |
+3 |
+3 |
+1 | Strike Training |
5

4th | +4 |
+4 |
+4 |
+1 | Bonus Feat, Improved Archetype Ability |
6

5th | +5 |
+4 |
+4 |
+1 | Strike Training |
6

6th | +6/+1 |
+5 |
+5 |
+2 | Bonus Feat, Greater Archetype Ability, Strike Mastery|
7
[/table]

Class Features

All of the following are class features of the pro-bender.

Weapon and Armor Proficiency: A pro-bender is proficient with all forms of her own elemental strike. Pro-benders are proficient with light armor, but not with shields. Armor interferes with a pro-bender's hand motions, which can cause bending with somatic components to fail (see Bending and Armor).

Chosen Element: Some say that benders don't choose their element; the element chooses the bender. At 1st level, a pro-bender chooses one of the four elements: air, earth, fire, or water. From then on, the pro-bender is a bender of that element only. The pro-bender's elemental strike is one of her chosen element, and if she ever learns xing or multiclasses, it must be to an appropriate class (see Ex-Pro-benders, below).

In addition, each element grants the pro-bender an appropriate ability:

Air - The pro-bender gains the deflect ability (see the airbender class) and adds Escape Artist to her class skills. In addition, the pro-bender can take airbender-exclusive archetypes.

Earth - The pro-bender gains the catch ability (see the earthbender class) and adds Climb to her class skills. In addition, the pro-bender can take earthbender-exclusive archetypes.

Fire - The pro-bender gains the fizzle ability (see the firebender class) and adds Intimidate to her class skills. In addition, the pro-bender can take firebender-exclusive archetypes.

Water - The pro-bender gains the assume control ability (see the waterbender class) and adds Swim to her class skills. In addition, the pro-bender can take waterbender-exclusive archetypes.

Once a pro-bender has chosen her element, it can never be changed.

Bending: For a description of basic bending, see the appropriate element's class.

Chi Pool: Pro-benders gain access to a chi pool when they gain their first bending level. A chi pool is a well of supernatural energy that can be used to bolster a pro-bender's power through meditation and focus. Pro-benders gain a number of chi points for each level they gain, as given on Table: Pro-bender. Pro-benders gain an additional number of chi points equal to their Charisma modifier. Chi points are used for many bending abilities.

A pro-bender can recover her chi points by spending 10 minutes in calm rest. For every 10 minutes the pro-bender spends resting, she regains 1d4 chi points. The bender does not need to sleep, but cannot take strenuous actions such as fighting, walking any faster than normal speed, or performing any skill check that is tied to a physical ability score. A pro-bender that is fatigued or exhausted cannot recover chi points until she rids herself of the condition. A pro-bender can only gain up to her maximum amount of chi points.

Basic bending and elemental strikes (see below) do not require chi points to use; however, a bender must have at least 1 chi point in her pool in order to bend at all. If a pro-bender expends all of her chi, or otherwise loses access to her chi points, she cannot bend until she recovers her chi.

Elemental Strike: A pro-bender can strike an opponent with her chosen element. A pro-bender's elemental strike deals 1d10 damage. Pro-benders have proficiency with all forms of their element's bending, so they can initiate a bending strike as though wielding a light, one-handed, two-handed, or thrown weapon with a range increment of 10 ft. Bending must be wielded the same way for an entire round, however, a bender can change the way the element is wielded from round to round. Therefor, the bending strike could qualify for such feats as Pushing Assault (http://www.d20pfsrd.com/feats/combat-feats/pushing-assault-combat) (which only applies to two-handed weapons) and Rapid Shot (http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final) (which only applies to ranged weapons) simultaneously. However, although the pro-bender has both feats, she cannot gain the benefit of both feats in the same round. The pro-bender must choose how she wields her element and act accordingly, applying any feats or abilities that are applicable for that round.

A pro-bender must have at least 1 chi in her chi pool in order to initiate an elemental strike (see above). A pro-bender must have line-of-effect in order to strike an opponent with an elemental strike. Elemental strike damage is the same for a pro-bender of any size; the amount of her element a pro-bender can bend is not dependent on physical size, but on bending talent and skill.

Elemental strikes are treated as a manufactured weapon for the purpose of effects that enhance or improve manufactured weapons. However, a bender cannot add magic weapon enhancements or poison effects to her element. Fire and air do not need to be "drawn" as a traditional weapon is drawn. A pro-bender can simply attack with fire or air at any time if that is her chosen element. Earth and water must be drawn as a traditional weapon, at which point the bender controls it telepathically before striking an opponent. A pro-bender can draw earth or water to her from a distance of up to 30 feet away; earth or water beyond that distance is beyond her reach. Pro-benders that wield earth or water draw them as they would draw any other weapon (for example, a pro-bender who wields earth and who has the Quick Draw (http://www.d20pfsrd.com/feats/combat-feats/quick-draw-combat---final) feat could draw earth as a free action).

Pro-benders can initiate combat maneuvers with elemental strikes. A pro-bender can deal nonlethal damage with her elemental strike at no penalty to the attack roll.

Benders have some control over materials that have mixed with an element they can bend; for example, a mixture of fire and earth such as lava, or a mixture of fire and air such as blistering smoke. A pro-bender can bend a material mixed with a substance they cannot bend at a -2 penalty to attack rolls. If it is mixed with their opposed element, they incur a -4 penalty to attack rolls instead. A pro-bender can also take a full-round action that provokes attacks of opportunity to separate their element from a mixed substance, allowing them to bend it normally.

Bonus Feat: At 1st level, and every even level thereafter, a pro-bender gains a bonus feat in addition to those gained from normal advancement (meaning that the pro-bender gains a feat at every level). These bonus feats must be selected from those listed as "combat feats," sometimes also called "fighter bonus feats." A pro-bender qualifies for any feat with a "fighter level" prerequisite. Her effective fighter level for the purpose of selecting such feats is equal to her pro-bender level.

Strike Training: At 1st level, a pro-bender chooses one of the following abilities. The abilities modify and power her elemental strikes. Unless otherwise noted, the pro-bender spends chi points as a free action to initiate a strike training ability.

Chi Recovery: The pro-bender regains 1 chi point (up to her max) each time she scores a critical hit with her elemental strike.

Critical Multiplier: The pro-bender can spend 1 chi point before making a critical confirmation roll to increase the critical multiplier for her elemental strike by 1 (so her elemental strike would deal x3 damage on a critical hit instead of x2).

Critical Range: The pro-bender can spend a number of chi points up to 1/2 her base attack bonus (minimum 1) before making an attack roll to increase the range to score a critical hit by 1 per chi point spent (for example, if she spent 1 chi point her critical range would be 19-20, but if she spent 3 chi points, her critical range would be 17-20).

Damage Dealer: The pro-bender can spend 2 chi points to automatically maximize the damage dealt by her elemental strike.

Elemental Splash: The pro-bender's ranged elemental strike deals splash damage to all squares within 5 feet of the target. Splash damage is equal to the elemental strike's minimum damage.

Maximize Maneuver: The pro-bender can spend a number of chi points up to her base attack bonus to gain an equal bonus to a combat maneuver check made before the end of her next turn.

Powerful Strike: The pro-bender can spend 2 chi points as a free action to increase the amount of damage her elemental strike deals by 1 step. Her elemental strike deals 2d8 damage for 1 round.

Reaching Strike: The pro-bender can spend 1 chi point to gain the reach special weapon property with her melee elemental strikes for 1 round. The pro-bender can still strike adjacent opponents when this ability is active.

Surprising Angle: The pro-bender can spend 1 chi point to initiate a ranged elemental strike from any direction against a target, as opposed to having to attack in a straight line. This ability allows the pro-bender to strike an opponent she does not have direct line-of-effect to, and to hit that opponent from any direction.

Whirlwind Attack: The pro-bender can spend 2 chi points to initiate a whirlwind attack (http://www.d20pfsrd.com/feats/combat-feats/whirlwind-attack-combat---final) with her elemental strike as the feat, even if she does not meet the prerequisites.

At 3rd level, and again at 5th level, a pro-bender can learn an additional strike training ability.

Archetype: A pro-bender chooses an archetype at 1st level. This can be a pro-bender-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Lesser Archetype Ability: At 2nd level, a pro-bender gains the appropriate lesser ability for her chosen archetype.

Improved Archetype Ability: At 4th level, a pro-bender gains the appropriate improved ability for her chosen archetype.

Strike Mastery: At 6th level, a pro-bender chooses one of the strike training abilities she has learned that requires her to spend chi points. That ability now requires 1 less chi point to perform, to a minimum of 0. If applied to an ability that requires the pro-bender to spend a number of chi points to gain a variable bonus, she may gain the bonus as though she spent 1 additional chi point for free.

Greater Archetype Ability: At 6th level, a pro-bender gains the appropriate greater ability for her chosen archetype.

Ex-Pro-benders

Like any other class, pro-benders can be multiclass characters, but pro-benders face special restrictions. A pro-bender cannot take levels in any class that specifically grants another bending element (such as airbender, earthbender, firebender, or waterbender) except for the one class that matches her chosen element. If a pro-bender takes levels in a class that grants bending but allows the choice of an element (such as spiritualist), the pro-bender must choose the same element she chose as a pro-bender; she cannot learn another element under any condition.


Pro-bender-Exclusive Archetypes



Brawler

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeBrawler.jpg

Brawler Archetype: A brawler adds 1.5x her Strength modifier to elemental strike damage, or 2x her Strength modifier when wielding her elemental strike as a two-handed weapon.

Lesser Archetype Ability: A brawler can brace herself as a move action. The brawler gains her Constitution modifier to a combat maneuver made during the round.

Improved Archetype Ability: A brawler can spend 2 chi points to perform an elemental strike as a standard action. If the attack is successful, the target must make a Fortitude saving throw (DC 10 + 1/2 the brawler's level + her Charisma modifier) or be stunned for 1 round.

Greater Archetype Ability: A brawler learns to further plant herself in order to hit with frightful power. A brawler can perform a single elemental strike as a full-round action to add her Constitution modifier to her attack roll and damage roll.



In-Fighter

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeInFighter.jpg

In-Fighter Archetype: An in-fighter gains a +1 bonus to attack rolls equal to the number of enemies adjacent to her (to a maximum of her base attack bonus).

Lesser Archetype Ability: An in-fighter adds her Intelligence modifier to her Armor Class any time she is adjacent to an enemy. This bonus is lost any time the in-fighter is denied her Dexterity bonus to AC.

Improved Archetype Ability: An in-fighter can spend 1 chi point to perform an elemental strike as a standard action. If the attack is successful, the target must make a Fortitude saving throw (DC 10 + 1/2 the in-fighter's level + her Intelligence modifier) or be staggered for 1 round.

Greater Archetype Ability: An in-fighter that spends 2 chi points as a free action can count her elemental strikes as touch attacks against adjacent opponents for 1 round.



Out-Fighter

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Out-Fighter Archetype: An out-fighter adds her Intelligence bonus to her Combat Maneuver Defense.

Lesser Archetype Ability: An out-fighter can make a 5 ft. step as an immediate action if an opponent comes within reach. This movement costs the out-fighter an attack of opportunity. If she has no more attacks of opportunity make in the round, she cannot perform this action.

Improved Archetype Ability: An out-fighter can spend 1 chi to perform an elemental strike as a standard action. If the attack is successful, the target must make a Fortitude saving throw (DC 10 + 1/2 the out-fighter's level + her Intelligence modifier) or be entangled for 1 round.

Greater Archetype Ability: An out-fighter can ready an action as a swift action.



Swarmer

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Swarmer Archetype: A swarmer can enter a battle aspect as a free action. During her battle aspect, the swarmer gains a +4 morale bonus to her Strength and Constitution scores, a +2 morale bonus to Will saves, and takes a -2 penalty to AC. A swarmer must spend 1 chi point per round to remain in her battle aspect. A swarmer can end her battle aspect as a free action and is fatigued after exiting the form for a number of rounds equal to 2 times the number of rounds she spent in the form. A swarmer cannot enter a new battle aspect while fatigued or exhausted but can otherwise enter her battle aspect multiple times during a single encounter or combat. If a swarmer falls unconscious, her form immediately ends, placing her in peril of death.

Lesser Archetype Ability: A swarmer can further push herself in battle in order to defeat her enemies at any cost. A swarmer can choose to regain a number of chi points equal to her Constitution modifer as a swift action during her battle aspect. However, performing this action leaves the swarmer exhausted when she exits her battle aspect as opposed to being fatigued.

Improved Archetype Ability: A swarmer can choose to enter her battle aspect as an immediate action if she attacked during a surprise round. If the swarmer enters her battle aspect she can make an attack of opportunity against her attacker during the surprise round, even if she couldn't normally act.

Greater Archetype Ability: A swarmer can make a Fortitude saving throw in place of a Reflex saving throw. Any effect that deals half-damage on a successful Reflex save has the same effect when a swarmer makes a successful Fortitude save.



Spiritualist




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"You think you're any different from me, or your friends, or this tree? If you listen hard enough, you can hear every living thing breathing together. You can feel everything growing. We're all livin' together, even if most folks don't act like it. We all have the same roots, and we are all branches of the same tree."

- Hue

Hit Die: d6
Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The spiritualist's class skills are Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Bending) (Int), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier

Table: Spiritualist
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
Chi Pool

1st | +0 |
+0 |
+0 |
+2 | Archetype, Bending, Chosen Element, Elemental Strike 1d6, Spiritual Solace, Xing |
4

2nd | +1 |
+0 |
+0 |
+3 | Elemental Supremacy, Lesser Archetype Ability |
5

3rd | +2 |
+1 |
+1 |
+3 | Discerning Maneuver |
7

4th | +2 |
+1 |
+1 |
+4 | Improved Archetype Ability |
8

5th | +3 |
+1 |
+1 |
+4 | Sagely Strike |
10

6th | +3 |
+2 |
+2 |
+5 | Elemental Mastery, Greater Archetype Ability |
11[/table]

Class Features

All of the following are class features of the spiritualist

Weapon and Armor Proficiency: A spiritualist is proficient with all forms of her own elemental strike. Spiritualists are not proficient with any armor or shields. Armor interferes with a spiritualist's hand motions, which can cause bending with somatic components to fail (see Bending and Armor).

Chosen Element: Some say that benders don't choose their element; the element chooses the bender. At 1st level, a spiritualist chooses one of the four elements: air, earth, fire, or water. From then on, the spiritualist is a bender of that element only. The spiritualist's elemental strike is one of her chosen element, and all xing chosen must be of the appropriate element.

In addition, each element grants the spiritualist an appropriate ability:
Air - The spiritualist gains the deflect ability (see the airbender class) and adds Escape Artist to her class skills. In addition, the spiritualist can take airbender-exclusive archetypes.

Earth - The spiritualist gains the catch ability (see the earthbender class) and adds Climb to her class skills. In addition, the spiritualist can take earthbender-exclusive archetypes.

Fire - The spiritualist gains the fizzle ability (see the firebender class) and adds Intimidate to her class skills. In addition, the spiritualist can take firebender-exclusive archetypes.

Water - The spiritualist gains the assume control ability (see the waterbender class) and adds Swim to her class skills. In addition, the spiritualist can take waterbender-exclusive archetypes.

Once a spiritualist has chosen her element, it can never be changed.

Bending: For a description of basic bending, see the appropriate element's class.

Xing: A spiritualist initiates xing drawn from the xing list of her chosen element. She can initiate any xing she knows without preparing to do so ahead of time. To learn or initiate a xing, a spiritualist must have a Wisdom score equal to at least 10 + the xing level. The Difficulty Class for a saving throw against a spiritualist's xing is 10 + the xing level + the spiritualist's Wisdom modifier.

A spiritualist initiates xing by spending chi points. The spiritualist spends a number of chi points equal to the level of the xing in order to initiate it.

A spiritualist's selection of xing is extremely limited. A spiritualist begins play knowing all 0th-level xing and two 1st-level xing of her choice. At each new spiritualist level, she gains one or more new xing, as indicated on Table: Spiritualist Xing Known.

Table: Spiritualist Xing Known
{table=head]
Level |
1st |
2nd |
3rd

1st |
2 |
- |
-

2nd |
3 |
- |
-

3rd |
4 |
1 |
-

4th |
5 |
2 |
-

5th |
6 |
3 |
1

6th |
6 |
4 |
2
[/table]

Upon reaching 4th level and 6th level, a spiritualist can choose to learn a new xing in place of one she already knows. In effect, the spiritualist loses the old xing in exchange for the new one. The new xing's level must be the same as that of the xing being exchanged. A spiritualist may swap only a single xing at the given levels, and must choose whether or not to swap the xing at the same time that she gains new xing known for the level.

Chi Pool: Spiritualists gain access to a chi pool when they gain their first bending level. A chi pool is a well of supernatural energy that can be used to bolster a spiritualist's power through meditation and focus. Spiritualists gain a number of chi points for each level they gain, as given on Table: Spiritualist. Spiritualists gain an additional number of chi points equal to their Wisdom modifier. Chi points are used for many bending abilities.

A spiritualist can recover her chi points by spending 10 minutes in calm rest. For every 10 minutes the spiritualist spends resting, she regains 1d8 chi points. The bender does not need to sleep, but cannot take strenuous actions such as fighting, walking any faster than normal speed, or performing any skill check that is tied to a physical ability score. A spiritualist that is fatigued or exhausted cannot recover chi points until she rids herself of the condition. A spiritualist can only gain up to her maximum amount of chi points.

Basic bending and elemental strikes (see below) do not require chi points to use; however, a bender must have at least 1 chi point in her pool in order to bend at all. If a spiritualist expends all of her chi, or otherwise loses access to her chi points, she cannot bend until she recovers her chi.

Elemental Strike: A spiritualist can strike an opponent with her chosen element. A spiritualist's elemental strike deals 1d6 damage. Spiritualists have proficiency with all forms of their element's bending, so they can initiate a bending strike as though wielding a light, one-handed, two-handed, or thrown weapon with a range increment of 10 ft. Bending must be wielded the same way for an entire round, however, a bender can change the way the element is wielded from round to round. Therefor, the bending strike could qualify for such feats as Pushing Assault (http://www.d20pfsrd.com/feats/combat-feats/pushing-assault-combat) (which only applies to two-handed weapons) and Rapid Shot (http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final) (which only applies to ranged weapons) simultaneously. However, although the pro-bender has both feats, she cannot gain the benefit of both feats in the same round. The pro-bender must choose how she wields her element and act accordingly, applying any feats or abilities that are applicable for that round.

A spiritualist must have at least 1 chi in her chi pool in order to initiate an elemental strike (see above). A spiritualist must have line-of-effect in order to strike an opponent with an elemental strike. Elemental strike damage is the same for a spiritualist of any size; the amount of her element a spiritualist can bend is not dependent on physical size, but on bending talent and skill.

Elemental strikes are treated as a manufactured weapon for the purpose of effects that enhance or improve manufactured weapons. However, a bender cannot add magic weapon enhancements or poison effects to her element. Fire and air do not need to be "drawn" as a traditional weapon is drawn. A spiritualist can simply attack with fire or air at any time if that is her chosen element. Earth and water must be drawn as a traditional weapon, at which point the bender controls it telepathically before striking an opponent. A spiritualist can draw earth or water to her from a distance of up to 30 feet away; earth or water beyond that distance is beyond her reach. Spiritualists that wield earth or water draw them as they would draw any other weapon (for example, a spiritualist who wields earth and who has the Quick Draw (http://www.d20pfsrd.com/feats/combat-feats/quick-draw-combat---final) feat could draw earth as a free action).

Spiritualists can initiate combat maneuvers with elemental strikes. A spiritualist can deal nonlethal damage with her elemental strike at no penalty to the attack roll.

Benders have some control over materials that have mixed with an element they can bend; for example, a mixture of fire and earth such as lava, or a mixture of fire and air such as blistering smoke. A spiritualist can bend a material mixed with a substance they cannot bend at a -2 penalty to attack rolls. If it is mixed with their opposed element, they incur a -4 penalty to attack rolls instead. A spiritualist can also take a full-round action that provokes attacks of opportunity to separate their element from a mixed substance, allowing them to bend it normally.

Spiritual Solace: When unarmored and unencumbered, the spiritualist adds her Wisdom bonus (if any) to her AC and her CMD. These bonuses to AC apply even against touch attacks or when the spiritualist is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Archetype: A spiritualist chooses an archetype at 1st level. This can be a spiritualist-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Elemental Supremacy: At 2nd level, a spiritualist gains abilities according to her element:

Air - An airbending spiritualist learns feather fall as a 0th-level xing, and gains a +2 enhancement bonus to Fly and Escape Artist checks.

Earth - An earthbending spiritualist learns expeditious excavation as a 0th-level xing, and gains a +2 enhancement bonus to her CMD to resist bull rush, drag, overrun, reposition, and trip attempts while standing on the ground.

Fire - A firebending spiritualist learns burning hands as a 0th-level xing, and gains fire resistance 5.

Water - A waterbending spiritualist learns touch of the sea as a 0th-level xing, and can hold her breath for a number of rounds equal to 4 times her Constitution score before she must start making checks to avoid drowning.

Lesser Archetype Ability: At 2nd level, a spiritualist gains the appropriate lesser ability for her chosen archetype.

Discerning Maneuver: Beginning at 3rd level, a spiritualist adds her Wisdom modifier to all combat maneuver checks made with her elemental strike.

Improved Archetype Ability: At 4th level, a spiritualist gains the appropriate improved ability for her chosen archetype.

Sagely Strike: At 5th level, a spiritualist adds her Wisdom modifier to all attack rolls made when fighting defensively, and to all concentration checks made to initiate a xing defensively.

Elemental Mastery: At 6th level, a spiritualist gains further abilities according to her element.

Air - An airbending spiritualist learns glide as a 1st-level xing.

Earth - An earthbending spiritualist learns create pit as a 1st-level xing.

Fire - A firebending spiritualist learns flaming sphere as a 1st-level xing.

Water - A waterbending spiritualist learns fog cloud as a 1st-level xing.

Greater Archetype Ability: At 6th level, a spiritualist gains the appropriate greater ability for her chosen archetype.

Ex-Spiritualists

Like any other class, spiritualists can be multiclass characters, but spiritualists face special restrictions. A spiritualist cannot take levels in any class that specifically grants another bending element (such as airbender, earthbender, firebender, or waterbender) except for the one class that matches her chosen element. If a spiritualist takes levels in a class that grants bending but allows the choice of an element (such as pro-bender), the spiritualist must choose the same element she chose as a spiritualist; she cannot learn another element under any condition.


Spiritualist-Exclusive Archetypes



Empyrean

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeEmpyrean.jpg

Empyrean Archetype: An empyrean gains additional chi points equal to her Charisma modifier.

Lesser Archetype Ability: An empyrean gains a +4 bonus to attack rolls when dealing nonlethal damage.

Improved Archetype Ability: An empyrean can take a penalty to attack rolls up to a maximum of her base attack bonus to gain an equivalent dodge bonus to her AC.

Greater Archetype Ability: An empyrean can make a Will save in place of any other saving throw. Otherwise, the save functions normally (for example, if the empyrean made a successful saving throw with her Will against an ability that normally deals half damage on a successful Reflex save, the empyrean would take half damage).



San Xing

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeSanXing.jpg

San Xing Archetype: A san xing gains a +2 bonus to her CMD and all combat maneuver checks.

Lesser Archetype Ability: A san xing gains a +2 natural armor bonus (that stacks with any other natural armor bonuses) while standing on the ground.

Improved Archetype Ability: A san xing gains a +2 dodge bonus to AC.

Greater Archetype Ability: A san xing gains a +2 bonus to all attack rolls.

McToomin
2012-07-16, 02:56 PM
Waterbender



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassWaterbender.jpg

"The legends say the moon was the first waterbender. Our ancestors saw how it pushed and pulled the tides and learned how to do it themselves."

-Yue

Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The waterbender's class skills are Bluff (Cha), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Bending) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier

Table: Waterbender
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
Chi Pool

1st | +0 |
+2 |
+0 |
+2 | Archetype, Assume Control, Flowing Creek, Elemental Strike 1d8, Waterbending, Xing |
4

2nd | +1 |
+3 |
+0 |
+3 | Lesser Archetype Ability |
5

3rd | +2 |
+3 |
+1 |
+3 | Cold Endurance |
6

4th | +3 |
+4 |
+1 |
+4 | Improved Archetype Ability |
7

5th | +3 |
+4 |
+1 |
+4 | Improved Cold Endurance |
8

6th | +4 |
+5 |
+2 |
+5 | Greater Archetype Ability, Redirection |
9
[/table]

Class Features

All of the following are class features of the waterbender.

Weapon and Armor Proficiency: A waterbender is proficient with all forms of waterbending, and all simple weapons. Waterbenders are proficient with light armor and shields (except tower shields). Armor interferes with a waterbender's hand motions, which can cause bending with somatic components to fail (see Bending and Armor).

Waterbending: Basic waterbending can be used indefinitely to perform minor tricks. All benders must practice their bending in order to master it, and so it is not uncommon to find a waterbender using her bending to perform ordinary or mundane tasks. However, waterbending that is not being used as an elemental strike or initiated by a xing is subject to severe limitations. Basic waterbending can chill 1 pound per bender level of nonliving material per round. It cannot deal damage or affect concentration. 1 pound per bender level of ice or water can be melted or frozen to the other form as a standard action. Different kinds of shapes can be made out of ice or water, and the water be used to clean items in a 1-foot per bender level cube each round. Basic bending also lacks the power to duplicate any xing's effects; in order to mimic those effects, one must initiate the xing. Benders must have 1 point in their chi pool in order to do any bending. Waterbenders automatically know all level 0 waterbending xing, which cost no chi points to initiate.

Xing: A waterbender initiates xing drawn from the waterbender xing list. She can initiate any xing she knows without preparing to do so ahead of time. To learn or initiate a xing, a waterbender must have a Wisdom score equal to at least 10 + the xing level. The Difficulty Class for a saving throw against a waterbender's xing is 10 + the xing level + the waterbender's Wisdom modifier.

A waterbender initiates xing by spending chi points. The waterbender spends a number of chi points equal to the level of the xing in order to initiate it.

A waterbender's selection of xing is extremely limited. A waterbender begins play knowing all 0-level xing and two 1st-level xing of her choice. At each new waterbender level, she gains one or more new xing, as indicated on Table: Waterbender Xing Known.

Table: Waterbender Xing Known
{table=head]
Level |
1st |
2nd |
3rd

1st |
2 |
- |
-

2nd |
2 |
- |
-

3rd |
3 |
- |
-

4th |
3 |
1 |
-

5th |
4 |
2 |
-

6th |
4 |
3 |
1
[/table]

Upon reaching 4th level and 6th level, a waterbender can choose to learn a new xing in place of one she already knows. In effect, the waterbender loses the old xing in exchange for the new one. The new xing's level must be the same as that of the xing being exchanged. A waterbender may swap only a single xing at the given levels, and must choose whether or not to swap the xing at the same time that she gains new xing known for the level.

Chi Pool: Waterbenders gain access to a chi pool when they gain their first bending level. A chi pool is a well of supernatural energy that can be used to bolster a waterbender's power through meditation and focus. Waterbenders gain a number of chi points for each level they gain, as given on Table: Waterbender. Waterbenders gain an additional number of chi points equal to their Wisdom modifier. Chi points are used for many bending abilities, including funding xing.

A waterbender can recover her chi points by spending 10 minutes in calm rest. For every 10 minutes the waterbender spends resting, she regains 1d6 chi points. The bender does not need to sleep, but cannot take strenuous actions such as fighting, walking any faster than normal speed, or performing any skill check that is tied to a physical ability score. A waterbender that is fatigued or exhausted cannot recover chi points until she rids herself of the condition. A waterbender can only gain up to her maximum amount of chi points.

Basic waterbending and elemental strikes (see below) do not require chi points to use; however, a bender must have at least 1 chi point in her pool in order to bend at all. If a waterbender expends all of her chi, or otherwise loses access to her chi points, she cannot bend until she recovers her chi.

Elemental Strike: A waterbender can strike an opponent with whips and jets of water. A waterbender's elemental strike deals 1d8 damage. Waterbenders have proficiency with all forms of waterbending, so they can initiate a waterbending strike as though wielding a light, one-handed, two-handed, or thrown weapon with a range increment of 10 ft. Bending must be wielded the same way for an entire round, however, a waterbender can change the way the water is wielded from round to round. Therefor, the waterbending strike could qualify for such feats as Pushing Assault (http://www.d20pfsrd.com/feats/combat-feats/pushing-assault-combat) (which only applies to two-handed weapons) and Rapid Shot (http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final) (which only applies to ranged weapons) simultaneously. However, although the waterbender has both feats, she cannot gain the benefit of both feats in the same round. The waterbender must choose how she wields her water and act accordingly, applying any feats or abilities that are applicable for that round.

A waterbender must have at least 1 chi in her chi pool in order to initiate a waterbending strike (see above). A waterbender must have line-of-effect in order to strike an opponent with a waterbending strike. Waterbending strike damage is the same for a waterbender of any size; the amount of water a waterbender can bend is not dependent on physical size, but on bending talent and skill.

Waterbending strikes are treated as a manufactured weapon for the purpose of effects that enhance or improve manufactured weapons. However, a bender cannot add magic weapon enhancements or poison effects to her water.

A waterbender must draw water as a weapon is drawn before she can strike with it. Drawn water levitates around the waterbender until she is ready to strike with it. A waterbender can draw water to her from up to 30 feet away; water beyond that point is outside of her reach to draw. The waterbender draws the water as she would draw any other weapon (so for example a waterbender with the Quick Draw (http://www.d20pfsrd.com/feats/combat-feats/quick-draw-combat---final) feat could draw water as a free action).

Waterbenders can initiate combat maneuvers with elemental strikes. A waterbender can deal nonlethal damage with her elemental strike at no penalty to the attack roll.

Benders have some control over materials that have mixed with an element they can bend; for example, a mixture of water and earth such as mud, or a mixture of water and air such as steam. A waterbender can bend a material mixed with a substance they cannot bend at a -2 penalty to attack rolls. If it is mixed with their opposed element (for a waterbender, this is fire), they incur a -4 penalty to attack rolls instead. A waterbender can also take a full-round action that provokes attacks of opportunity to separate their element from a mixed substance, allowing them to bend it normally.

Assume Control: A waterbender can spend 1 chi point to make an attack roll against an incoming waterbending elemental strike (see above) as an immediate action. If the waterbender's attack roll beats that of the incoming attack, the attack is harmlessly negated. The waterbender can choose to "catch" of this water, at which point she assumes control of it and has it drawn. If the waterbender already has another weapon (including water) drawn, she can drop it as a free action to assume control of the new water.

Flowing Creek: Waterbenders direct battles as they see fit, and control their opponents through lithe and misleading movements. A waterbender adds her Wisdom modifier to all combat maneuver checks.

Archetype: A waterbender chooses an archetype at 1st level. This can be a waterbender-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Lesser Archetype Ability: At 2nd level, a waterbender gains the appropriate lesser ability for her chosen archetype.

Cold Endurance: At 3rd level and higher, a waterbender has spent so much time in the presence of ice and water that she no longer feels its effects. The waterbender is treated as being under a constant endure elements (http://www.d20pfsrd.com/magic/all-spells/e/endure-elements) effect in regards to cold temperatures. Hot temperatures are treated as one step cooler for a waterbender.

Improved Archetype Ability: At 4th level, a waterbender gains the appropriate improved ability for her chosen archetype.

Improved Cold Endurance: At 5th level, a waterbender begins to shrug off even the effects of direct cold. She gains cold resistance 5; all cold damage dealt to her is lowered by 5 points.

Redirection: Beginning at 6th level, a waterbender becomes a true master of manipulation in combat. A waterbender learns a special combat maneuver called a redirection. The waterbender must normally perform this combat maneuver as a readied action against an incoming melee attack. The waterbender makes a combat maneuver check (DC equals the attack roll of the incoming attack). If she is successful, the waterbender can direct the attack against any other target within the attacker's reach. If no targets are within reach, the waterbender can harmlessly deflect the attack.

A waterbender can perform a redirection as an immediate action by spending 2 chi points.

Greater Archetype Ability: At 6th level, a waterbender gains the appropriate greater ability for her chosen archetype.

Bending and Armor

Armor restricts the complicated gestures required while performing any bending that has somatic components. The armor and shield descriptions list the bending failure chance for different armor and shields.

If bending doesn't have a somatic component, a bender can performing it with no bending failure chance while wearing armor. Such bending can also be performed even if the bender's hands are bound or they are grappling (although concentration checks still apply normally).

Ex-Waterbenders

Like any other class, waterbenders can be multiclass characters, but waterbenders face special restrictions. A waterbender cannot take levels in any class that specifically grants another bending element (such as airbender, earthbender, or firebender). If a waterbender takes levels in a class that grants bending but allows the choice of an element (such as pro-bender or spiritualist), the waterbender must choose waterbending; she cannot learn another element under any condition.


Waterbender-Exclusive Archetypes



Bloodbender

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeBloodbender.jpg

Bloodbender Archetype: A bloodbender gains a bonus to Sense Motive skill checks equal to 1/2 her class level.

Lesser Archetype Ability: A bloodbender can ready an action to perform a Sense Motive check (DC equals the attack roll of an incoming attack) against an attack originating from an enemy that is within 30 feet that the bloodbender is aware of. If the bloodbender is successful, she gains a +2 dodge bonus to AC against the attack. The bloodbender can perform this check as an immediate action by spending 2 chi points.

Improved Archetype Ability: Bloodbenders learn defoliate (http://www.d20pfsrd.com/magic/all-spells/d/defoliate) as a 1st-level xing. In addition to the listed effects, the defoliate xing draws living water out of the plants, granting the bloodbender enough water to bend.

Greater Archetype Ability: Bloodbenders learn marionette possession (http://www.d20pfsrd.com/magic/all-spells/m/marionette-possession), hereafter referring to as "bloodbending." Bloodbending works as marionette possession except as listed here. The range of bloodbending is close range (25 ft. + 5 ft./2 levels), and the target does not have to be willing. The duration of the xing is changed to "concentration." The bloodbender's soul does not leave her body while bloodbending a target. She must stay fully focused on the task, however, and is considered to be staggered for as long as she bloodbends a victim.



Healer

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeHealer.jpg

Healer Archetype: A healer learns cure light wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds) as a 1st-level xing.

Lesser Archetype Ability: A healer adds 1/2 her bender level to all Heal skill checks. In addition, a healer can use the Heal skill to treat deadly wounds at an accelerated rate. A healer can perform the treat deadly wounds action as a full-round action instead of taking 1 hour, and does not need access to a healer's kit at all so long as she has access to water and uses it to heal.

Improved Archetype Ability: A healer learns cure moderate wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds) as a 2nd-level xing.

Greater Archetype Ability: A healer learns cure serious wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-serious-wounds) as a 3rd-level xing. In addition, a healer does not provoke attacks of opportunity when using the Heal skill or when initiating a waterbending xing that cures damage.



Plantbender

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypePlantbender.jpg

Plantbender Archetype: A plantbender can bend the water inside plants, and can deal an elemental strike with living vegetation even if no actual water is present.

Lesser Archetype Ability: A plantbender can spend 1 chi point to cover herself in vegetation, granting a +1 natural armor bonus to AC. Fire damage causes the plant armor to burn away.

Improved Archetype Ability: A plantbender learns entangle (http://www.d20pfsrd.com/magic/all-spells/e/entangle) as a 1st-level xing. The duration is changed to "concentration."

Greater Archetype Ability: A plantbender gains the ability to assemble a large, powerful shell of plantlife that she can waterbend to fight for her by spending 6 chi points. The plantbender wears the vegetation as a suit, and gains the following abilities of a shambling mound (http://www.d20pfsrd.com/bestiary/monster-listings/plants/shambling-mound). She gains the shambling mound's AC, HP, and saving throws. She gains the mound's land and swim speed, melee attacks, its space and reach, and its special attacks. While in the coccoon, she gains the mound's physical stats, but keeps her own mental stats. All damage done to the plantbender is taken off of the mound's HP first. As the mound loses HP, it begins to fall apart and disappear. Once the mound has lost half of its HP, enemies can target the plantbender instead of the mound. The plantbender can reassemble the mound as a full-round action that does not provoke attacks of opportunity to heal it equal to one of its hit die (d8). If the mound is completely destroyed, the plantlife becomes lifeless and the water inside it cannot be bent anymore, and the plantbender must find more vegetation to bend.



Warrior Classes


Champion



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassChampion.jpg

"The first thing you must learn is that your weapon is an extension of yourself. You must think of it as another part of your own body."

- Master Piandao

Hit Die: d10
Starting Wealth: 4d6 x 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The champion's class skills are Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier

Table: Champion
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special

1st | +1 |
+2 |
+0 |
+0 | Adrenaline Rush, Archetype, Cut Down

2nd | +2 |
+3 |
+0 |
+0 | Fighting Style Feat, Lesser Archetype Ability

3rd | +3 |
+3 |
+1 |
+1 | Weapon Aptitude

4th | +4 |
+4 |
+1 |
+1 | Fighting Style Feat, Improved Archetype Ability

5th | +5 |
+4 |
+1 |
+1 | Lightning Speed

6th | +6/+1 |
+5 |
+2 |
+2 | Fighting Style Feat, Greater Archetype Ability, Threatening Rush[/table]

Class Features

All of the following are class features of the champion.

Weapon and Armor Proficiency: Champions are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Adrenaline Rush: Champions can call upon a rush of adrenaline to their system in order to boost their fighting capabilities. Starting at 1st level, a champion can enter her adrenaline rush for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she gains the ability to rush for an additional 2 rounds. Temporary increases to Constitution do not increase the total number of rounds that a champion can spend in an adrenaline rush per day. The champion can enter an adrenaline rush as a free action. The total number of rounds that can be spent in an adrenaline rush per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

The champion's adrenaline rush grants a +4 morale bonus to Strength and Constitution, as well as a +2 morale bonus to Will saves. The champion can end her rush as a free action. She is fatigued after her rush for a number of rounds equal to 2 times the number of rounds spent in the rush. She cannot enter a new adrenaline rush while fatigued or exhausted, but can otherwise enter an adrenaline rush multiple times during a single encounter or combat. If the champion falls unconscious, her rush immediately ends, placing her in peril of death as normal.

Cut Down: A champion gains experience fighting against benders and their elemental attacks. A champion can ready an action to negate an elemental strike. If she is attacked by a bender's elemental strike at any point before her next turn, she can make an opposing attack roll against the incoming strike. If she is successful, the elemental strike is cut through and negated.

Archetype: A champion chooses an archetype at 1st level. This can be a champion-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Fighting Style Feat: Each champion chooses a fighting style, which manifests in the form of bonus feats. The champion gains a bonus feat at 2nd level, 4th level, and 6th level. The champion can choose a bonus feat at these levels from her chosen fighting style so long as she meets the prerequisites. Once a fighting style is chosen, it can only be changed through 1 week of dedicated work and practice attempting to master a new fighting style. If a champion spends the week required to change her fighting style, she immediately loses her previous fighting style bonus feats, and may choose new ones from her new fighting style to replace them. A champion treats her class level as her effective fighter level for the purpose of qualifying for feats.

Combat Style Options

Archery - A champion that selects archery can choose from the following list whenever she gains a fighting style feat: Far Shot (http://www.d20pfsrd.com/feats/combat-feats/far-shot-combat---final), Focused Shot (http://www.d20pfsrd.com/feats/combat-feats/focused-shot-combat), Manyshot (http://www.d20pfsrd.com/feats/combat-feats/manyshot-combat---final), Point-Blank Shot (http://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat---final), Precise Shot (http://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat---final), and Rapid Shot (http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final).

Crossbow - A champion that selects crossbow style can choose from the following list whenever she gains a fighting style feat: Crossbow Mastery (http://www.d20pfsrd.com/feats/combat-feats/crossbow-mastery-combat), Deadly Aim (http://www.d20pfsrd.com/feats/combat-feats/deadly-aim-combat), Focused Shot (http://www.d20pfsrd.com/feats/combat-feats/focused-shot-combat), Point-Blank Shot (http://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat---final), Precise Shot (http://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat---final), and Rapid Reload (http://www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat---final).

Mounted Combat - A champion that selects mounted combat can choose from the following list whenever she gains a fighting style feat: Animal Affinity (http://www.d20pfsrd.com/feats/general-feats/animal-affinity---final), Mounted Combat (http://www.d20pfsrd.com/feats/combat-feats/mounted-combat-combat---final), Ride-By Attack (http://www.d20pfsrd.com/feats/combat-feats/ride-by-attack-combat---final), Skill Focus (http://www.d20pfsrd.com/feats/general-feats/skill-focus---final) (Ride (http://www.d20pfsrd.com/skills/ride)), Spirited Charge (http://www.d20pfsrd.com/feats/combat-feats/spirited-charge-combat---final), and Trick Riding (http://www.d20pfsrd.com/feats/combat-feats/trick-riding-combat).

Single Weapon - A champion that selects single weapon style can choose from the following list whenever she gains a fighting style feat: Combat Expertise (http://www.d20pfsrd.com/feats/combat-feats/combat-expertise-combat), Disengaging Feint (http://www.d20pfsrd.com/feats/combat-feats/disengaging-feint-combat), Improved Disarm (http://www.d20pfsrd.com/feats/combat-feats/improved-disarm-combat---final), Improved Feint (http://www.d20pfsrd.com/feats/combat-feats/improved-feint-combat---final), Pirahna Strike (http://www.d20pfsrd.com/feats/combat-feats/piranha-strike-combat), and Weapon Finesse (http://www.d20pfsrd.com/feats/combat-feats/weapon-finesse-combat---final).

Throwing Weapons - A champion that selects throwing weapon style can choose from the following list whenever she gains a fighting style feat: Close-Quarters Thrower (http://www.d20pfsrd.com/feats/combat-feats/close-quarters-thrower-combat), Clustered Shots (http://www.d20pfsrd.com/feats/combat-feats/clustered-shots-combat), Point-Blank Shot (http://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat---final), Precise Shot (http://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat---final), Rapid Shot (http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final), and Throw Anything (http://www.d20pfsrd.com/feats/combat-feats/throw-anything-combat---final).

Two-Handed Weapon - A champion that selects two-handed weapon style can choose from the following list whenever she gains a fighting style feat: Cleave (http://www.d20pfsrd.com/feats/combat-feats/cleave-combat), Furious Focus (http://www.d20pfsrd.com/feats/combat-feats/furious-focus-combat), Lunge (http://www.d20pfsrd.com/feats/combat-feats/lunge-combat---final), Power Attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final), Pushing Assault (http://www.d20pfsrd.com/feats/combat-feats/pushing-assault-combat), and Shield of Swings (http://www.d20pfsrd.com/feats/combat-feats/shield-of-swings-combat).

Two-Weapon Combat - A champion that selects two-weapon combat can choose from the following list whenever she gains a fighting style feat: Combat Expertise (http://www.d20pfsrd.com/feats/combat-feats/combat-expertise-combat), Double Slice (http://www.d20pfsrd.com/feats/combat-feats/double-slice-combat---final), Improved Two-Weapon Fighting (http://www.d20pfsrd.com/feats/combat-feats/improved-two-weapon-fighting-combat---final), Quick Draw (http://www.d20pfsrd.com/feats/combat-feats/quick-draw-combat---final), Two-Weapon Defense (http://www.d20pfsrd.com/feats/combat-feats/two-weapon-defense-combat---final), and Two-Weapon Fighting (http://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat---final).

Unarmed Combat - A champion that selects unarmed combat can choose from the following list whenever she gains a fighting style feat: Belier's Bite (http://www.d20pfsrd.com/feats/combat-feats/belier-s-bite-combat), Deflect Arrows (http://www.d20pfsrd.com/feats/combat-feats/deflect-arrows-combat), Gorgon's Fist (http://www.d20pfsrd.com/feats/combat-feats/gorgon-s-fist-combat---final), Improved Unarmed Strike (http://www.d20pfsrd.com/feats/combat-feats/improved-unarmed-strike-combat---final), Scorpion Style (http://www.d20pfsrd.com/feats/combat-feats/scorpion-style-combat---final), and Weapon Focus (http://www.d20pfsrd.com/feats/combat-feats/weapon-focus-combat---final) (unarmed strike (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/strike-unarmed)).

Weapon and Shield - A champion that selects weapon and shield style can choose from the following list whenever she gains a fighting style feat: Improved Shield Bash (http://www.d20pfsrd.com/feats/combat-feats/improved-shield-bash-combat---final), Missile Shield (http://www.d20pfsrd.com/feats/combat-feats/missile-shield-combat), Saving Shield (http://www.d20pfsrd.com/feats/combat-feats/saving-shield-combat), Shield Slam (http://www.d20pfsrd.com/feats/combat-feats/shield-slam-combat---final), and Two-Weapon Fighting (http://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat---final).

Lesser Archetype Ability: At 2nd level, a champion gains the appropriate lesser ability for her chosen archetype.

Weapon Aptitude: A champion can study weapons and understand the similarities between them, transferring her ability to fight with them as well. Beginning at level 3, each morning a champion can spend 1 hour in weapon practice to change the designated weapon for any feat she knows that applies only to a single weapon (such as Weapon Focus (http://www.d20pfsrd.com/feats/combat-feats/weapon-focus-combat---final)). The champion must have the weapon she wishes to reapply her feats to available during this practice session to make the change. If a champion uses this ability, it applies to all feats that designate a single weapon to the new weapon; the champion may not pick and choose which feats the new weapon is applied to. If the champion has any feat that designates a single weapon and she uses this ability, the feat changes to apply to the new weapon.

Improved Archetype Ability: At 4th level, a champion gains the appropriate improved ability for her chosen archetype.

Lightning Speed: At 5th level, if a champion makes a full-attack action during her adrenaline rush, she can make one additional attack at her highest base attack bonus. All attacks made during the round take a -2 penalty (including attacks of opportunity made on other turns during the round).

Threatening Rush: At 6th level, a champion gains a new level of clarity on the battlefield. During her adrenaline rush, the critical range of any weapon a champion wields increases it's critical threat range by 1 (so for example, if the champion wielded a weapon that threatened a critical hit on a roll of 19-20, during her adrenaline rush it would increase to threaten a critical hit on a roll of 18-20). In addition, her critical hit modifier also increases by one (so if a weapon normally deals x2 damage on a critical hit, during the champion's adrenaline rush it would deal x3 damage).

Greater Archetype Ability: At 6th level, a champion gains the appropriate greater ability for her chosen archetype.


Champion-Exclusive Archetypes



Anger Warrior

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeAngerWarrior.jpg

Anger Warrior Archetype: An anger warrior gains DR 2/- during her adrenaline rush.

Lesser Archetype Ability: During her adrenaline rush, an anger warrior can take a -1 penalty to AC to gain a +1 bonus to attack rolls.

Improved Archetype Ability: An anger warrior's lesser archetype ability now allows her to take a -2 penalty to AC to gain a +2 penalty to attack rolls. The anger warrior can share this penalty and bonus with all allies within 30 feet of her that can see and hear her as a move action, which lasts until the end of her adrenaline rush.

Greater Archetype Ability: An anger warrior's rage manifests itself, seemingly transforming her body into a hulking monster. The anger warrior counts as one size category larger during her adrenaline rush, though her size does not actually increase. She gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC. In addition, any weapon the anger warrior wields during her adrenaline rush deals damage as though it were one size category larger.



Focus Warrior

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeFocusWarrior.jpg

Focus Warrior Archetype: A focus warrior hones her senses and perception during her adrenaline rush, gaining a +2 dodge bonus to AC.

Lesser Archetype Ability: During her adrenaline rush, a focus warrior can take a -1 penalty to attack rolls to gain a +1 bonus to AC.

Improved Archetype Ability: A focus warrior's lesser archetype ability now allows her to take a -2 penalty to attack rolls to gain a +2 bonus to AC. The focus warrior can share this penalty and bonus with all allies within 30 feet of her that can see and hear her as a move action, which lasts until the end of her adrenaline rush.

Greater Archetype Ability: A focus warrior's concentration manifests itself, seemingly transforming her body into an impossible-to-hit blur. The focus warrior counts as one size category smaller during her adrenaline rush, though her size does not actually decrease. She gains a +2 size bonus to Dexterity, a -2 size penalty to Strength, and a +1 bonus on attack rolls and AC. In addition, any weapon the focus warrior wields during her adrenaline rush deals damage as though it were one size category smaller.

McToomin
2012-07-16, 02:57 PM
Chi Adept



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassChiAdept.jpg

"In the era before the Avatar, we bent not the elements, but the energy within ourselves."

- The Great Lion Turtle

Hit Die: d10
Starting Wealth: 2d6 x 10 gp (average 70 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The chi adept's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (Bending) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier

Table: Chi Adept
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
Unarmed Strike |
AC Bonus |
Chi Pool

1st | +1 |
+2 |
+2 |
+2 | Archetype, Chi Power, Flurry of Blows, Improved Unarmed Strike |
1d4 |
+0 |
4

2nd | +2 |
+3 |
+3 |
+3 | Chi Power, Lesser Archetype Ability |
1d6 |
+0 |
5

3rd | +3 |
+3 |
+3 |
+3 | Chi Power, Evasion |
1d6 |
+1 |
6

4th | +4 |
+4 |
+4 |
+4 | Chi Power, Improved Archetype Ability |
1d8 |
+1 |
7

5th | +5 |
+4 |
+4 |
+4 | Chi Power, Uncanny Dodge |
1d8 |
+1 |
8

6th | +6/+1 |
+5 |
+5 |
+5 | Chi Power, Greater Archetype Ability |
1d10 |
+2 |
9[/table]

Class Features

All of the following are class features of the chi adept.

Weapon and Armor Proficiency: Chi adepts are not proficient with any weapons aside from their unarmed strikes (see Unarmed Strike, below). Chi adepts are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavier load, a chi adept loses her AC bonus and flurry of blows abilities.

Unarmed Strike: At 1st level, a chi adept gains Improved Unarmed Strike (http://www.d20pfsrd.com/feats/combat-feats/improved-unarmed-strike-combat---final) as a bonus feat. A chi adept's attacks may be with her fist, elbows, knees, and feet. This means that a chi adept can make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a chi adept striking unarmed. A chi adept may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a chi adept's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty to her attack rolls. She has the same choice to deal lethal or nonlethal damage while grappling.

A chi adept's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of feats and effects that enhance or improved either manufactured weapons or natural weapons.

A chi adept also deals more damage with her unarmed strikes than a normal warrior would, as shown on Table: Chi Adept. The unarmed damage values listed on Table: Chi Adept are for Medium chi adepts. A Small chi adept deals less damage than the amount given with her unarmed attacks, while a Large chi adept deals more damage; see Table: Small or Large Chi Adept Unarmed Damage

Table: Small or Large Chi Adept Unarmed Damage
{table=head] Level | Damage (Small) | Damage (Large)

1st |
1d3 |
1d6

2nd |
1d4 |
1d8

3rd |
1d4 |
1d8

4th |
1d6 |
1d10

5th |
1d6 |
1d10

6th |
1d10 |
2d6
[/table]

AC Bonus: When unarmored and unencumbered, a chi adept adds her Wisdom bonus (if any) to her AC and CMD. In addition, a chi adept gains a +1 bonus to AC and CMD at 3rd level. This bonus increases to +2 at 6th level.

These bonuses to AC apply even against touch attacks or when the chi adept is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavier load.

Flurry of Blows: Beginning at 1st level, a chi adept can make a flurry of blows as a full-attack action. When doing so she can make one additional attack as if using the Two-Weapon Fighting (http://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat---final) feat (even if the chi adept does not meet the prerequisites for the feat).

A chi adept applies her full Strength bonus to her damage rolls for all successful attacks made with a flurry of blows. A chi adept may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A chi adept cannot use any weapon other than an unarmed strike as part of a flurry of blows. A chi adept with natural weapons cannot use such weapons as part of a flurry of blows, nor can she make natural attacks in addition to her flurry of blows attacks.

Chi Pool: Chi adepts gain access to a chi pool at 1st level. A chi pool is a well of supernatural energy that can be used to bolster a chi adept's power through meditation and focus. Chi adepts gain a number of chi points for each level they gain, as given on Table: Chi Adept. Chi adepts gain an additional number of chi points equal to their Wisdom modifier. Chi points are used for many abilities, including chi powers (see below).

A chi adept can recover her chi points by spending 10 minutes in calm rest. For every 10 minutes the chi adept spends resting, she regains 1d6 chi points. The chi adept does not need to sleep, but cannot take strenuous actions such as fighting, walking faster than a normal speed, or performing any skill check that is tied to a physical ability score. A chi adept that is fatigued or exhausted cannot recover chi points until she rids herself of the condition. A chi adept can only gain up to her maximum amount of chi points.

Chi Power: At each level, a chi adept gains a chi power; a supernatural power that can be performed by expending chi points. Chi points are spent to activate powers as a free action unless noted otherwise (allowing a chi adept to activate several powers simultaneously if she wishes). At each level, a chi adept may choose a chi power from the following list:

Bleeding Strike - By spending 1 point from her chi pool, a chi adept can cause a living opponent to bleed by dealing an additional 1d4 bleed damage with an unarmed attack. This attack causes the target to bleed for 1d4 damage each round at the start of their turn. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess.

Blinding Speed - By spending 1 point from her chi pool, a chi adept can increase her speed by 20 feet for 1 round.

Ferocious Attack - By spending 1 point from her chi pool, a chi adept can make one additional attack at her highest base attack bonus when making a flurry of blows attack.

Ghostly Escape - By spending 1 point from her chi pool, a chi adept can escape an area undetected by leaving no tracks or trace of herself. This power is a standard action, and lasts for 1 hour.

Improved Uncanny Dodge - By spending 2 points from her chi pool, enemies do not gain any benefits for flanking the chi adept for 1 round.

Nerve Center - By spending 1 point from her chi pool before making a flurry of blows, any opponent hit with at least one attacks from the flurry cannot make attacks of opportunity for 1 round.

Only a Blur - By spending 1 point from her chi pool, a chi adept can gain a +4 dodge bonus to AC for 1 round.

Powerful Blow - By spending 1 point from her chi pool, a chi adept's unarmed strikes deal damage as though she were one size category larger for 1 round.

Quick Feet - By spending 1 point from her chi pool, a chi adept can move normally through difficult terrain for 1 round.

Safe Fall - So long as a chi adept is within arm's reach of a wall or other vertical surface while falling, she can spend 1 chi point to fall safely. The chi adept's fall speed decreases to 60 feet for the round, the equivalent of falling only a few feet.

See the Night - By spending 1 point from her chi pool, a chi adept can gain darkvision out to a range of 60 feet. This power is a standard action, and lasts for 1 hour.

Slow Metabolism - By spending 1 point from her chi pool, a chi adept can slow her metabolism for 1 hour. She can hold her breath for four times her Constitution score. In addition, whenever the chi adept is poisoned, the time between saving throws (the poison's frequency) is doubled. thus, a poison that has a frequency of "1/round for 6 rounds" would instead be "1/2 rounds for 12 rounds."

Stealthy - By spending 1 point from her chi pool, a chi adept can move at her full speed while using the Stealth skill without penalty for 1 round.

Sudden Inspiration - A chi adept with this ability can become inspired with the knowledge of another power from seemingly nowhere. When she uses this ability, she selects one chi power that she does not know and can use that chi power for a number of rounds equal to her level. She must pay any chi costs associated with the power as normal. Using this ability expends 2 chi points from her chi pool, plus the chi cost of the power she chooses.

Supreme Gymnast - By spending 1 point from her chi pool, a chi adept can gain a +20 bonus to one Acrobatics check of her choice made before the start of her next turn.

Wall Climber - By spending 2 chi points, a chi adept gains a climb speed of 20 feet for 1 round. This climb speed only applies to vertical surfaces; it cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

Archetype: A chi adept chooses an archetype at 1st level. This can be a chi adept-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Lesser Archetype Ability: At 2nd level, a chi adept gains the appropriate lesser ability for her chosen archetype.

Evasion: A chi adept can avoid even supernatural and bending attacks with great agility. Beginning at 3rd level, 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 only be used if the chi adept is wearing no armor. A helpless chi adept does not gain the benefits of evasion.

Improved Archetype Ability: At 4th level, a chi adept gains the appropriate improved ability for her chosen archetype.

Uncanny Dodge: At 5th level, a chi adept can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A chi adept with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Greater Archetype Ability: At 6th level, a chi adept gains the appropriate greater ability for her chosen archetype.


Chi Adept-Exclusive Archetypes



Chi Blocker

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeChiBlocker.jpg

"Are you kidding? The crazy blue firebending and the flying daggers are bad enough, but last time we saw them, one of those girls did something that took my bending away. That's scary."

- Katara

Chi Blocker Archetype: A chi blocker can charge in situations where others could not. A chi blocker can charge over difficult terrain that normally slows movement or through allies who are blocking her path. This ability enables her to charge across a cluttered battlefield, leap down from a ledge, or swing across a chasm to get to her target. Depending on the circumstance, she may still need to make appropriate checks (such as Acrobatics) to successfully move over the terrain.

Lesser Archetype Ability: A chi blocker can attempt to block her targets from their chi, effectively neutralizing their danger. To perform this action, a chi blocker spends 1 chi point for each attack she makes during a round on her turn. This can be a single attack, a flurry of blows, or any other combination of attacks, but the chi blocker must spend 1 chi point for each attack during her turn in the round, she cannot pick and choose which attacks to apply this effect to.

Any target successfully struck by one of these attacks must make a Fortitude saving throw (DC 10 + 1/2 the chi blocker's level + her Wisdom modifier) in addition to taking damage normally. A target that fails this saving throw is blocked from her chi pool for 1 round. The number of points in the subject's chi pool are unaffected, and abilities that do not require the subject to spend chi points still function normally. A creature with no chi points takes no penalty from being the target of a chi block and does not need to make a saving throw.

If the chi blocker makes multiple attacks in the round, each successful attack after the target fails its Fortitude save increases the number of rounds the target remains chi blocked by 1.

Improved Archetype Ability: Whenever a chi blocker makes an Acrobatics skill check during combat, she adds half her level (minimum 1) to the check.

In addition, a chi blocker can now substitute stunning attacks for chi blocking attacks. This functions identically to chi blocking: the chi blocker must spend 1 point per attack made on her turn. She may then choose to attempt to stun targets with her attacks, chi block targets, or both, depending on the number of attacks she has to make. Targets she attempts to stun must make an identical Fortitude saving throw as that against chi blocking (DC 10 + 1/2 the chi blocker's level + her Wisdom modifier), but targets save against each condition separately. If a target that fails its saving throw against being stunned and is struck multiple times is still only stunned for 1 round. Other successful attacks leave the target staggered for a number of rounds equal to the number of additional successful attacks the chi blocker performed.

For example, a chi blocker makes three attacks against her target and attempts to stun. She spends 3 chi points to infuse her attacks with stunning power. On her first attack, the target fails its Fortitude saving throw. Her other two attacks are also successful. The target is stunned for 1 round, and then staggered for 2 additional rounds after that. If the chi blocker attempts to stun again while the target is staggered, the remaining time the target would have spent staggered is lost, even if the chi blocker fails.

Greater Archetype Ability: By spending 2 chi points as a free action, a chi blocker gains the ability to perform a flurry of blows as a standard action. The flurry of blows otherwise works normally, and can be modified normally (such as chi blocking by spending additional chi points).



Trickster

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeTrickster.jpg

Trickster Archetype: A trickster gains Improved Dirty Trick (http://www.d20pfsrd.com/feats/combat-feats/improved-dirty-trick-combat) as a bonus feat, even if she does not meet the prerequisites. A trickster can spend 1 chi point as a free action before making a dirty trick attempt to gain a +2 bonus to the check.

Lesser Archetype Ability: A trickster can spend 2 chi points to perform a dirty trick as an immediate action against any creature that attacks her during a surprise round.

Improved Archetype Ability: A trickster can spend 2 chi points to perform a dirty trick at the same time as one of her attacks during a flurry of blows. The target is affected by your chosen trick in addition to taking damage.

Greater Archetype Ability: A trickster can spend 4 chi points to perform a dirty trick against an opponent she threatens as an immediate action just before an ally attacks the target, possibly hindering the target against her ally's attack.



Jing Master



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassJingMaster.jpg

"There are options in fighting, called jing. It's a choice of how you direct your energy."

- King Bumi

Hit Die: d10
Starting Wealth: 4d6 x 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The jing master's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Knowledge (History) (Int), Perception (Wis), and Profession (Wis).

Skill Ranks per Level: 2 + Int modifier

Table: Jing Master
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special

1st | +1 |
+2 |
+2 |
+2 | Analyze Jing, Archetype, Jing Adjustment

2nd | +2 |
+3 |
+3 |
+3 | Lesser Archetype Ability

3rd | +3 |
+3 |
+3 |
+3 | Jing Power +2, Share Jing

4th | +4 |
+4 |
+4 |
+4 | Fight Smarter, Improved Archetype Ability

5th | +5 |
+4 |
+4 |
+4 | Jing Power +4, Grant Action

6th | +6/+1 |
+5 |
+5 |
+5 | Greater Archetype Ability, Jing Mastery[/table]

Class Features

All of the following are class features of the jing master.

Weapon and Armor Proficiency: Jing masters are proficient with all simple and martial weapons and with all armor (light, medium, and heavy) and shields (including tower shields).

Jing Adjustment: A jing master learns to alter her fighting style in order to best suit the situation. There are three main types of jing: positive jing, which is when a warrior attacks her opponent; negative jing, when a warrior retreats from her opponent; and neutral jing, when a warrior waits and does nothing. Each type of jing is governed by a physical ability score: positive jing is tied to Strength, negative jing is tied to Dexterity, and neutral jing is tied to Constitution.

A jing master can enter a jing adjustment, in which she physically changes to suit the needs of a particular battle. A jing master can enter a jing adjustment as a free action. In a jing adjustment, a jing master takes penalties to two of her physical ability scores to gain a bonus to the remaining ability score. So, a jing master could take a penalty to Strength and Constitution in order to gain a bonus to Dexterity, or could take a penalty to Dexterity and Constitution in order to gain a bonus to Strength. A jing master can remain in her adjusted state for a number of rounds per day equal to 4 + her Intelligence modifier. At each addition level, a jing master can enter her jing adjustment for 2 additional rounds per day. A jing master may exit her jing adjustment at any time as a free action, but is fatigued for 1 round after doing so. A jing master cannot enter a new jing adjustment while fatigued.

At first level, a jing master can take a -2 penalty to two physical ability score in order to gain a +4 bonus to the remaining ability. Each time she enters a jing adjustment, she may change which scores take the penalty and which gains the bonus.

Analyze Jing: A jing master is able to study her opponents and learns their strengths. A jing master can take a standard action to study one opponent within 30 feet. The jing master learns which of the target's physical stats (Strength, Dexterity, or Constitution) is the highest. The jing master does not learn the specific number, only which stat is highest in relation to the others.

Archetype: A jing master chooses an archetype at 1st level. This can be a jing master-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Lesser Archetype Ability: At 2nd level, a jing master gains the appropriate lesser ability for her chosen archetype.

Jing Power: Beginning at 3rd level, in addition to her boosted ability score, a jing master gains other bonuses during her jing adjustment. During a positive jing adjustment (one in which she boosts her Strength), the jing master gains a +2 bonus to all damage rolls. During a negative jing adjustment (one in which she boots her Dexterity), the jing master gains a +2 dodge bonus to her AC and CMD. During a neutral jing adjustment (one in which she boosts her Constitution), she gains a +2 natural armor bonus.

At 5th level, these bonuses increase to +4.

Share Jing: At level 3, as a standard action during her jing adjustment, a jing master may share 1/2 of her jing power bonus with all allies within 30 feet who can see and hear her. This bonus lasts until the jing adjustment ends.

Fight Smarter: Beginning at level 4, any time a jing master fails a saving throw, 1 round later she may attempt the save again. She may add her Intelligence modifier to the second save attempt.

Improved Archetype Ability: At 4th level, a jing master gains the appropriate improved ability for her chosen archetype.

Grant Action: Beginning at 5th level, a jing master can as a standard action grant all allies within 30 feet who can see and hear her (including herself, if she desires) an immediate action during her jing adjustment. During a positive jing adjustment (one in which she boosts her Strength), the jing master can grant each ally affected one attack against a single target that they threaten. During a negative jing adjustment (one in which she boosts her Dexterity), the jing master can grant each ally affected the ability to take a withdraw action. During a neutral jing adjustment (one in which she boosts her Constitution), the jing master can grant each ally a number of temporary hit points equal to the jing master's adjusted Constitution modifier. These temporary hit points disappear when the jing adjustment ends, if they are not lost before then.

The jing master can grant actions a number of times per jing adjustment equal to 1 + her Intelligence modifier.

Jing Mastery: By 6th level, a jing master can alter her body in remarkable ways to suit her needs on the battlefield. The jing master can take a -2 penalty to two of her physical ability scores to gain a +6 bonus to the remaining physical ability score during her adjustment.

In addition, the jing master gains a special ability depending on which ability score she is gaining a boost to. During a positive jing adjustment (one in which she boosts her Strength), a jing master can as a standard action perform a single attack that automatically threatens a critical hit (she must roll the critical confirmation roll normally). During a negative jing adjustment (one in which she boosts her Dexterity), a jing master can as a standard action gain a +4 dodge bonus to her AC for 1 round. During a neutral jing adjustment (one in which she boosts her Constitution), a jing master can as a standard action gain a number of temporary hit points equal to one of her hit die (1d10) plus her adjusted Constitution modifier.

The jing master can perform these abilities only once per jing adjustment.

Greater Archetype Ability: At 6th level, a jing master gains the appropriate greater ability for her chosen archetype.


Jing Master-Exclusive Archetypes



Negative Jing Master

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeNegativeJingMaster.jpg

Negative Jing Master Archetype: A negative jing master gains a 10 ft. increase to her speed, and adds Escape Artist to her class skill list.

Lesser Archetype Ability: A negative jing master gains the evasion ability. If a negative jing master 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 only be used if the negative jing master is wearing medium or lighter armor. A helpless negative jing master does not gain the benefit of evasion.

Improved Archetype Ability: A negative jing master can perform a 5 ft. step as a free action once per round by expending an attack of opportunity.

Greater Archetype Ability: A negative jing master learns expeditious retreat (http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat) as a spell-like ability that can be cast a number of times per day equal to 3 + the negative jing master's Intelligence modifier. The negative jing master's effective caster level is equal to her class level.



Neutral Jing Master

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeNeutralJingMaster.jpg

Neutral Jing Master Archetype: A neutral jing master gains a +2 insight bonus to AC and CMD if she does not move from her space during her turn (this does not include taking move-equivalent actions), and adds Sense Motive to her class skill list.

Lesser Archetype Ability: A neutral jing master gains the uncanny dodge ability. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A neutral jing master with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Improved Archetype Ability: A neutral jing master can gain the benefit of total defense as a standard action by expending an attack of opportunity.

Greater Archetype Ability: A neutral jing master learns mage armor (http://www.d20pfsrd.com/magic/all-spells/m/mage-armor) as a spell-like ability that can be cast a number of times per day equal to 3 + the neutral jing master's Intelligence modifier. The neutral jing master's effective caster level is equal to her class level.



Positive Jing Master

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypePositiveJingMaster.jpg

Positive Jing Master Archetype: A positive jing master gains a +1 insight bonus to all attack rolls and combat maneuver checks made during her jing adjustment, regardless of which ability score she chooses to boost.

Lesser Archetype Ability: A positive jing master can make an attack roll that targets a creature's touch AC as a standard action by expending an attack of opportunity.

Improved Archetype Ability: A positive jing master can take a -2 penalty to her AC for 1 round in order to perform a 5 ft. step as an immediate action any time an adjacent creature makes a 5 ft. step to move away from her. The positive jing master can perform this action as many times she wishes in a round, but must take a -2 penalty each time she does so that stacks with all other penalties taken.

Greater Archetype Ability: A positive jing master learns mirror strike (http://www.d20pfsrd.com/magic/all-spells/m/mirror-strike) as a spell-like ability that can be cast a number of times per day equal to 3 + the neutral jing master's Intelligence modifier. The positive jing master's effective caster level is equal to her class level.



Stalker



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassStalker.jpg

"That's okay, since she's wanted dead or alive.
"No she's not! I'm certain her father wants her alive."

- Xin Fu and Master Yu

Hit Die: d8
Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The stalker's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Geography) (Int), Knowledge (Local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier

Table: Stalker
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special

1st | +0 |
+0 |
+2 |
+0 | Archetype, Mark +1, Sneak Attack 1d6

2nd | +1 |
+0 |
+3 |
+0 | Evasion, Lesser Archetype Ability, Track

3rd | +2 |
+1 |
+3 |
+1 | Mark +2, Sneak Attack 2d6

4th | +3 |
+1 |
+4 |
+1 | Improved Archetype Ability, Swift Tracker

5th | +3 |
+1 |
+4 |
+1 | Mark +3, Sneak Attack 3d6

6th | +4 |
+2 |
+5 |
+2 | Greater Archetype Ability, Hunter's Surprise[/table]

Class Features

All of the following are class features of the stalker.

Weapon and Armor Proficiency: Stalkers are proficient with all simple and martial weapons, and with light armor, medium armor, and shields (except tower shields).

Mark: A stalker can target, or mark, an individual to better hunt that enemy. To do so, the stalker must focus on a foe that is present and visible, or on the depiction or description of one who is not, for 10 minutes. Any interruption ruins the attempt and the stalker is forced to start the process again. A stalker may choose a target that they are very familiar with and know well without needing to see the target or hear a description, but must still take 10 minutes to focus their energy to mark the target. Once this study is complete, that target is called the stalker's mark. If a stalker chooses a new mark before defeating an existing one, the latter becomes unmarked.

At 1st level, a stalkers gains a +1 insight bonus on all Diplomacy, Perception, and Survival checks made to determine the location of her mark. This bonus increases by an additional +1 at 3rd level and 5th level. At 3rd and 5th level, the stalker may choose to mark one additional target at a time, but only if all marks are chosen during the same process (see above). If a stalker gives up on one mark, all remaining marked creatures become unmarked.

Sneak Attack: If a stalker can catch an opponent when it is unable to defend itself effectively from her attacks, she can strike a vital spot for extra damage.

The stalker's attack deals extra damage (called "precision damage") any time her target would be denied its Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the stalker flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two levels thereafter. Should the stalker score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage, a stalker can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nolethal damage in a sneak attack, not even with the usual -4 penalty.

The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A stalker cannot sneak attack while striking a creature with concealment.

Archetype: A stalker chooses an archetype at 1st level. This can be a stalker-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Evasion: At 2nd level and higher, a stalker can avoid damage from many area-effect attacks. If a stalkers 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 only be used if the stalker is wearing light armor or no armor. A helpless stalker does not gain the benefit of evasion.

Track: Beginning at 2nd level, a stalker adds half her level (minimum 1) to Survival skill checks made to follow or identify tracks. If following or identifying the tracks of a mark, this bonus stacks with the stalker's mark bonus (see Mark, above).

Lesser Archetype Ability: At 2nd level, a stalker gains the appropriate lesser ability for her chosen archetype.

Swift Tracker At 4th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Improved Archetype Ability: At 4th level, a stalker gains the appropriate improved ability for her chosen archetype.

Hunter's Surprise: When a stalker reaches 6th level, she is able to strike vital areas on targets even when alone. Once per day, a stalker can designate one of her marks as the target of this ability. Until the end of her next turn, she can add her sneak attack damage to all attacks made against that mark, even if she is not flanking or the target is not flat-footed.

Greater Archetype Ability: At 6th level, a stalker gains the appropriate greater ability for her chosen archetype.


Stalker-Exclusive Archetypes



Savage Savant

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeSavageSavant.jpg

Savage Savant Archetype: A savage savant gains an animal companion as a druid. The savage savant's effective druid level is equal to her savage savant level. If the savage savant already has an animal companion, her savant levels stack with those of the previous class to determine the level of her animal companion. In addition, a savage savant adds Handle Animal and Ride to her class skill list.

Lesser Archetype Ability: As a move action taken by either the savage savant or her animal companion, the two can switch places in combat.

Improved Archetype Ability: A savage savant and her animal companion count as flanking a target that they are both adjacent to and threaten, even if they would not normally gain flanking bonuses for their positioning.

Greater Archetype Ability: A savage savant's animal companion gains a sneak attack that deals 1d6 damage. This works the same as the savant's sneak attack.



Yu Yan Archer

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeYuYanArcher.jpg

Yu Yan Archer Archetype: Yu yan archers increase range increments with all bows by 10 feet, and range penalties are halved.

Lesser Archetype Ability: A yu yan archer can aim a bow shot as a move action to gain her Intelligence modifier to the attack roll. The archer's sneak attack range increases by 10 feet.

Improved Archetype Ability: A yu yan archer can snipe a target at a -10 penalty to her Stealth check (as opposed to a -20 penalty) to remain hidden after attacking. The archer's sneak attack range increases by 10 feet.

Greater Archetype Ability: A yu yan archer can perform any combat maneuver with a bow at -4 to her CMB. A target grappled by an arrow can break free by destroying the archer's arrow (hardness 5, hit points 1, break DC 13), or with an Escape Artist or CMB check (against the archer's CMD -4). The archer's sneak attack range increases by 10 feet.

McToomin
2012-07-16, 02:58 PM
Warden


http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassWarden.jpg

Now, the Fire Nation thinks they don't have to worry about a couple of kids hiding in the trees. Maybe they're right... Or maybe... they're dead wrong.

- Jet

Hit Die: d10
Starting Wealth: 2d6 x 10 gp (average 70 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The warden's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier

Table: Warden
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special

1st | +1 |
+2 |
+2 |
+0 | Archetype, Favored Enemy, Natural Bond, Wild Empathy

2nd | +2 |
+3 |
+3 |
+0 | Lesser Archetype Ability, Nature Sense

3rd | +3 |
+3 |
+3 |
+1 | Favored Terrain, Woodland Stride

4th | +4 |
+4 |
+4 |
+1 | Improved Archetype Ability

5th | +5 |
+4 |
+4 |
+1 | 2nd Favored Enemy, Favored Weapon

6th | +6/+1 |
+5 |
+5 |
+2 | Battle Mastery, Greater Archetype Ability[/table]

Class Features

All of the following are class features of the warden.

Weapon and Armor Proficiency: Wardens are proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy: At 1st level, a warden selects a creature type from Table: Warden Favored Enemies. She gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gains a +2 bonus on weapon attack and damage rolls against them. A warden can make Knowledge skill checks untrained when attempting to identify these creatures.

Table: Warden Favored Enemies
{table=head] Type (Subtype)
Animal
Dragon
Fey
Humanoid (Air Nomad)
Humanoid (Earth Kingdom)
Humanoid (Fire Nation)
Humanoid (Outcast)*
Humanoid (Water Tribe)
Magical Beast
Vermin[/table]
*Counts as Humanoid (Human).

If the warden chooses humanoid as a favored enemy, she must also choose an associated subtype, as given on the table. Note that there are other types of enemies to choose from, those called out specifically on the table are merely the most common.

A warden can change the focus of her favored enemy by meditating and focusing for 1 full week. After the week has passed, the warden loses her previous favored enemy bonuses and gains favored enemy bonuses against a new type of enemy.

At 5th level, the warden may select an additional favored enemy. In addition, at 5th level, the bonus against one of the warden's favored enemies (including the one just selected, if so desired) increases by +2. If the warden wishes to change the focus of her favored enemy as described above, she must change them separately.

Natural Bond: A warden forms a bond with her hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to her companions. This bond allows her to spend a standard action to grant her favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear her. This bonus lasts for a number of rounds equal to the warden's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by her allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. This animal is a loyal companion that accompanies the warden on her adventures as appropriate for its kind. A warden's animal companion shares her favored enemy and eventually, her favored terrain bonuses. For more information, see animal companions (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions).

Wild Empathy: A warden can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The warden rolls 1d20 and adds her warden level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the warden and the animal must be within 30 feet of one another under normal visbility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Archetype: A warden chooses an archetype at 1st level. This can be a warden-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Nature Sense: A warden is most at home amongst the natural world, and accumulates a wide variety of knowledges and skills about nature that others do not. A warden adds 1/2 her class level on Climb, Knowledge (Geography), Knowledge (Nature), Survival, and Swim skill checks.

Lesser Archetype Ability: At 2nd level, a warden gains the appropriate lesser ability for her chosen archetype.

Favored Terrain: At 3rd level, a warden may select a type of terrain from Table: Warden Favored Terrains. The warden gains a +2 bonus on initiative checks and Knowledge (Geography), Perception, Stealth, and Survival skill checks when she is in this terrain.

Table: Warden Favored Terrains
{table=head] Terrain
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)[/table]

A warden can change her favored terrain by spending 1 week amongst the terrain, living off the land. After the day is complete, the warden applies her favored terrain bonus to the new terrain, losing her old bonus. This time spent cannot overlap with time spent changing the warden's favored enemy or favored weapon.

Woodland Stride: Beginning at 3rd level, a warden may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or spiritually manipulated to impede motion, however, still affect her.

In addition, a warden leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Improved Archetype Ability: At 4th level, a warden gains the appropriate improved ability for her chosen archetype.

Favored Weapon: A warden holds close a favorite weapon that she uses above all others. At level 5, a warden gains a +2 morale bonus to all attack rolls and damage rolls made while wielding her favored weapon in combat. A warden can change her favored weapon by taking 1 day to practice with a new weapon, at which point the bonus switches to the new weapon. This bonus applies only to a single weapon, not to all weapons of its type.

Battle Mastery: At 6th level, a warden becomes a true savant on the battlefield. A warden that fights with her favored weapon, that fights her favored enemy, or fights on her favored terrain can make one additional attack during a full-attack action at her highest base attack bonus. All attacks made during the round (including those made on other turns) are made at a -2 penalty.

A warden that meets all three criteria, one that is fighting her favored enemy on her favored terrain with her favored weapon, can take an additional standard action per round.

Greater Archetype Ability: At 6th level, a warden gains the appropriate greater ability for her chosen archetype.


Warden-Exclusive Archetypes



Spirit Hunter

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeSpiritHunter.jpg

Spirit Hunter Archetype: Spirit hunters make war against evil spirits, gaining favor from benevolent spirits who wish to help them. Good spirits are there to warn a spirit hunter of impending danger. A spirit hunter is treated as automatically under the effects of anticipated peril (http://www.d20pfsrd.com/magic/all-spells/a/anticipate-peril) against her favored enemy. The spirit hunter's effective caster level is equal to her class level.

Lesser Archetype Ability: A spirit hunter can deal half damage to incorporeal creatures, including creatures in the spirit world. In addition, a spirit hunter with fey as her favored enemy gains blindsense out to a range of 60 feet that only senses fey creatures. However, it even senses fey creatures in the spirit world.

Improved Archetype Ability: A spirit hunter's attacks against fey creatures are treated as though under the effects of gravity bow (http://www.d20pfsrd.com/magic/all-spells/g/gravity-bow) or lead blades (http://www.d20pfsrd.com/magic/all-spells/l/lead-blades) with an effective caster level equal to the spirit hunter's class level.

Greater Archetype Ability: As a standard action, a spirit hunter can make a single attack against a fey in the spirit world. If the attack roll is successful, the fey must make a Will saving throw (DC 10 + 1/2 the spirit hunter's level + the spirit hunter's Wisdom modifier) or be pulled onto the Material Plane for a number of rounds equal to 1 + the spirit hunter's Wisdom modifier.

In addition, while in her favored terrain, a spirit hunter is soothed by kind spirits. She is treated as constantly under the effects of deadeye's lore (http://www.d20pfsrd.com/magic/all-spells/d/deadeye-s-lore), dream feast (http://www.d20pfsrd.com/magic/all-spells/d/dream-feast), and endure elements (http://www.d20pfsrd.com/magic/all-spells/e/endure-elements).



Urban Warden

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeUrbanWarden.jpg

Urban Warden Archetype: An urban warden adds Disable Device and Knowledge (local) to her list of class skills. An urban warden can use the Survival skill in place of Diplomacy to gather information in urban environments.

Lesser Archetype Ability: An urban ranger becomes entirely adept at moving across the tops of buildings, spires, and similar locations. Provided she is wearing light armor, the urban warden can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based skill checks or Reflex saves that might be incurred from moving about on a roof.

Improved Archetype Ability: So long her selected favored terrain is urban, an urban warden can move through urban areas without hindrance. The urban warden can move through spaces occupied by local citizens as though they were allies. This does not apply to creatures intent on harming or stopping the urban warden. Areas that are enchanted or supernaturally manipulated to impede motion, however, still affect her.

In addition, the urban warden leaves no trail and cannot be tracked in urban environments when it is selected as her favored terrain.

Greater Archetype Ability: So long as her selected favored terrain is urban, an urban warden can use the Stealth skill to hide in urban environments, even while being observed.



Special Classes


Guru



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassGuru.jpg

"You must gain balance within yourself before you can bring balance to the world."

- Guru Pathik

Hit Die: d10
Starting Wealth: 1d6 x 10 gp (average 35 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The guru's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Ranks per Level: 4 + Int modifier

Table: Guru
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special

1st | +0 |
+0 |
+2 |
+2 | Archetype, Detect Evil, Enlighten, Touch of Power

2nd | +1 |
+0 |
+3 |
+3 | Lesser Archetype Ability, Wild Empathy

3rd | +2 |
+1 |
+3 |
+3 | Battlefield Control, Defy Evil

4th | +3 |
+1 |
+4 |
+4 | Endure Elements, Improved Archetype Ability

5th | +3 |
+1 |
+4 |
+4 | Detect Spirits, Inspiring Presence

6th | +4 |
+2 |
+5 |
+5 | Commune with Nature, Greater Archetype Ability, Spiritual Body[/table]

Class Features

All of the following are class features of the guru.

Weapon and Armor Proficiency: Gurus are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (including tower shields).

Enlightened: A guru adds her Wisdom bonus to all Diplomacy skill checks. A guru can use the Diplomacy skill to demoralize (http://www.d20pfsrd.com/skills/intimidate) an opponent as a standard action.

In addition, a guru adds her Wisdom modifier to all Reflex saving throws, in addition to her Dexterity modifier.

Detect Evil: At will, a guru can use detect evil (http://www.d20pfsrd.com/magic/all-spells/d/detect-evil), as the spell. A guru can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the guru does not detect evil in any other object or individual within range.

Touch of Power: A guru gains one of the following feats as a bonus feat, even if she does not meet the prerequisites: Perfect Strike (http://www.d20pfsrd.com/feats/combat-feats/perfect-strike-combat), Punishing Kick (http://www.d20pfsrd.com/feats/combat-feats/punishing-kick-combat), Stunning Fist (http://www.d20pfsrd.com/feats/combat-feats/stunning-fist-combat---final), or Touch of Serenity (http://www.d20pfsrd.com/feats/combat-feats/touch-of-serenity-combat). The guru can perform her chosen feat a number of times per day equal to her class level.

Archetype: A guru chooses an archetype at 1st level. This can be a guru-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Wild Empathy: A guru is a friend to all living creatures, and gains wild empathy. Beginning at 2nd level, a guru can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The guru rolls 1d20 and adds her guru level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the guru and the animal 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 animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

Lesser Archetype Ability: At 2nd level, a guru gains the appropriate lesser ability for her chosen archetype.

Defy Evil: Once per encounter, a guru can focus her power against the most evil presence known to her. As a swift action, the guru chooses the most evil target she has detected to defy (if two presences are equal, the guru must choose one). The guru adds her Wisdom bonus (if any) to her attack rolls and adds her guru level to all damage rolls made against the target. A guru automatically bypasses any DR the creature might possess.

In addition, while defy evil is in effect, the guru gains a deflection bonus equal to her Wisdom bonus (if any) to her AC against attacks made by the target of the defiance.

The defiance remains until the target of the defiance is defeated (not necessarily killed). A guru can drop the defiance as a free action so long as she is not still in combat with its target.

The guru can extend the benefits of the defiance to her allies as a standard action. The benefits are extended to all allies within 30 feet that can see and hear her, and last for a number of rounds equal to 3 + the guru's Charisma modifier. Against the target of the defiance the guru's allies add the guru's Wisdom bonus (if any) to all attack rolls, add her guru level to all damage rolls, automatically bypass the target's DR, and gain a deflection bonus to their AC equal to the guru's Wisdom bonus (if any). The guru can extend the benefits of her defiance only once per encounter.

Battlefield Control: Starting at 3rd level, a guru can, as a swift action, add her Wisdom modifier on any combat maneuver check she makes before the beginning of her next turn. She must choose which combat maneuver check to grant the bonus to before making the check.

Endure Elements: A guru is more weathered and traveled than many, and is used to living out in the elements. At 4th level, the guru is considered to be under a persistant endure elements (http://www.d20pfsrd.com/magic/all-spells/e/endure-elements) and restful sleep (http://www.d20pfsrd.com/magic/all-spells/r/restful-sleep) effect, with an effective caster level equal to her class level.

Improved Archetype Ability: At 4th level, a guru gains the appropriate improved ability for her chosen archetype.

Detect Spirits: At level 5, a guru can detect the presence of undead; fey; outsiders; and astral, etheral, and incorporeal creatures. This ability functions as detect undead (http://www.d20pfsrd.com/magic/all-spells/d/detect-undead), and the guru detects all of these creatures rather than trying to detect one kind.

Inspiring Presence: Beginning at 5th level, allies within 30 feet of a guru that can see and hear her gain her Wisdom bonus (if any) to all saving throws made.

Commune with Nature: At level 6, the guru's personal relationship with the living world blossoms. Gurus may cast commune with nature (http://www.d20pfsrd.com/magic/all-spells/c/commune-with-nature) as a spell-like ability usable at will (though it still requires 10 minutes of uninterrupted concentration to activate, just like the spell).

Spiritual Body: Beginning at 6th level, a guru's body begins to feed off of pure cosmic energy, and she rarely notices her body's physical needs. A guru can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation.

In addition, a guru no longer take penalties to her ability scores for aging and cannot be supernaturally aged. Any such penalties that she has already taken, however, remain in place. Age bonuses still accrue, and the guru still dies of old age when her time is up.

Greater Archetype Ability: At 6th level, a guru gains the appropriate greater ability for her chosen archetype.


Guru-Exclusive Archetypes



Boatman

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeBoatman.jpg

Boatman Archetype: A boatman can choose to meditate for 1 hour each day in quiet contemplation. If the boatman undergoes this meditation, she and all allies within 30 feet of her that can see and hear her gain a +1 insight bonus to all attack rolls, damage rolls, skill checks, and saving throws made for the rest of the day.

Lesser Archetype Ability: A boatman gains a teamwork feat. In addition, a boatman can share the benefits of a teamwork feat with one ally within 30 feet who can see and hear her as a swift action for a number of rounds equal to 3 + her Charisma modifier. Until the end of the effect, the ally acts as though they had learned the feat normally, except they can use it only in conjunction with the boatman.

Improved Archetype Ability: A boatman learns rally point (http://www.d20pfsrd.com/magic/all-spells/r/rally-point) as a spell-like ability, castable a number of times per day equal to 3 + the boatman's Wisdom modifier. The boatman's effective caster level is equal to her class level.

Greater Archetype Ability: A boatman learns another teamwork feat. In addition, the boatman can share the benefits of a teamwork feat with all allies within 30 feet who can see and hear her as a standard action for a number of rounds equal to 3 + her Charisma modifier. Until the end of the effect, all allies act as though they had learned the feat normally.



King

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeKing.jpg

King Archetype: A king can choose to meditate for 1 hour each day in quiet contemplation. If the king undergoes this meditation, she gains a +2 insight bonus to all attack rolls, damage rolls, skill checks, and saving throws made for the rest of the day.

Lesser Archetype Ability: A king can gain the benefits of one of an ally's feats by spending a swift action. The king must be within 30 feet of the ally and be able to see and hear them. The benefits of this feat last for a number of rounds equal to 3 + the king's Charisma modifier.

Improved Archetype Ability: A king learns grace (http://www.d20pfsrd.com/magic/all-spells/g/grace) as a spell-like ability, castable a number of times per day equal to 3 + the king's Wisdom modifier. The king's effective caster level is equal to her class level.

Greater Archetype Ability: A king can gain the benefits of all of an ally's feats by spending a standard action. The king must be within 30 feet of the ally and be able to see and hear them. The benefits of these feats last for a number of rounds equal to 3 + the king's Charisma modifier.



Shepherd

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeShepherd.jpg

ShepherdArchetype: A shepherd can choose to meditate for 1 hour each day in quiet contemplation. If the shepherd undergoes this meditation, all allies within 30 feet of her that can see and hear her gain a +2 insight bonus to all attack rolls, damage rolls, skill checks, and saving throws made for the rest of the day. The shepherd does not gain the benefits of this meditation.

Lesser Archetype Ability: A shepherd can grant the benefits of one of her feats to an ally by spending a swift action. The shepherd must be within 30 feet of the ally and be able to see and hear them. The benefits of this feat lasts for a number of rounds equal to 3 + the shepherd's Charisma modifier.

Improved Archetype Ability: A shepherd learns knight's calling (http://www.d20pfsrd.com/magic/all-spells/k/knight-s-calling) as a spell-like ability, castable a number of times per day equal to 3 + the shepherd's Wisdom modifier. The shepherd's effective caster level is equal to her class level.

Greater Archetype Ability: A shepherd can grant the benefits of all of her feats to an ally by spending a standard action. The shepherd must be within 30 feet of the ally and be able to see and hear them. The benefits of these feats last for a number of rounds equal to 3 + the shepherd's Charisma modifier.



Mimic



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassMimic.jpg

"I saw something in you right away. I saw a heart as strong as a lion turtle, and twice as big. And as we trained, it wasn't your skills that impressed me. No, it certainly wasn't your skills. You showed something beyond that... Creativity. Versatility. Intelligence. These are the traits the define a great swordsman. And these are the traits that define you."

- Master Piandao

Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

All skills are class skills for a mimic. Her wide breadth of knowledge and skill is varied, and a mimic may have picked up useful information or prowess with a skill from almost anywhere.

Skill Ranks per Level: 6 + Int modifier

Table: Mimic
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
Chi Pool

1st | +0 |
+0 |
+2 |
+2 | Archetype, Creative Offense, Creative Skills |
4

2nd | +1 |
+0 |
+3 |
+3 | Creative Defense, Lesser Archetype Ability, Variable Archetype |
5

3rd | +2 |
+1 |
+3 |
+3 | Floating Feat, Hidden Tchochkes, Lesser Variable Archetype Ability |
6

4th | +3 |
+1 |
+4 |
+4 | Improved Archetype Ability |
7

5th | +3 |
+1 |
+4 |
+4 | Brains Over Brawn, Improved Variable Archetype Ability |
8

6th | +4 |
+2 |
+5 |
+5 | Ability Insight, Floating Feat, Greater Archetype Ability |
9[/table]

Class Features

All of the following are class features of the mimic.

Weapon and Armor Proficiency: Mimics are proficient with all simple and martial weapons. Mimics are proficient with light armor and shields (except tower shields).

Chi Pool: All mimics rely on sparks of inspiration in order to accomplish what they set out to do. Some mimics will charge ahead with no plan at all, and just wait for a great insight to come to them that will be the exact solution they were searching for. Other mimics try not to rely on such moments, but know that they can trigger them at will nonetheless. A mimic induces these sparks by focusing her chi. A mimic has a pool of chi points that she uses to fund most of her abilities. A mimic gains a number of chi points as given on Table: Mimic. Mimics gain an additional number of chi points equal to their Intelligence modifier. These points are spent as the mimic uses her insight and inspiration to battle enemies and accomplish amazing feats she wouldn't normally be capable of. Spending chi points typically grants a competence bonus to the mimic's abilities, unless otherwise noted. Competence bonuses do not stack with themselves, so the mimic cannot spend additional chi points to affect the same roll. As a mimic gains levels, she gains new abilities that she can spend her chi points on.

Every 10 minutes the mimic spends in calm rest, she regains 1d6 chi points. The mimic does not need to sleep, but cannot take strenuous actions such as fighting, walking any faster than normal speed, or performing any skill check that is tied to a physical ability score.

Creative Offense: A mimic learns to use her cunning on the battlefield. Before making an attack roll, damage roll, or critical confirmation roll, a mimic can spend 1 chi point in order to add her Intelligence modifier as a competence bonus to the roll. A mimic can also spend 1 chi point to increase her critical threat range by 1 for 1 round (for example, if the threat range would normally be 19-20, it is increased to 18-20) or increase her critical modifier by 1 for 1 round (from x2 to x3, for example).

Creative Skills: When making a check involving a skill in which a mimic has at least 1 rank, she can spend 1 chi point to gain a competence bonus equal to her Intelligence modifier to the check. This can even apply to skills already modified by her Intelligence modifier (such as Knowledge checks).

Archetype: A mimic chooses an archetype at 1st level. This can be a mimic-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Variable Archetype: At 2nd level, a mimic learns to take on many different jobs. A mimic can choose an archetype that she qualifies for in addition to her normal one. However, unlike her normal archetype, a mimic can switch her variable archetype to better suit her needs. A mimic may spend 3 chi points and 1 hour of contemplation in order to change her variable archetype to any other that she can take. When a mimic changes her variable archetype in this way, any further variable archetype abilities (those gained at level 3 and 5) also change.

Creative Defense: Beginning at 2nd level, a mimic learns to protect herself with her insight. A mimic can spend 1 chi point to gain her Intelligence modifier as a competence bonus to her AC, CMD, or to one of her saving throws for 1 round.

Lesser Archetype Ability: At 2nd level, a mimic gains the appropriate lesser ability for her chosen archetype.

Hidden Tchochkes: By 3rd level, a mimic has begun to accumulate many random assorted objects they keep on their person. As a result, she may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack. As a full-round action, the mimic may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the mimic can retrieve no more hidden tchochkes until she refills her pockets by spending a few hours and an amount of gold at some kind of marketplace or bazaar to bring her total up to 100 gp per class level. When the mimic gains this ability at level, she must spend the time and money to fill her pack with tchochkes before she can use this ability.

Floating Feat: At 3rd level, and again at 6th level, a mimic gains what is called a floating feat. The mimic gains any feat she qualifies for immediately. At any time, the mimic can take a 10 minute rest period and spend 4 chi points to exchange this feat for any other feat she qualifies for.

The feat to be changed cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. If the mimic has used her floating feat as a prerequisite for something else, she must learn the feat as a normal feat before she can change her floating feat.

Lesser Variable Archetype Ability: At 3rd level, a mimic gains the lesser archetype ability of her current variable archetype. If she changes her variable archetype, this ability changes to the lesser ability of her new chosen archetype.

Improved Archetype Ability: At 4th level, a mimic gains the appropriate improved ability for her chosen archetype.

Brains Over Brawn: Beginning at 5th level, a mimic gains her Intelligence modifier as a bonus on Strength checks, Dexterity checks, and skill checks based on Strength or Dexterity such as Climb or Stealth.

Improved Variable Archetype Ability: At 5th level, a mimic gains the improved archetype ability of her current variable archetype. If she changes her variable archetype, this ability changes to the improved ability of her new chosen archetype.

Ability Insight: At 6th level, the mimic gains a +2 bonus to one ability score aside from Intelligence. The mimic may at any point take a 10 minute rest and spend 6 chi points in order to change which ability score this floating bonus modifies.

Greater Archetype Ability: At 6th level, a mimic gains the appropriate greater ability for her chosen archetype.


Mimic-Exclusive Archetypes



Bending Mimic



Champion Mimic



Chi Mimic



Guru Mimic



Jing Mimic



Pioneering Mimic



Pro-Bending Mimic



Spirit Calling Mimic



Spiritual Mimic



Stalking Mimic



Techsmithing Mimic



Warding Mimic

McToomin
2012-07-16, 02:59 PM
Pioneer



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassPioneer.jpg

"This library is more valuable than gold, little lady. It is said to contain a vast collection of knowledge, and knowledge... is priceless."

- Professor Zei

Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The pioneer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (All) (Int), Linguistics (In), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Sleight of Hand (Dex).

Skill Ranks per Level: 6 + Int modifier

Table: Pioneer
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special

1st | +0 |
+0 |
+2 |
+0 | Archetype, Knowledge Sharing 3/day, Lore Collector

2nd | +1 |
+0 |
+3 |
+0 | Lesser Archetype Ability

3rd | +2 |
+1 |
+3 |
+1 | Knowledge Sharing 4/day, Noted Enemy, Noted Terrain

4th | +3 |
+1 |
+4 |
+1 | Improved Archetype Ability

5th | +3 |
+1 |
+4 |
+1 | Jack of All Trades

6th | +4 |
+2 |
+5 |
+2 | Greater Archetype Ability, Knowledge Sharing 5/day, Landmark[/table]

Class Features

All of the following are class features of the pioneer.

Weapon and Armor Proficiency: Pioneers are proficient with all simple weapons, plus one martial weapon of her choice. Pioneers are proficient with light armor and shields (except tower shields).

Knowledge Sharing: Three times per day, a pioneer can draw from her expansive knowledge about monsters, creatures, and peoples, granting her allies benefits against the enemies they face. A pioneer can share her knowledge with all allies within 30 feet who can see and hear her as a move action. A pioneer gains one additional daily use of knowledge sharing at 3rd and 6th level.

Sharing knowledge requires a Knowledge skill check of a type appropriate to the enemy faced. A Knowledge (Dungeoneering) check pertains to underground and earth-dwelling creatures, Knowledge (Engineering) is appropriate against any machines or artificial enemies, Knowledge (Geography) is used against humanoid foes, Knowledge (Nature) is for most animals and beasts, and Knowledge (Planes) is used against spirits, fey, and any other encounters with the Spirit World. Knowledge (Bending) can be substituted against any creature with bending ability. The check required to grant a bonus to allies is equal to 15. Most of a pioneer's knowledge sharing abilities are more effective the more she exceeds the Knowledge check by.

A suitable target to share knowledge about must be within 60 feet, and the pioneer must be aware of the creature's presence, although she need not have direct line of sight to it at the time knowledge is shared. The effects of knowledge sharing last for 1 minute, unless noted otherwise. A pioneer must choose knowledge from one of the following categories to share about a target. A pioneer may use additional uses of knowledge sharing against the same target to share a different type of knowledge, but a pioneer cannot share knowledge of the same type against a creature more than once per day.

Weaknesses - The pioneer knows the general combat behaviors and the most beneficial way to strike. She grants her allies a +1 insight bonus on attack rolls made against any member of the target's race. For every 10 by which the pioneer exceeds the Knowledge check by, this bonus increases by +1.

Attack Strategies - The pioneer knows the most likely attacks a target may attempt and shout warnings to her allies. She grants her allies a +1 insight bonus to AC and CMD that is applied against attacks by any member of the target's race. For every 10 by which the pioneer exceeds the Knowledge check by, this bonus increases by +1.

Vital Areas - The pioneers knows a target's nerve clusters and weak points; the exact areas to strike to deal damage. Allies deal an additional +1d6 precision damage on all successful attacks against the target only. For every 10 by which the pioneer exceeds the Knowledge check by, the damage increases by +1d6 (to +2d6, +3d6, and so on).

Unusual Attacks - The pioneer knows a target's secret, hidden, and strange attacks that might catch her allies off-guard. Allies gain a +1 insight bonus on all saving throws made against the targeted creatures abilities. For every 10 by which the pioneer exceeds the Knowledge check by, this bonus increases by +1.


Lore Collector: A pioneer adds half her class level (minimum 1) to all Knowledge skill checks and can make all Knowledge skill checks untrained. In addition, a pioneer can take 10 on any Knowledge skill check that she does have ranks in. A pioneer can choose to not take 10 and can instead roll normally.

Archetype: A pioneer chooses an archetype at 1st level. This can be a pioneer-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Lesser Archetype Ability: At 2nd level, a pioneer gains the appropriate lesser ability for her chosen archetype.

Noted Enemy: At 3rd level, a pioneer selects a creature type from Table: Pioneer Notable Enemies. This kind of enemy is one the pioneer has studied or made a special note of in the stories she has collected. The pioneer gains a +1 bonus on all Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the select type. Likewise, she gains a +1 bonus on weapon attack and damage rolls against them.

Table: Pioneer Notable Enemies
{table=head] Type (Subtype)
Animal
Dragon
Fey
Humanoid (Air Nomad)
Humanoid (Earth Kingdom)
Humanoid (Fire Nation)
Humanoid (Outcast)*
Humanoid (Water Tribe)
Magical Beast
Vermin[/table]
*Counts as Humanoid (Human).

If the pioneer chooses humanoid as a notable enemy, she must also choose an associated subtype, as given on the table. Note that there are other types of enemies to choose from, those called out specifically on the table are merely the most common.

In addition, a pioneer may use her knowledge sharing ability against a target that is her notable enemy without using up one of her daily uses of knowledge sharing.

Noted Terrain: At 3rd level, a pioneer choose a terrain from Table: Pioneer Notable Terrains. This kind of terrain is one the pioneer has studied or made a special note of in the stories she has collected. The pioneer gains a +1 bonus on initiative checks and Knowledge (Geography), Perception, Stealth, and Survival skill checks when she is in this type of terrain.

Table: Pioneer Notable Terrains
{table=head] Terrain
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)[/table]

A pioneer can extend the benefits of her noted terrain to all allies within 30 feet of her who can see and hear her by spending one daily use of her knowledge sharing. This benefit lasts for 1 hour, and can only be shared with allies once per day.

Improved Archetype Ability: At 4th level, a pioneer gains the appropriate improved ability for her chosen archetype.

Jack of All Trades: Beginning at 5th level, a pioneer can use any skill, even if the skill normally requires her to be trained in it. Additionally, a pioneer can take 10 on any skill check, even if it is not normally allowed.

Landmark: Starting at level 6, as a full-round action a pioneer can create a mental landmark of her current location and can thereafter take a standard action to note the general direction of that landmark. For example, if she sets her landmark in Ba Sing Se and later travels to Kyoshi Island, she can determine that Ba Sing Se is roughly northeast of her current location. The landmark doesn't have to be a city or any kind of recognizable site to others - it could be in the middle of the ocean or even in midair. This is a scrying effect.

A pioneer can discard her landmark as a standard action and does not need to be at that location to discard it. Pioneers can take 1 minute to to share a landmark's location with another pioneer with this ability, and often do so to arrange meetings in unusual places without the need for maps or directions. A pioneer can only detect the location of a landmark on her current plane, though they do not vanish if she leaves the plane and she can reference them again if she returns to the plane her landmark is placed at.

Greater Archetype Ability: At 6th level, a pioneer gains the appropriate greater ability for her chosen archetype.


Pioneer-Exclusive Archetypes



Chronicler

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeChronicler.jpg

Chronicler Archetype: A chronicler gains a lorebook, a book she uses to store fascinating and vitally important information. A chronicler can take 1 hour to transcribe in her lorebook information about a creature she used her knowledge sharing ability on that day. In the future, the chronicler can consult her lorebook in order to share knowledge about the same type of creature as a swift action (the 24 hour restriction on sharing knowledge about the same creature still applies).

Lesser Archetype Ability: A chronicler can take 10 minutes to transcribe in her lorebook information about a skill she successfully performed that day. The chronicler gains the Skill Focus (http://www.d20pfsrd.com/feats/general-feats/skill-focus---final) feat for that skill. A chronicler can transcribe information about any number of skills in her lorebook, but only gains Skill Focus in a single skill. The chronicler can change the skill the feat applies to by taking a full-round action to consult her lorebook. This provokes an attack of opportunity.

Improved Archetype Ability: A chronicler can spend 1 hour transcribing information in her lorebook about a type of notable enemy or terrain that she encountered that day. The chronicler can then change the notable enemy or notable terrain her bonus applies to by taking a full-round action to consult her lorebook. This provokes an attack of opportunity.

Greater Archetype Ability: A chronicler can spend 10 minutes to transcribe a landmark in her lorebook. This works exactly as her normal landmark ability, essentially granting her a second landmark. The chronicler can consult her lorebook as a standard action at any time in order to figure out the direction of the landmark stored in her lorebook. However, a chronicler can only have one landmark stored in her lorebook at any one time. In order to transcribe a new one, she must erase or get rid of the old one.



Minstrel

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeMinstrel.jpg

Minstrel Archetype: Minstrels are masters of the spotlight. A minstrel wields an intrument like a warrior wields a weapon, and as they practice, their performances take on truly supernatural feats. They can bolster their allies to new strength and courage, talk their way out of anything, and even stop an advancing army in its tracks. A minstrel is (almost) never unwelcome, bringing brightness and cheer wherever they go.

A minstrel is trained or has practiced to use the Perform skill to create wondrous effects on those around her, including herself if desired. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier. At each level beyond 1st, a minstrel can use her performance for 2 additional rounds per day. Each round, the minstrel can produce any one of the types of performance that she has mastered. Minstrels gain additional types of performances as they gain levels. The performance of minstrels counts as bardic performance for the purpose of qualifying for feats and abilities.

Starting a performance is a standard action, but it can be maintained each round as a free action. Changing a performance from one effect to another requires the minstrel to stop the previous performance and start a new one as a standard action. A performance cannot be disrupted, but it ends immediately if the minstrel is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A minstrel cannot have more than one kind of performance in effect at one time. Each performance has audible components, visual components, or both.

If a performance has audible components, the targets must be able to hear the minstrel for the performance to have any effect, and such performances are language-dependent. A deaf minstrel has a 20% chance to fail when attempting any performance with an audible component. If she fails this check, the attempt still counts against her daily limit. Deaf creatures are immune to performances with audible components.

If a performance has a visual component, the targets must have line of sight to the minstrel for the performance to have any effect. A blind minstrel has a 50% chance to fail when attempting any performance with a visual component. If she fails this check, the attempt still counts against her daily limit. Blind creatures are immun to performances with visual components.

At level 1, the minstrel learns to inspire courage in her allies (including herself), bolstering them againt fear and improving their combat abilities. To be affected, an ally must be able to perceive the minstrel's performance. An affected ally receives a +2 morale bonus on saving throws against fear effects, and a +2 competence bonus on attack and weapon damage rolls. Inspiring courage is a mind-affecting ability that can be performed with either audible or visual components. The minstrel must choose which component to use when starting her performance. Minstrels gain new types of performances as they level up.

Lesser Archetype Ability: A minstrel can use her performance to cause one creature to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear her, and capable of paying attention to her. The minstrel must also be able to see the creatures affected. The distraction of nearby combat or other dangers prevents this kind of performance from working.

Creatures affected can attempt a Will save (DC 10 + 1/2 the minstrel's level + the minstrel's Charisma modifier) to negate the effect. If a creature's saving throw succeeds, the minstrel cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the minstrel continues to maintain it. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, initiating a xing, or aiming a weapon at the target automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Improved Archetype Ability: A minstrel can use her performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the minstrel. The ally gains a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the minstrel's performance.

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A minstrel cannot inspire competence in herself. Inspire competence relies on audible components.

In addition, the minstrel can affect one additional creature with her fascinate performance.

Greater Archetype Ability: A minstrel can bewilder a creature already fascinated by her performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the minstrel's level + the minstrel's Charisma modifier). Success renders the target immune to this effect for 24 hours, but failure leaves the target either dazed or confused (minstrel's choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components.

In addition, the minstrel can affect one additional creature with her fascinate ability.



Spirit Caller



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassSpiritCaller.jpg

"Your future is full of struggle and anguish, most of it self-inflicted."

"But, you didn't read my palms or anything!"
I don't need to. It's written all over your face."

- Aunt Wu

Hit Die: d6
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The spirit caller's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier

Table: Spirit Caller
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
2nd |
3rd

1st | +0 |
+0 |
+0 |
+2 | Archetype, Spirit Guide, Spirit Magic |
1 |
- |
-

2nd | +1 |
+0 |
+0 |
+3 | Lesser Archetype Ability |
2 |
- |
-

3rd | +2 |
+1 |
+1 |
+3 | Detect Spirits, Sense the Darkness |
2 |
1 |
-

4th | +2 |
+1 |
+1 |
+4 | Improved Archetype Ability |
3 |
2 |
-

5th | +3 |
+1 |
+1 |
+4 | Spiritual Empathy |
3 |
2 |
1

6th | +3 |
+2 |
+2 |
+5 | Greater Archetype Ability, Spirit World Journey |
4 |
3 |
2[/table]

Class Features

All of the following are class features of the spirit caller.

Weapon and Armor Proficiency: Spirit callers are proficient with all simple weapons and with light armor and shields (except tower shields).

Spirit Guide: Spirit callers attract spirits, and eventually bond with a spirit that serves as her guide. Spirit guides are tiny spirits that can take many forms. Typically, a spirit guide remains in the Spirit World, bonded to the spirit caller through the separation of the realms. Thus, a spirit guide can only typically be sensed by a creature that has the ability to detect spirits. The spirit guide bonds to the spirit caller and ceases to be a separate entity; the spirit caller and the spirit guide become one being. Thus, a spirit guide cannot be damaged, healed, harmed, touched, or sent away from the spirit caller by any other creature. A spirit guide can be spoken with by a creature that can perceive it, but the spirit guide cannot be influenced (such as with Diplomacy or Intimidate) separately from the spirit caller; such a check can only be made against the spirit caller. A spirit caller can consult her guide without needing to speak; a spirit caller and spirit guide are joined supernaturally and can communicate telepathically. The alignment of the spirit that is drawn to the a spirit caller is the same as the alignment of the spirit caller. As a spirit caller gains experience, she gains supernatural abilities that her spirit guide can channel through her body (see Spirit Magic, below).

A spirit guide can choose to join the spirit caller on the Material Plane if it wishes as a standard action, at which point the spirit guide can be seen by others and interacted with as though it were an ordinary small animal. Only those with the ability to detect spirits realize that the spirit guide is anything other than ordinary. The spirit guide can return to the Spirit World at any time as a standard action.

Spirit Magic: A spirit caller casts divine spells drawn from the spirit caller spell list (see below). She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.

To learn or cast a spell, a spirit caller must have a Wisdom score equal to at least 10 + the spell level. The Difficult Class for a saving throw against an inquisitor's spell is 10 + the spell level + the spirit caller's Wisdom modifier.

A spirit caller can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Spirit Caller. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Abilities-and-Spellcasters)).

A spirit caller's selection of spells is extremely limited. A spirit caller begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new spirit caller level, she gains one or more new spells as indicated on Table: Spirit Caller Spells Known. Unlike spells per day, the number of spells a spirit caller knows is not affected by her Wisdom score. The numbers on Table: Spirit Caller Spells Known are fixed.

Table: Spirit Caller Spells Known
{table=head]
Level |
0th |
1st |
2nd |
3rd

1st |
4 |
2 |
- |
-

2nd |
5 |
3 |
- |
-

3rd |
6 |
4 |
2 |
-

4th |
6 |
4 |
3 |
-

5th |
6 |
4 |
4 |
2

6th |
6 |
4 |
4 |
3[/table]

Archetype: A spirit caller chooses an archetype at 1st level. This can be a spirit caller-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Lesser Archetype Ability: At 2nd level, a spirit caller gains the appropriate lesser ability for her chosen archetype.

Detect Spirits: Beginning at 3rd level, spirit caller can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions as detect undead (http://www.d20pfsrd.com/magic/all-spells/d/detect-undead), and the spirit caller detects all of these creatures rather than trying to detect one kind. This ability allows the spirit caller to see the spirit guides of other spirit callers.

Sense the Darkness: At 3rd level, a spirit caller's spirit guide grants her low-light vision, and darkvision out to a range of 30 feet.

Improved Archetype Ability: At 4th level, a spirit caller gains the appropriate improved ability for her chosen archetype.

Spiritual Empathy: Beginning at level 5, a spirit caller can improve the attitude of any spirit (any creature that can be detected with a spirit caller's detect spirits ability counts as a spirit for the purposes of this ability). This ability functions just like a Diplomacy check made to improve the attitude of a person. The spirit caller rolls 1d20 and adds her spirit caller level and her Charisma modifier to determine the spiritual empathy check result.

The typical spirit has a starting attitude of indifferent, but spirits vary in their nature and cannot all be said to be similar.

To use spiritual empathy, the spirit caller and the spirit must be able to study each other, which means that they must be within 30 feet of one another under normal conditions, and must be able to see each other if they are not on the same plane. Generally influencing a spirit in this way takes 1 minute but, as with influencing people, it might take more or less time.

A spirit caller can also use this ability to influence a spirit with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Spirit World Journey: At level 6, a spirit caller can perform a special ritual in which she sends her own spirit to the spirit world. Since the spirit caller's spirit leaves her body to traverse the Spirit World, her body remains behind and is unconscious. The ritual requires 10 minutes to perform, and a Will save (DC 20). If the spirit caller fails the Will save, she can attempt the ritual again. If she succeeds, the spirit caller sends her spirit to the Spirit World. Once she reaches the Spirit World, a spirit caller may remain there for as long as she wishes. Note that spirits in the Spirit World lose access to bending.

In order to return to the Material Plane, a spirit caller must return to the place where she entered the Spirit World and left her unconscious body. A spirit caller must return to her body with another Will save (DC 20) that can be made as a standard action. A spirit caller must be able to return to her body; if her body has been moved, she cannot re-ener the Material Plane until she finds it. A spirit caller's spirit guide accompanies her on her journey, appearing as a physical creature instead of the ghostly visage of a spirit it normally appears as, but otherwise continues to act in every way like her normal spirit guide.

At level 6, the spirit caller learns one ritual from the list of spirit caller rituals (see below). A ritual requires 1 hour of focus and meditation in order to perform, along with a successful Knowledge (Planes) check (DC 25). At the end of the hour, if she is successful, the spirit caller completes the ritual

Greater Archetype Ability: At 6th level, a spirit caller gains the appropriate greater ability for her chosen archetype.

Spirit Caller Spell List

0th: Detect Magic; Detect Poison; Guidance; Know Direction; Sift

1st: Anticipate Peril; Comprehend Languages; Cultural Adaptation; Deadeye's Lore; Detect Animals or Plants; Detect Chaos; Detect Charm; Detect Evil; Detect Good; Detect Law; Detect Secret Doors; Detect Snares and Pits; Diagnose Disease; Identify; Know the Enemy; Lend Judgment; Petulengro's Validation; Play Instrument; Read Weather; Residual Tracking; See Alignment; Tap Inner Beauty; Timely Inspiration; True Strike

2nd: Augury; Ancestral Communion; Blood Transcription; Detect Thoughts; Eagle Eye; Early Judgment; Find Traps; Follow Aura; Gallant Inspiration; Hunter's Eye; Hunter's Lore; Share Language; Status; Track Ship

3rd: Arcane Sight; Blood Biography; Clairaudience/Clairvoyance; Coordinated Effort; Elemental Speech; Guiding Star; Harrowing; Locate Creature; Locate Object; Locate Weakness; See Invisibility; Speak with Animals; Seek Thoughts; Share Language, Communal; Share Memory; Share Senses; Shperescry; Tongues; Unravel Destiny; Witness


Spirit Caller-Exclusive Archetypes



Clairvoyant

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeClairvoyant.jpg

Clairvoyant Archetype: All clairvoyants know how to interpret the omens the natural world presents to them in order to discover lucky or unlucky actions for themselves and others. Once per day per class level, a clairvoyant may attempt to forecast the future of herself or another creature within 30 feet.

Searching for an omen takes 1 hour of uninterrupted meditation. The reading can take many forms - palm reading, tea leaf reading, studying bone cracks - but the result is the same. The clairvoyant rolls 1d20 and adds her class level and Wisdom modifier to determine the omen check result. She may add a +3 to her roll if she knows the target's birthday and birth month, the target's true name or birth name, or his city of birth (or similarly specific geographic area); these bonuses stack if she knows more than one of these things. If the check result is 20 or higher, she learns an omen regarding that creature's next 24 hours. She may perform multiple forecasts for the same creature if the initial check fails to reveal an omen, but once she achieves a result, she cannot forecast for that creature again until a day has passed.

A creature who knows his omen may utilize a one-time insight bonus equal to half the clairvoyan'ts class level (minimum 1). This bonus may be used on any single attack roll, ability check, skill check, or saving throw made by the creature. Alternatively, he can apply the insight bonus to his AC against a single attack targeting him (even if flat-footed). Activating the effect doesn't take an action; the character can even activate the bonus on another creature's turn if needed. The character must choose to use this bonus before making the roll it is to modify. Once used, the effect of the omen ends.

Lesser Archetype Ability: A clairvoyant's spirit guide can always sense impending danger and warn her in the nick of time. A clairvoyant can always act during a surprise round even if she failed to make a Perception roll to notice an enemy, but is still considered flat-footed until she takes an action. In addition, she gains a bonus on initiative checks equal to 1/2 her level.

Improved Archetype Ability: A clairvoyant can touch a creature as a standard action to allow her spirit guide's magic to flow through her and into the creature, granting it momentary spiritual vision. The target gains an insight bonus on all attack rolls, skill checks, ability checks, and saving throws equal to 1/2 the spirit caller's level (minimum +1) for 1 round. The spirit caller can perform this action a number of times per day equal to 3 + her Wisdom modifier.

Greater Archetype Ability: A clairvoyant allows her spirit guide's magic to flow through her, granting her momentary vision into the immediate future. When her foretelling is in effect, she emits a 30-foot aura of fortune that aids her allies or hinders her enemies, as chosen by the spirit caller at the time of her prediction. If she chooses to aid, she and all allies gain a +2 luck bonus on ability checks, attack rolls, caster or bender level checks, saving throws, and skill checks. If she chooses to hinder, her enemies take a -2 penalty on those rolls instead. The spirit caller can use this ability for a number of rounds per day equal to her level. These rounds do not need to be consecutive.



Conjurer

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeConjurer.jpg

Conjurer Archetype: A conjurer gains ghost sound (http://www.d20pfsrd.com/magic/all-spells/g/ghost-sound) and prestidigitation (http://www.d20pfsrd.com/magic/all-spells/p/prestidigitation) as 0th-level spells.

Lesser Archetype Ability: A conjurer can cast summon nature's ally I (http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally) as a spell-like ability a number of times per day equal to 3 + her Wisdom modifier.

Improved Archetype Ability: A conjurer can cast summon nature's ally II (http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally) as a spell-like ability a number of times per day equal to 1 + her Wisdom modifier.

Greater Archetype Ability: A conjurer can cast summon nature's ally III (http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally) as a spell-like ability once per day.

McToomin
2012-07-16, 03:00 PM
Techsmith



http://i1048.photobucket.com/albums/s373/mctoomin/e6/ClassTechsmith.jpg

"We're just in the process of improving upon what's already here and after all, isn't that what nature does?"

"Nature knows where to stop."
"I suppose that's true. Unfortunately, progress has a way of getting away from us..."

- The Mechanist

Hit Die: d8
Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The techsmith's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), and Sleight of Hand (Dex).

Skill Ranks per Level: 4 + Int modifier

Table: Techsmith
{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
0th |
1st |
2nd

1st | +0 |
+0 |
+2 |
+0 | Archetype, Bluebook, Metal Master, Techforging, Tech Kit |
2 |
1 |
-

2nd | +1 |
+0 |
+3 |
+0 | Lesser Archetype Ability |
2 |
1 |
-

3rd | +2 |
+1 |
+3 |
+1 | Minor Creation |
3 |
1 |
-

4th | +3 |
+1 |
+4 |
+1 | Improved Archetype Ability |
3 |
2 |
-

5th | +3 |
+1 |
+4 |
+1 | Craft Construct |
4 |
2 |
1

6th | +4 |
+2 |
+5 |
+2 | Greater Archetype Ability, Signature Invention |
4 |
2 |
1[/table]

Class Features

All of the following are class features of the techsmith.

Weapon and Armor Proficiency: Techsmiths are proficient with all simple weapons, light armor, and shields (except tower shields).

Inventions: Techsmiths are always inventing new gadgets and tools, devices that do jobs that can only be accomplished with technology. These devices are called inventions. Inventions are tools that perform specific effects. Techsmiths learn inventions from the techsmith invention list.

To learn, prepare, or create an invention, a techsmith must have an Intelligence score equal to at least 10 + the invention level. The Difficulty Class for a saving throw against a techsmith's invention is 10 + the invention level + the techsmith's Intelligence modifier.

A techsmith can create only a certain number of inventions of each level per day, as given on Table: Techsmith. A techsmith may know any number of inventions. A techsmith can choose and prepare her inventions ahead of time by getting 8 hours of sleep and spending 1 hour studying her bluebook and crafting. Once this hour is complete, so long as she makes the appropriate Craft skill checks, the techsmith has all of her inventions for the day created and ready to use. If a techsmith does not craft all of her inventions during this hour, each invention takes 10 minutes of work, and the Craft check DC is raised by +2. The techsmith must still have the blueprints in her bluebook in order to craft any invention.

Once a techsmith has an invention built, it functions for the entire day. Inventions invoke spell effects; in essence, the invention initiates the spell. Initiation times and durations are as the spell reads. A techsmith's effective caster level is equal to her class level. Once the duration runs out, the techsmith can initiate her invention again. However, each invention can only have one effect activate at any time. So if an invention has an hour duration, that invention will not function again until the hour is up, or its effect ends for some other reason.

An invention's exact specifications, such as what it looks like, how large it is, and so on, are left up to the individual techsmith, so long as the mechanical effect is the same. For example, if a techsmith invents a mount (http://www.d20pfsrd.com/magic/all-spells/m/mount), it does not need to summon an actual horse. The mount could be any other kind of riding contraption, that simply uses the mechanical effect of a light horse or pony as it functions. The duration of the spell ending could simply mean that the techsmith must make simple repairs to the mount at the end of each duration. On the other hand, a techsmith's invention could be decidedly primitive, such as a light (http://www.d20pfsrd.com/magic/all-spells/l/light) effect that is simply a lantern filled with fireflies. There must be ample material resources around in order for the techsmith to create her inventions. A techsmith's tech kit (see below) typically has all the parts she needs in order to create her inventions.

A techsmith can lend her inventions to allies for them to use, should she wish to do so. In order to activate a techsmith's invention, a creature must make an appropriate Knowledge (Engineering) check of a DC equal to the Craft check required to create the invention. A creature that fails the Knowledge (Engineering) check cannot attempt to use the invention again for 1 hour. All crafted inventions use the creator's level as the effective caster level.

Starting Inventions: A techsmith begins play with a bluebook containing all 0-level techsmith inventions. At each new techsmith level, the techsmith selects a number of inventions equal to her Intelligence modifier of up to the highest invention level she knows for her bluebook. At any time, a techsmith can also add inventions found in other techsmith's bluebooks to her own.

Craft Checks: A techsmith must create her inventions in order for them to function properly. Thus, in addition to studying her bluebook and taking the time to create the invention, the techsmith must make a successful Craft (Clockwork) check: 0-level invention (DC 10), 1st-level invention (DC 15), or 2nd-level invention (DC 20). A techsmith that fails the Craft check must take the time to create the invention again.

Bluebook: A techsmith can study her bluebook each day to prepare her inventions. She cannot prepare any invenion not recorded in her bluebook.

A techsmith begins play with a bluebook containing all 0-level techsmith inventions. At each class level, the techsmith gains a number of inventions to add to her bluebook equal to her Intelligence modifier of up to the highest invention level she knows.

A techsmith can also add an invention to her book whenever she encounters one in another bluebook or as a standalone blueprint. The techsmith must spend 1 hour studying the invention. At the end of the hour, she must make a Knowledge (Engineering) check (DC 15 + the invention's level).

Tech Kit: A techsmith's tech kit is a small pouch of gears, wires, and other doodads that look like just a random assortment of junk to most. For the techsmith, however, the tech kit always has just the right combination of parts and pieces she needs to assemble her inventions.

Metal Master: A techsmith is a savant of creation. A techsmith adds her class level to all Craft and Knowledge (Engineering) skill checks, and can take 10 on either of these skills at any time.

Techforging: A techsmith learns to create much more quickly than others. When a techsmith uses the Craft skill to create an item, her Craft check measures 1 hour's worth of work (instead of 1 week). In addition, a techsmith can make any Craft skill check untrained, though Craft skills she does not have ranks take a -5 penalty.

Archetype: A techsmith chooses an archetype at 1st level. This can be a techsmith-exclusive archetype (see below), or a free archetype. A character that multiclasses and wishes to continue their previous archetype may do so by forgoing the chance to choose a new one. A character that does this continues to gain their previous archetype's abilities at each even-numbered level as normal.

Lesser Archetype Ability: At 2nd level, a techsmith gains the appropriate lesser ability for her chosen archetype.

Minor Creation: At 3rd level, the techsmith learns minor creation (http://www.d20pfsrd.com/magic/all-spells/m/minor-creation) as a spell-like ability.

Improved Archetype Ability: At 4th level, a techsmith gains the appropriate improved ability for her chosen archetype.

Craft Construct: At 5th level, the techsmith learns Craft Construct (http://www.d20pfsrd.com/feats/item-creation-feats/craft-construct-item-creation) as a bonus feat. The techsmith can create fantastic machines that are powered and operated by riders. These machines are created using the animated objects (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object) rules, with the following exceptions. All constructs created by a techsmith are of the clockwork (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork) subtype. A construct created by a techsmith is not animated (despite following the guidelines for animated objects); the techsmith (or someone else) must operate the construct from within. The techsmith's effective caster level for the purpose of creating a construct is equal to her class level + her Intelligence modifier. In addition to the amount of construction points the object would normally receive, a techsmith gains extra construction points equal to her Intelligence modifier. In addition to the listed time and resources required to create a construct, the techsmith must make a successful Craft (Clockwork) check (DC 15 + the CR of the construct) in order to create the construct. If she fails this check, the time and resources are lost but the construct is not successfully built.

In order to function as a rider for a techsmith's construct, a creature must be the same size or smaller than the construct. Operating a construct requires a Knowledge (Engineering) check with a DC equal to the Craft check required to build the construct. A techsmith does not need to make this Knowledge check to operate her own constructs. It typically takes a move action to enter and begin to pilot a construct, but it may take more (or less) time dependent upon the type of construct and how big it is. A rider takes on the construct's physical stats but keeps her own mental stats while piloting. A rider cannot be targeted unless the construct is destroyed or the rider exits the construct for some reason.

Signature Invention: At 6th level, a techsmith creates an invention that is unique. The techsmith can choose one invention that she knows as her signature invention. From then on, that invention is permanent for the techsmith. She does not need to recreate it each day, nor does it count against her daily allotment of inventions. If it breaks or is lost, the techsmith can make a new one at half the normal cost.

Greater Archetype Ability: At 6th level, a techsmith gains the appropriate greater ability for her chosen archetype.

Techsmith Invention List

0th: Acid Splash (http://www.d20pfsrd.com/magic/all-spells/a/acid-splash), Arcane Mark (http://www.d20pfsrd.com/magic/all-spells/a/arcane-mark), Bleed (http://www.d20pfsrd.com/magic/all-spells/b/bleed), Breeze (http://www.d20pfsrd.com/magic/rare-cantrips#TOC-Breeze), Dancing Lights (http://www.d20pfsrd.com/magic/all-spells/d/dancing-lights), Daze (http://www.d20pfsrd.com/magic/all-spells/d/daze), Detect Poison (http://www.d20pfsrd.com/magic/all-spells/d/detect-poison), Drench (http://www.d20pfsrd.com/magic/rare-cantrips#TOC-Drench), Flare (http://www.d20pfsrd.com/magic/all-spells/f/flare), Ghost Sound (http://www.d20pfsrd.com/magic/all-spells/g/ghost-sound), Haunted Fey Aspect (http://www.d20pfsrd.com/magic/all-spells/h/haunted-fey-aspect), Jolt (http://www.d20pfsrd.com/magic/rare-cantrips#TOC-Jolt), Light (http://www.d20pfsrd.com/magic/all-spells/l/light), Mending (http://www.d20pfsrd.com/magic/all-spells/m/mending), Message (http://www.d20pfsrd.com/magic/all-spells/m/message), Open/Close (http://www.d20pfsrd.com/magic/all-spells/o/open-close), Penumbra (http://www.d20pfsrd.com/magic/rare-cantrips#TOC-Penumbra), Ray of Frost (http://www.d20pfsrd.com/magic/all-spells/r/ray-of-frost), Resistance (http://www.d20pfsrd.com/magic/all-spells/r/resistance), Root (http://www.d20pfsrd.com/magic/rare-cantrips#TOC-Root), Spark (http://www.d20pfsrd.com/magic/all-spells/s/spark), Touch of Fatigue (http://www.d20pfsrd.com/magic/all-spells/t/touch-of-fatigue)

1st: Abundant Ammunition (http://www.d20pfsrd.com/magic/all-spells/a/abundant-ammunition), Air Bubble (http://www.d20pfsrd.com/magic/all-spells/a/air-bubble), Alarm (http://www.d20pfsrd.com/magic/all-spells/a/alarm), Animate Rope (http://www.d20pfsrd.com/magic/all-spells/a/animate-rope), Ant Haul (http://www.d20pfsrd.com/magic/all-spells/a/ant-haul), Burning Disarm (http://www.d20pfsrd.com/magic/all-spells/b/burning-disarm), Burning Hands (http://www.d20pfsrd.com/magic/all-spells/b/burning-hands), Chill Touch (http://www.d20pfsrd.com/magic/all-spells/c/chill-touch), Color Spray (http://www.d20pfsrd.com/magic/all-spells/c/color-spray), Corrosive Touch (http://www.d20pfsrd.com/magic/all-spells/c/corrosive-touch), Dancing Lantern (http://www.d20pfsrd.com/magic/all-spells/d/dancing-lantern), Dazzling Blade (http://www.d20pfsrd.com/magic/all-spells/d/dazzling-blade), Detect Secret Doors (http://www.d20pfsrd.com/magic/all-spells/d/detect-secret-doors), Disguise Self (http://www.d20pfsrd.com/magic/all-spells/d/disguise-self), Ear-Piercing Scream (http://www.d20pfsrd.com/magic/all-spells/e/ear-piercing-scream), Endure Elements (http://www.d20pfsrd.com/magic/all-spells/e/endure-elements), Expeditious Excavation (http://www.d20pfsrd.com/magic/all-spells/e/expeditious-excavation), Expeditious Retreat (http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat), Feather Fall (http://www.d20pfsrd.com/magic/all-spells/f/feather-fall), Flare Burst (http://www.d20pfsrd.com/magic/all-spells/f/flare-burst), Floating Disk (http://www.d20pfsrd.com/magic/all-spells/f/floating-disk), Gravity Bow (http://www.d20pfsrd.com/magic/all-spells/g/gravity-bow), Grease (http://www.d20pfsrd.com/magic/all-spells/g/grease), Hydraulic Push (http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-push), Hypnotism (http://www.d20pfsrd.com/magic/all-spells/h/hypnotism), Icicle Dagger (http://www.d20pfsrd.com/magic/all-spells/i/icicle-dagger), Longshot (http://www.d20pfsrd.com/magic/all-spells/l/longshot), Mage Armor (http://www.d20pfsrd.com/magic/all-spells/m/mage-armor), Magic Missile (http://www.d20pfsrd.com/magic/all-spells/m/magic-missile), Magic Weapon (http://www.d20pfsrd.com/magic/all-spells/m/magic-weapon), Mount (http://www.d20pfsrd.com/magic/all-spells/m/mount), Obscuring Mist (http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist), Peacebond (http://www.d20pfsrd.com/magic/all-spells/p/peacebond), Shield (http://www.d20pfsrd.com/magic/all-spells/s/shield), Shocking Grasp (http://www.d20pfsrd.com/magic/all-spells/s/shocking-grasp), Shock Shield (http://www.d20pfsrd.com/magic/all-spells/s/shock-shield), Sleep (http://www.d20pfsrd.com/magic/all-spells/s/sleep), Snapdragon Fireworks (http://www.d20pfsrd.com/magic/all-spells/s/snapdragon-fireworks), Stone Fist (http://www.d20pfsrd.com/magic/all-spells/s/stone-fist), Stumble Gap (http://www.d20pfsrd.com/magic/all-spells/s/stumble-gap), True Strike (http://www.d20pfsrd.com/magic/all-spells/t/touch-of-the-sea), True Strike (http://www.d20pfsrd.com/magic/all-spells/t/true-strike), Ventriloquism (http://www.d20pfsrd.com/magic/all-spells/v/ventriloquism), Vocal Alteration (http://www.d20pfsrd.com/magic/all-spells/v/vocal-alteration), Youthful Appearance (http://www.d20pfsrd.com/magic/all-spells/y/youthful-appearance)

2nd: Acid Arrow (http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow), Admonishing Ray (https://sites.google.com/site/pathfinderogc/magic/all-spells/a/admonishing-ray), Arcane Lock (http://www.d20pfsrd.com/magic/all-spells/a/arcane-lock), Bear's Endurance (https://sites.google.com/site/pathfinderogc/magic/all-spells/b/bear-s-endurance), Blindness/Deafness (https://sites.google.com/site/pathfinderogc/magic/all-spells/b/blindness-deafness), Brow Gasher (https://sites.google.com/site/pathfinderogc/magic/all-spells/b/brow-gasher), Bullet Shield (http://www.d20pfsrd.com/magic/all-spells/b/bullet-shield), Bull's Strength (https://sites.google.com/site/pathfinderogc/magic/all-spells/b/bull-s-strength), Buoyancy (https://sites.google.com/site/pathfinderogc/magic/all-spells/b/buoyancy), Burning Arc (https://sites.google.com/site/pathfinderogc/magic/all-spells/b/burning-arc), Cat's Grace (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/cat-s-grace), Certain Grip (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/certain-grip), Continual Flame (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/continual-flame), Cushioning Bands (http://www.d20pfsrd.com/magic/all-spells/c/cushioning-bands), Darkness (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/darkness), Darkvision (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/darkvision), Daze Monster (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/daze-monster), Defending Bone (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/defending-bone), Defensive Shock (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/defensive-shock), Defoliate (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/defoliate), Dust of Twilight (http://www.d20pfsrd.com/magic/all-spells/d/dust-of-twilight), Elemental Speech (https://sites.google.com/site/pathfinderogc/magic/all-spells/e/elemental-speech), Elemental Touch (https://sites.google.com/site/pathfinderogc/magic/all-spells/e/elemental-touch), Endure Elements, Communal (http://www.d20pfsrd.com/magic/all-spells/e/endure-elements), Fiery Shuriken (http://www.d20pfsrd.com/magic/all-spells/f/fiery-shuriken), Fire Sneeze (https://sites.google.com/site/pathfinderogc/magic/all-spells/f/fire-sneeze), Fog Cloud (https://sites.google.com/site/pathfinderogc/magic/all-spells/f/fog-cloud), Frigid Touch (https://sites.google.com/site/pathfinderogc/magic/all-spells/f/frigid-touch), Frost Fall (https://sites.google.com/site/pathfinderogc/magic/all-spells/f/frost-fall), Ghostly Disguise (https://sites.google.com/site/pathfinderogc/magic/all-spells/g/ghostly-disguise), Glide (https://sites.google.com/site/pathfinderogc/magic/all-spells/g/glide), Glitterdust (https://sites.google.com/site/pathfinderogc/magic/all-spells/g/glitterdust), Gust of Wind (https://sites.google.com/site/pathfinderogc/magic/all-spells/g/gust-of-wind), Haunting Mists (https://sites.google.com/site/pathfinderogc/magic/all-spells/h/haunting-mists), Hypnotic Pattern (https://sites.google.com/site/pathfinderogc/magic/all-spells/h/hypnotic-pattern), Kinetic Reverberation (https://sites.google.com/site/pathfinderogc/magic/all-spells/k/kinetic-reverberation), Knock (https://sites.google.com/site/pathfinderogc/magic/all-spells/k/knock), Magic Mouth (https://sites.google.com/site/pathfinderogc/magic/all-spells/m/magic-mouth), Make Whole (https://sites.google.com/site/pathfinderogc/magic/all-spells/m/make-whole), Protection from Arrows (http://www.d20pfsrd.com/magic/all-spells/p/protection-from-arrows), Reloading Hands (https://sites.google.com/site/pathfinderogc/magic/all-spells/r/reloading-hands), Resist Energy (http://www.d20pfsrd.com/magic/all-spells/r/resist-energy), Returning Weapon (https://sites.google.com/site/pathfinderogc/magic/all-spells/r/returning-weapon), Ricochet Shot (https://sites.google.com/site/pathfinderogc/magic/all-spells/r/ricochet-shot), Scorching Ray (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/scorching-ray), Share Language (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/share-language), Shatter (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/shatter), Silk to Steel (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/silk-to-steel), Spider Climb (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/spider-climb), Spontanous Immolation (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/spontaneous-immolation), Stabilize Powder (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/stabilize-powder), Stone Call (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/stone-call), Summon Swarm (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/summon-swarm), Thunder Fire (https://sites.google.com/site/pathfinderogc/magic/all-spells/t/thunder-fire), Web (https://sites.google.com/site/pathfinderogc/magic/all-spells/w/web), Web Shelter (https://sites.google.com/site/pathfinderogc/magic/all-spells/w/web-shelter)




Techsmith-Exclusive Archetypes



Body Forger

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeBodyForger.jpg

Body Forger Archetype: A body forger gains a natural slam attack that deals 1d6 damage. In addition, a body forger gains a Construction Point Pool equal to her class level. At each level gained, the body forger may spend points from her construction pool to grant herself abilities from the animated object (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object#construction-points) construction abilities. The body forger must spend 1 hour per construction point spent to augment her body with metal and gears.

Lesser Archetype Ability: A body forger gains a +2 natural armor bonus.

Improved Archetype Ability: A body forger gains low-light vision.

Greater Archetype Ability: A body forger gains darkvision out to a range of 60 feet.



Bomber

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeBomber.jpg

Bomber Archetype: Bombers are adept at swiftly mixing various volatile chemicals and infusing them with explosive ingredients to create powerful bombs to hurl at her enemies. A bomber can use a number of bombs each day equal to her class level + her Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the bomber must use a small vial containing an ounce of liquid catalyst - the bomber can create this liquid catalyst from small amounts of chemicals from an alchemist's lab, and these supplies can be readily refilled. Most bombers create a number of catalyst vials at the start of the day equal to the number of bombs they can create in that day - once created, a catalyst vial remains usable by the bomber for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected for feats such as Point-Blank Shot (http://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat---final) and Weapon Focus (http://www.d20pfsrd.com/feats/combat-feats/weapon-focus-combat---final). On a direct hit, a bomber's bomb inflicts 1d6 points of fire damage + additional damage equal to the bomber's Intelligence modifier. The damage of a bomber's bomb increases by 1d6 at 3rd level, and by 1d6 against at 5th level. This bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike (http://www.d20pfsrd.com/feats/combat-feats/vital-strike-combat---final). Splash damage from a bomber's bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Any creature caught in the splash damage can attempt a Reflex save (DC 10 + 1/2 class level + the techsmith's Intelligence modifier) for half damage.

A bomber's bomb becomes inert if used or carried by anyone else.

In addition, bombers gain Throw Anything (http://www.d20pfsrd.com/feats/combat-feats/throw-anything-combat---final) as a bonus feat. A bomber adds her Intelligence modifier to damage done with thrown splash weapons, including the splash damage if any. This bonus damage is already included in the description of bombs above.

Lesser Archetype Ability: A bomber learns an alchemist discovery (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries) that applies to her bombs. A bomber's effective alchemist level is equal to her class level for the purposes of qualifying for discoveries.

Improved Archetype Ability: A bomber learns an alchemist discovery (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries) that applies to her bombs. A bomber's effective alchemist level is equal to her class level for the purposes of qualifying for discoveries.

Greater Archetype Ability: A bomber learns an alchemist discovery (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries) that applies to her bombs. A bomber's effective alchemist level is equal to her class level for the purposes of qualifying for discoveries.



Gunner

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeGunner.jpg

Gunner Archetype:

McToomin
2012-07-16, 03:01 PM
Free Bending Archetypes
The following archetypes can be chosen by any character with levels in a bending class.


Counter-bender

Counter-bender Archetype: A counter-bender can analyze her opponents to gain insight as to how they fight. Counter-benders add their Intelligence modifier to all attack rolls if she is familiar with her target, or observe them in combat for at least 1 minute.

Lesser Archetype Ability: A counter-bender can make an attack of opportunity against any enemy that misses her in combat as an immediate action by spending 2 chi points.

Improved Archetype Ability: A counter-bender can use deflect, catch, fizzle, or assume control depending upon her element to make an attack roll against any incoming elemental strike. If she is successful, she negates the attack, regardless of the elements involved.

Greater Archetype Ability: A counter-bender can counterbend as an immediate action by spending a number of chi points equal to 2 + the level of the xing initiated.



Triple Threat

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeTripleThreat.jpg

Triple Threat Archetype: A triple threat works best in conjunction with other benders. A triple threat can infuse a fellow bender with power from her own element. As a full-round action, a triple threat can power up an elemental strike that an ally who bends a separate element is preparing to attack with. The ally must be adjacent to the triple threat and be preparing to perform her elemental strike as a readied action, or else the triple threat and her ally must be on the same initiative count.

Once infused with the triple threat's power, the ally's elemental strike is made normally, but she adds the triple threat's Charisma modifier to the attack roll. If the attack is successful, the target is hit with both the triple threat's and the ally's elemental strike attack simultaneously. Each deals damage one step higher than normal. The triple threat must spend 1 chi point in order to perform this action.

Lesser Archetype Ability: A triple threat gains a morale bonus on all attack rolls equal to each other element that can be bent by an adjacent ally.

Improved Archetype Ability: A triple threat can spend 1 chi point to add her Charisma modifier to an ally's Bluff, Diplomacy, or Intimidate skill check.

Greater Archetype Ability: A triple threat can perform her archetype ability to infuse an ally's elemental strike as a standard action.


Free Chi Archetypes
The following archetypes can be chosen by any character with levels in a class that grants chi points.



Fong

Fong Archetype: A fong gains a 10 ft. increase to her land speed when she wears no armor, light armor, or medium armor, and is not carrying a heavy load. This bonus applies before modifying the fong's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the fong's land speed.

Lesser Archetype Ability: A fong gains Improved Reposition as a bonus feat, even if she does not meet the prerequisites.

Improved Archetype Ability: A fong can perform the run action as a move action by spending 1 chi point.

Greater Archetype Ability: When a fong is subject to an attack or any harmful effect, she can attempt to reposition the attacker as an immediate action by spending 3 chi points. The reposition attempt is resolved before the target's attack.



Huo

Huo Archetype: A huo gains an insight bonus to attack rolls equal to the number of enemies that are adjacent to her.

Lesser Archetype Ability: A huo gains Improved Trip as a bonus feat, even if she doesn't meet the prerequisites.

Improved Archetype Ability: A huo can make an attack of opportunity against any opponent that strikes her in a surprise round by spending 1 chi point per attack of opportunity made.

Greater Archetype Ability: When a huo is subject to an attack or any harmful effect, she can attempt to trip the attacker as an immediate action by spending 3 chi points. The trip attempt is resolved before the target's attack.



Shui

Shui Archetype: A shui can spend a move action to prepare herself to manipulate her enemies. The shui gains her Wisdom modifier to a single combat maneuver made before the end of her next turn.

Lesser Archetype Ability: A shui gains Improved Grapple as a bonus feat, even if she doesn't meet the prerequisites.

Improved Archetype Ability: On a successful feint, a shui can immediately perform a combat maneuver against the target by spending 1 chi point.

Greater Archetype Ability: When a shui is subject to an attack or any harmful effect, she can attempt to grapple the attacker as an immediate action by spending 3 chi points. The grapple attempt is resolved before the target's attack.



Tu

Tu Archetype: Any time a tu is subject to a sneak attack or any other precision damage, she can attempt a Fortitude saving throw (DC equal to the attack roll of the attack). If she is successful, the precision damage is halved.

Lesser Archetype Ability: A tu gains Improved Bull Rush as a bonus feat, even if she does not meet the prerequisites.

Improved Archetype Ability: A tu gains DR 2/-. She can spend a number of chi points up to her level to gain half that number as additional DR for 1 round.

Greater Archetype Ability: When a tu is subject to an attack or any harmful effect, she can attempt to bull rush the attacker as an immediate action by spending 3 chi points. The bull rush attempt is resolved before the target's attack.



Free Archetypes
The following archetypes can be chosen by any character.

Fighting Style Archetypes


Armadillo Wolf Aegis

Armadillo Wolf Aegis Archetype: An armadillo wolf aegis can take a penalty to all attack rolls (up to a maximum of her base attack bonus) to gain the penalty as a shield bonus to AC for 1 round. This bonus stacks with all other shield bonuses.

Lesser Archetype Ability: An armadillo wolf aegis can share her shield bonus with an adjacent ally as a swift action.

Improved Archetype Ability: An armadillo wolf aegis can grant an adjacent ally her shield bonus to AC against one attack as an immediate action. The armadillo wolf aegis loses her own shield bonus to AC for 1 round.

Greater Archetype Ability: If an armadillo wolf aegis uses her improved archetype ability to grant an ally her shield bonus to AC as an immediate action against a melee attack, she can make a shield bash as a free action in addition to granting her ally the shield bonus.



Jian Shu Master

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeJianShuMaster.jpg

Jian Shu Master Archetype: When a jian shu master fighters with a weapon in one hand and holds nothing in her off-hand, she gains the reach weapon ability, except that she can also still attack adjacent foes.

Lesser Archetype Ability: When a jian shu master fights defensively, she gains +4 to her AC (instead of +2) until the beginning of her next turn.

Improved Archetype Ability: A jian shu master gains her Intelligence modifier to all combat maneuver made while wielding a weapon in one hand with nothing in her off-hand.

Greater Archetype Ability: A jian shu master's critical threat range and critical multiplier both increase by 1 when fighting defensively with a weapon in one hand and holding nothing in her off-hand. So for example, if the jian shu master wielded a weapon that normally has a critical threat range of 19-20 and a multiplier of x2, if she fought defensively with that weapon and held nothing in her off-hand, the threat range would increase to 18-20 and the multiplier would increase to x3.



Living Weapon

Living Weapon Archetype: A living weapon gains Improved Unarmed Strike (http://www.d20pfsrd.com/feats/combat-feats/improved-unarmed-strike-combat---final) as a bonus feat. A living weapon's attacks may be with her fist, elbows, knees, and feet. This means that a living weapon may make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a living weapon striking unarmed. A living weapon may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a living weapon's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty to her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A living weapon's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of feats and abilities that enhance or improve either manufactured weapons or natural weapons.

A living weapon also gains a dodge bonus to AC equal to 1/2 her level (minimum 1) when wearing no armor, or equal to 1/3 her level when wearing light armor. If she wears anything heavier than light armor or carries a medium or heavier load, she does not gain this bonus.

If a living weapon already has an unarmed strike granted by a class ability, her unarmed strike deals damage as though she were one size category larger.

Lesser Archetype Ability: A living weapon's unarmed strike increases to deal 1d6 damage. In addition, she adds her Wisdom modifier to all combat maneuvers made and to her CMD.

Improved Archetype Ability: A living weapon gains DR /- equal to 1/2 her level against nonlethal damage or grappling damage.

Greater Archetype Ability: A living weapon's unarmed strike increases to deal 1d8 damage. A living weapon automatically deals her unarmed strike damage any time she successfully performs a combat maneuver.



Mounted Trooper

http://i1048.photobucket.com/albums/s373/mctoomin/classes/classes-champion-04.png

Mounted Trooper Archetype: A mounted trooper gains an animal as a mount that serves her faithfully in combat. In addition, the mounted trooper adds her class level to all Handle Animal and Ride skill checks.

Lesser Archetype Ability: A mounted trooper can ride defensively as a standard action. The mounted trooper gains +2 to Reflex saving throws and a +4 dodge bonus to AC. The mounted trooper's mount gains a 20 ft. increase to its speed, +2 to its Reflex saves, and a +4 dodge bonus to its AC.

Improved Archetype Ability: A mounted trooper can charge through difficult terrain while on her mount at no penalty to her movement speed. She can also charge through an ally's space with a DC 15 Ride check.

Greater Archetype Ability: A mounted trooper's mount can make one free attack per round. If the mount has no listed attack it deals a slam dealing 1d6 damage.



Pantebellist

Pantebellist Archetype: A pantebellist gains Catch Off-Guard (http://www.d20pfsrd.com/feats/combat-feats/catch-off-guard-combat) and Throw Anything (http://www.d20pfsrd.com/feats/combat-feats/throw-anything-combat---final) as bonus feats.

Lesser Archetype Ability: A pantebellist adds her Wisdom modifier to all Bluff, Diplomacy, and Intimidate checks.

Improved Archetype Ability: A pantebellist gains a +2 circumstance bonus to all attack rolls made with improvised weapons.

Greater Archetype Ability: A pantebellist deals damage with improvised weapons one step higher than normal, and all improvised weapons wielded by a pantebellist threaten a critical hit on a die roll of 19-20.



Platypus Bear Basher

Platypus Bear Basher Archetype: A platypus bear basher has a 50% chance to be completely immune to effects that daze or stun.

Lesser Archetype Ability: A platypus bear basher adds twice her Strength modifier to damage rolls when wielded a two-handed weapon (instead of 1.5 times her Strength modifier).

Improved Archetype Ability: A platypus bear basher can make a single combat maneuver that affects as a bull rush and a trip. The basher makes a cmobat maneuver check at a -4 penalty. If she is successful, her target is bull rushed normally, and falls prone when it ends its movement.

Greater Archetype Ability: A platypus bear basher can add her class level to a Strength check, combat maneuver check, or to her CMD for 1 round as an immediate action a number of times per day equal to 3 + her Constitution modifier.



Pygmy Puma Pouncer

Pantebellist Archetype: A pygmy puma pouncers gains Two-Weapon Fighting as a bonus feat, even if she does not meet the prerequisites.

Lesser Archetype Ability: A pygmy puma pouncers gains a sneak attack that deals 1d4 damage. If the pouncer already has sneak attack from another source, it increases to deal 1d8 damage instead.

Improved Archetype Ability: A pygmy puma pouncer's sneak attack increases to 2d4 damage. The pouncer can feint an opponent as a swift action.

Greater Archetype Ability: A pygmy puma pouncer's sneak attack increases to deal 3d4 damage. The pouncer can take an additional -2 penalty to AC when charging an opponent to gain the pounce special ability. The pouncer can make a full-attack after a charge.



[u]Raven Eagle Fletcher

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeRavenEagleFletcher.jpg

Raven Eagle Fletcher Archetype: A raven eagle fletcher adds 1/2 her class level to all Perception skill checks.

Lesser Archetype Ability: A raven eagle fletcher can steady herself as a move action to gain her Strenth modifier as a bonus to damage rolls with bows. A raven eagle fletcher can perform this action with any bow.

Improved Archetype Ability: Raven eagle fletchers do not provoke attacks of opportunity when they attack with a bow.

Greater Archetype Ability: A raven eagle fletcher gains an additional 1d6 precision damage against any enemy that is unaware of her presence.



Scorpion Bee Stinger

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeScorpionBeeStinger.jpg

Scorpion Bee Stinger Archetype: A scorpion bee stinger can draw a light thrown weapon as a free action. She may throw light thrown weapons without provoking attacks of opportunity.

Lesser Archetype Ability: When wielding light thrown weapons, a scorpion bee stinger can throw two of each weapon with a single attack roll. Damage for each weapon is rolled separately. The scorpion bee stinger's Strength modifier is not added to any damage rolls made by weapons thrown in this manner.

Improved Archetype Ability: A scorpion bee stinger can perform combat maneuvers with light thrown weapons at a -4 penalty to the attack roll. A creature grappled by a light thrown weapon can break free by destroying the weapon, or with an Escape Artist or CMB check (against the scorpion bee stinger's CMD -4).

Greater Archetype Ability: A scorpion bee stinger can full-attack as a standard action when using light thrown weapons.



Wolfbat Striker

Wolfbat Striker Archetype: A wolfbat striker can create 10 crossbow bolts in areas of natural vegetation with 1 hour of work and no material cost without needing to make a Craft skill check.

Lesser Archetype Ability: A wolfbat striker gains Rapid Reload (http://www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat) as a bonus feat.

Improved Archetype Ability: If a wolfbat striker attacks with a crossbow as a readied action, she adds her Dexterity modifier to the damage roll.

Greater Archetype Ability: A wolf bat striker gains Parting Shot (http://www.d20pfsrd.com/feats/combat-feats/parting-shot-combat) as a bonus feat.


Miscellaneous Archetypes



Arctic Wolf Warrior

Arctic Wolf Warrior Archetype: An arctic wolf warrior gains a morale bonus to all attack rolls and combat maneuver checks made equal to the number of allies adjacent to her.

Lesser Archetype Ability: An arctic wolf warrior can spend an attack of opportunity to attempt to disarm an opponent as an immediate action when she is attacked. If the warrior has no attacks of opportunity left to make in the round she cannot perform this action.

Improved Archetype Ability: An arctic wolf warrior can use Intimidate to demoralize an opponent as an immediate action when she scores a successful critical hit.

Greater Archetype Ability: An arctic wolf warrior wields melee weapons as though they were one size category smaller when it is beneficial for the warrior to do so. Two-handed weapons are treated as one-handed, one-handed weapons are treated as light, and so on.



Combat Trapper

Combat Trapper Archetype: A combat trapper gains access to traps that she can lay on the battlefield to confuse and befuddle her enemies. Setting a combat trap is a full-round action that provokes attacks of opportunity. A trap fills a single 5-foot square, and cannot be placed in the same area as another ranger trap or a supernatural trap. The combat trapper only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and for saving throws to avoid it are equal to 10 + 1/2 the combat trapper's level + the character's Intelligence bonus. All combat traps are Trigger: location and Reset: none.

A combat trap lasts 1 day per class level or until it is triggered, whichever comes first.

A combat trapper automatically learns the snare trap (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps#TOC-Snare-Trap-Ex-or-Su-).

In addition, a combat trapper adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A combat trapper can use Disable Device to disarm supernatural traps.

Lesser Archetype Ability: A combat trapper selects a new trap from the list of ranger traps (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps). When a combat trapper learns a new trap, she must learn one that can be set as Type: mechanical. A combat trapper cannot learn an exclusively-supernatural trap, not can she set a trap as supernatural. Traps marked with an asterisk (*) add to or modify the effects of another trap; a combat trapper can add one of these trap types to any standard combat trap (this costs 1 additional use of the trap ability).

In addition, the combat trapper gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Improved Archetype Ability: A combat trapper selects a new trap from the list of ranger traps (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps). When a combat trapper learns a new trap, she must learn one that can be set as Type: mechanical. A combat trapper cannot learn an exclusively-supernatural trap, not can she set a trap as supernatural. Traps marked with an asterisk (*) add to or modify the effects of another trap; a combat trapper can add one of these trap types to any standard combat trap (this costs 1 additional use of the trap ability).

In addition, the combat trapper gains a further +1 bonus on Reflex saves made to avoid traps and a further +1 dodge bonus to AC against attacks made by traps. These bonuses stack with previous bonuses granted by this archetype.

Greater Archetype Ability: A combat trapper selects a new trap from the list of ranger traps (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps). When a combat trapper learns a new trap, she must learn one that can be set as Type: mechanical. A combat trapper cannot learn an exclusively-supernatural trap, not can she set a trap as supernatural. Traps marked with an asterisk (*) add to or modify the effects of another trap; a combat trapper can add one of these trap types to any standard combat trap (this costs 1 additional use of the trap ability).

In addition, the combat trapper gains a further +1 bonus on Reflex saves made to avoid traps and a further +1 dodge bonus to AC against attacks made by traps. These bonuses stack with previous bonuses granted by this archetype.



Detective

Detective Archetype: A detective can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the detective is aware of it. False information is not revealed in this way if the people she questioned do not know it to be false.

Lesser Archetype Ability: A detective adds her Intelligence modifer to all Bluff, Diplomacy, and Intimidate skill checks.

Improved Archetype Ability: A detective adds her Intelligence modifier to all combat maneuver checks.

Greater Archetype Ability: A detective learns discern lies (http://www.d20pfsrd.com/magic/all-spells/d/discern-lies) as a spell-like ability. The detective's effective caster level for this ability is equal to her class level. Discern lies functions as the spell except as noted here. The duration of the spell is changed to "1 round." The detective can activate this ability after a target has spoken something that might be a lie, but it must be within the same round the detective activates this ability. This ability only affects one creature.



Fortune's Friend

Fortune's Friend Archetype: A fortune's friend gains a luck pool, a pool of luck points that can be spent to retry failures before they can affect the fortune's friend. She gains a number of luck points equal to her class level + her Charisma modifier. A fortune's friend can spend 1 luck point at any time reroll a skill check.

Lesser Archetype Ability: A fortune's friend can spend 1 luck point to reroll a saving throw or critical confirmation roll.

Improved Archetype Ability: A fortune's friend can spend 2 luck points at any time to reroll an attack roll or damage roll.

Greater Archetype Ability: A fortune's friend can spend 5 luck points to force any creature within 30 feet that she can see or hear to reroll any one roll. She can use this ability once per day.



High Risk Trader

High Risk Trader Archetype: A high risk trader can gain access to all items at 75% the market price due to her "high risk" connections.

Lesser Archetype Ability: A high risk trader gains a +4 bonus to attack and deals double damage against creatures that are helpful or friendly.

Improved Archetype Ability: A high risk trader grants all allies within 30 feet that can see and hear her a morale bonus equal to her Charisma modifier to attack rolls and saving throws. This bonus lasts for 1 round.

Greater Archetype Ability: A high risk trader gains a morale bonus equal to the number of allies adjacent to high or flanking with her. She deals additional damage equal to twice this number.



Jungle Warrior

Scorpion Bee Stinger Archetype: A jungle warrior can take 1 minute to construct camouflage out of natural foliage and shrubbery, which persists for 1 day unless it is set on fire. This camouflage grants her a +4 bonus to Stealth checks made while in a natural setting that matches her camouflage.

Lesser Archetype Ability: A jungle warrior can climb at her normal speed by taking a -5 to her Climb check, as opposed to climbing at half-speed.

Improved Archetype Ability: A jungle warrior takes a -2 penalty to attack and to her AC when she is prone, as opposed to a -4 penalty.

Greater Archetype Ability: A jungle warrior can move half her normal speed while prone.



Kyoshi Warrior

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeKyoshiWarrior.jpg

*Note: A character must learn from a current Kyoshi warrior in order to choose this archetype. Once the archetype is learned, the character does not have to stay in the tutelage of a Kyoshi warrior, and can level up normally on their own. Only females are taught the way of the Kyoshi warrior except under the most extraordinary of circumstances.

Kyoshi Warrior Archetype: A kyoshi warrior heightens her abilities in battle by moving lithely and with grace, referring to as "dancing." While dancing, a kyoshi warrior gains a +2 morale bonus to Strength and Dexterity. A kyoshi warrior can dance for a number of rounds per day equal to 4 + her Charisma modifier. At each level gains, a kyoshi warrior can dance for an additional 2 rounds per day. As she increases the archetype, a kyoshi warrior gains other abilities she can use while performing her dance.

In addition, a kyoshi warrior has a special battle uniform. When she wears this uniform, the kyoshi warrior gains a +2 bonus to her Constitution score, and grants a +1 bonus to all attack rolls. The uniform counts as a set of light armor, and takes an amount of time equivalent to a set of light armor to put on or take off. This outfit also includes distinctive face paint.

Lesser Archetype Ability: A kyoshi warrior can focus her dancing defensively instead of offensively. A kyoshi warrior that chooses to dance this way loses the Strength and Dexterity bonuses granted by her dance. She gains a +4 dodge bonus to AC for 1 round. This can be initiated as a free action.

Improved Archetype Ability: A kyoshi warrior can use her dance to speed up her attacks. When making a full-attack action, she may make one extra attack with any weapon she is holding, as though under the effects of a haste (http://www.d20pfsrd.com/magic/all-spells/h/haste) spell. She also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves.

Greater Archetype Ability: A kyoshi warrior can attack more than once as she moves while performing her dance. She can combine a full-attack action with a single move, taking the attacks at any point during her movement, but must move at least 5 feet between each attack. This movement provokes attacks of opportunity as normal.



Shadow Spirit

Detective Archetype: A shadow spirit can take 10 on Intimidate checks made to demoralize. She can perform such an action as a move action.

Lesser Archetype Ability: A shadow spirit learns cause fear (http://www.d20pfsrd.com/magic/all-spells/c/cause-fear) as a spell-like ability. Her effective caster level for the purposes of this ability is equal to her class level. She can cast this spell a number of times per day equal to 3 + her Charisma modifier.

Improved Archetype Ability: If a shadow spirit is an area of dim light, low light, or darkness, she can make a special Stealth check. If it beats all Perception checks of creatures that could notice her, she is invisible (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible) for a number of rounds equal to her Stealth check so long as she remains in darkness. A shadow spirit can use this ability a number of times per day equal to 1 + her Charisma modifier. The shadow spirit's invisibility immediately ends if she is exposed to light or attacks any creature.

Greater Archetype Ability: A shadow spirit can perform the snipe ability with a melee attack as well as with ranged attacks. If the shadow spirit has already successfully used Stealth at least 10 feet from her target, she can move forward and make one melee attack and then immediately use Stealth again, and move away. This is a full-round action. The movement and attack for this ability functions as Spring Attack (http://www.d20pfsrd.com/feats/combat-feats/spring-attack-combat---final) (even if the shadow spirit does not know this feat or meet its prerequisites).

McToomin
2012-07-16, 03:02 PM
Races


Air Nomad



http://img193.imageshack.us/img193/4088/racesairnomad03.png

+2 Dexterity, +2 Charisma, -2 Strength: Air nomads are agile and known for their quick wit, but are physically weak.

Medium: Air nomads are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Air nomads have a base speed of 30 feet.

Bending Favor (Ex): Airbender is always considered a favored class for air nomads. An air nomad that takes levels in the airbender class gains twice the normal favored class bonus.

Sure-Footed (Ex): Air nomads gain a +2 racial bonus to Acrobatics skill checks.

Weapon Familiarity (Ex): Air nomads treat all air nomad-specific weapons as martial weapons.

Languages: Air nomads begin play speaking Common. Air nomads with high Intelligence scores can choose Auran as a bonus language.



Earth Kingdom Citizen



http://img600.imageshack.us/img600/6716/racesearthkingdom03.png

+2 Strength, +2 Constitution, -2 Dexterity: People of the earth kigndom are powerful and tough, but lack flexibility and agility.

Medium: Earth kingdom citizens are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Earth kingdom citizens have a base speed of 30 feet.

Bending Favor (Ex): Earthbender is always considered a favored class for earth kingdom citizens. An earth kingdom citizen that takes levels in the earthbender class gains twice the normal favored class bonus.

Steady (Ex): Earth kingdom citizens gain a +4 racial bonus to their Combat Maneuver Defense when resisting bull rush or trip attempts when standing on the ground.

Languages: Earth Kingdom Citizens begin play speaking Common. People of the earth kingdom with high Intelligence scores can choose Terran as a bonus language.



Fire Nation Citizen



http://img42.imageshack.us/img42/4241/racesfirenation03.png

+2 Intelligence, +2 Charisma, -2 Wisdom: The fire nation has the most advanced industry and its people are known for their warm and inviting nature, but they are easily manipulated and lack insight.

Medium: Fire nation citizens are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Fire nation citizens have a base speed of 30 feet.

Bending Favor (Ex): Firebender is always considered a favored class for fire nation citizens. A fire nation citizen that takes levels in the firebender class gains twice the normal favored class bonus.

Inborn Fire (Ex): Fire nation citizens are exposed to fire and flame from an early age, and begin to shrug off its lesser effects. Fire nation citizens gain fire resistance 2.

Sins of the Few (Ex): The fire nation is sometimes looked upon as the most aggressive of the nation. Some fire nation citizens can use this to their advantage. Fire nation citizens gain a +2 racial bonus to Intimidate skill checks.

Languages: People of the fire nation begin play speaking Common. Fire nation citizens with high Intelligence scores can choose Ignan as a bonus language.



Outcast



http://img804.imageshack.us/img804/5485/racesoutcast06.png

+2 to One Ability Score: Outcasts gain a +2 bonus to an ability score of their choice at creation to represent their varied nature.

Medium: Outcasts are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Outcasts have a base speed of 30 feet.

Bonus Feat: Outcasts select one extra feat at 1st level.

Skilled: Outcasts gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

Languages: Outcasts begin play speaking Common.



Water Tribe Member



http://img526.imageshack.us/img526/9122/raceswatertribe03.png

+2 Constitution, +2 Wisdom, -2 Charisma: The water tribe is hardy and sharp, but aren't known for their openness to outsiders.

Medium: Water tribe members are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Water tribe members have a base speed of 30 feet.

Bending Favor (Ex): Waterbender is always considered a favored class for members of the water tribe. A water tribe member that takes levels in the waterbender class gains twice the normal favored class bonus.

Polar Adaptation (Ex): The water tribe is located at the poles of the world, and so its people have become acclimated to cold (even if they no longer live at the poles). Water tribe members gain cold resistance 2 and a +2 racial bonus to Survival skill checks.

Languages: Water tribe members begin play speaking Common. Members of the water tribe with high Intelligence scores can choose Aquan as a bonus language.

McToomin
2012-07-16, 03:03 PM
*Reserved for feats and skills.

McToomin
2012-07-16, 03:05 PM
Airbending Xing

Level 0

{table]Breeze | Create a light wind that blows against target from direction of your choice.[/table]

Level airbending 0

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Initiating
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Initiation Time 1 standard action
Components S, V

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Effect
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Range close (25 ft. + 5 ft./2 levels)
Targets one creature or object
Duration concentration
Saving Throw Will negates (harmless)

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Description
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You create a light wind that blows against the target from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as inhaled poisons). This xing does not function without air or underwater.
{table]Vocal Alteration | Disguise target's voice.[/table]

Level airbending 0

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Initiating
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Initiation Time 1 standard action
Components V

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Effect
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Range close (25 ft. + 5 ft./2 levels)
Targets one humanoid creature
Duration concentration
Saving Throw Fortitude negates

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Description
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You alter the target's voice to something else. For example, you could make the target's voice high-pitched, husky, nasal, or change its accent to an accent you're familiar with. If this xing is used as part of a disguise, the target gains a bonus on the Disguise check when trying to fool a listener equal to your bender level (maximum +6).


Level 1

{table]Air Bubble | Creates a small pocket of air around your head or an object.[/table]

Level airbending 1

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Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

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Effect
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Range touch
Targets one creature or object no larger than a Large two-handed weapon
Duration concentration
Saving Throw Will negates (harmless)

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Description
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Air bubble creates a small pocket of breathable air that surrounds the touched creature's head or the touched object. The air bubble allow the creature touched to breath underwater or in similar airless environments, or protects the object touched from water damage. A firearm within an air bubble can be loaded - assuming that black powder comes from a powder horn, a cartridge, or some other airtight protect device - and fired. When shooting such a firearm underwater, the shot still takes the standard -2 penalty onattack rolls for every 5 feet of water the bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the explosion occurs normally.
{table]Alter Winds | Increase/decrease strength of natural winds.[/table]

Level airbending 1

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Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

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Effect
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Range touch
Targets 10-ft.-radius burst centered on you
Duration concentration
Saving Throw Fortitude negates (harmless)

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Description
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You subtly enhance or diminish the effects of natural winds within the xing's area, which is an emanation centered on you that moves with you. Within the area, natural (but not supernatural) wind effects are either increased or decreased by one step in intensity. You can increase or decrease the wind by further steps of intensity by spending 2 additional chi points to initiate the xing per step you wish to alter.
{table]Call Object | Summon an unattended object or one in an ally's possession with the power of air.[/table]

Level airbending 1

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Initiating
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Initiation Time 1 swift action
Components S, V

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Effect
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Range close (25 ft. + 5 ft./2 levels)
Targets one object weighing no more than 1 lb./level that is unattended or wielded by an ally
Duration instantaneous

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Description
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When you initiate this xing, you cause an unattended object or one wielded by an ally withing close range to fly across the space between you and into your open hand. This extra energy persists in the weapon for the rest of the round, granting you a +2 circumstance bonus on attack rolls and weapon damage rolls made during the same round you initiate the xing.

The object must pass physically past any creatures in its path; these creatures can attempt a Reflex saving throw to knock the item away. On a successful save, the creature does not grab the item, but knocks the item to the ground in its space.

If the object targeted by this xing is wielded by an ally who is unwilling to give up her weapon, the xing fails. An unconscious or dying ally is considered a "willing" target so long as the weapon to be called is still in contact with the ally's body.
{table]Cushioning Wind | Bands of air protect against crushing.[/table]

Level airbending 1

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Initiating
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Initiation Time 1 standard action
Components S, V

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Effect
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Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration concentration
Saving Throw Fortitude negates (harmless)

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Description
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Invisible bands of wind encircle vital areas of the target. The bands resist crushing forces and impacts without interfering with movement. The target gains DR 2/piercing or slashing and takes half damage from constriction, falling, and being buried, as well as from similar crushing effects. Grapple checks for attacks other than constricting (such as pinning or swallowing whole) are not affected. Once the xing has blocked 12 points of damage per bender level (to a maximum of 72 point at 6th level), it is discharged. The bands have no effect on incorporeal attacks unless they deal damage from constriction or crushing, or unless the attacks would be subject to the damage reduction.
{table]Expeditious Retreat | Your base speed increases by 30 ft.[/table]

Level airbending 1

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Initiating
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Initiation Time 1 standard action
Components S, V

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Effect
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Range personal
Targets you
Duration concentration

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Description
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This xing increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. Other mods of movement that are open to air (such as climbing outside or flying) are increased by 10 feet per two bender levels (to a max of 30 feet as 6th level). Other modes of movement that are not open to air (such as burrowing or swimming) gain no bonus. This xing does not grant you any mode of movement you do not already possess, it only enhances existing movement speeds. As with any effect that increases your speed, this form affects your jumping distance (see the Acrobatics skill).
{table]Feather Fall | Objects or creatures fall slowly.[/table]

Level airbending 1

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Initiating
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Initiation Time 1 immediate
Components S, V

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Effect
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Range close (25 ft. + 5 ft./2 levels)
Targets one Medium or smaller free-falling object or creature/level, no two of which may be more than 20 ft. apart
Duration concentration
Saving Throw Will negates (harmless) or Will negates (object)

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Description
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The affected creatures or objects fall slowly. Feather Fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the xing is in effect. If the airbender cannot concentrate on the xing, a normal rate of falling resumes.

The xing affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object cuonts as four Medium creatures or objects, and so forth.

This xing has no special effect on ranged weapons unless they are falling quite a distance. If the xing is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.

Feather Fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
{table]Feather Step | Move normally across even the most adverse terrain; gain concealment against tremorsense.[/table]

Level airbending 1

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Initiating
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Initiation Time 1 swift action
Components S, V

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Effect
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Range personal
Targets you
Duration 1 min./level (see text)

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Description
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This xing allows you to ignore the adverse movement effects of difficult terrain, so long as the terrain itself does not cause damage to you (such as lava). You can even take 5-foot steps in difficult terrain. You also gain concealment against any creature using tremorsense to see you.

You must maintain the xing's effect each round as a free action. If you are prevented from taking a free action during a round (such as from being paralyzed or stunned), the xing ends and you must initiate it again.
{table]Flying Leap | Subject gets bonus on Acrobatics checks.[/table]

Level airbending 1

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Initiating
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Initiation Time 1 immediate action
Components S, V

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Effect
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Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Will negates (harmless)

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Description
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The target gains a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at bender level 5th.
{table]Forced Quiet | Target cannot make loud noises.[/table]

Level airbending 1

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Initiating
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Initiation Time 1 standard action
Components S, V

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Effect
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Range medium (100 ft. + 10 ft./level)
Targets one creature
Duration concentration
Saving Throw Fortitude negates

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Description
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With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This does not affect any ability of the target that requires verbal components. The target can still use sonic effects, but the DC of these effects decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4 circumstance bonus on Stealth checks.
{table]Shield of Air | Whirling air grants +2 or higher deflection bonus.[/table]

Level airbending 1

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Initiating
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Initiation Time 1 standard action
Components S, V

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Effect
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Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration concentration
Saving Throw Fortitude negates (harmless)

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Description
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This xing creates a whirling field of air around the target that averts and deflects attacks. The xing grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus at bender level 6th.
{table]Ventriloquism | Throws voice.[/table]

Level airbending 1

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Initiating
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Initiation Time 1 standard action
Components V

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Effect
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Range close (25 ft. + 5 ft./2 levels)
Effect intelligible sound, usually speech
Duration concentration
Saving Throw Will disbelief (if interacted with)

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Description
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You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful Will saving throw recognizes it as illusory (but still hears it).
{table]Winds of Liberation | Target makes an Escape Artist check as an immediate action and gains a bonus on it.[/table]

Level airbending 1

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Initiating
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Initiation Time 1 immediate action
Components V

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Effect
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Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Fortitude negates (harmless)

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Description
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If the target is bound, grappled, or otherwise restrained, it can make an Escape Artist check to escape as an immediate action. It gains a competence bonus on this check equal to twice your bender level (maximum +12). This xing has no effect if the target could not get free by using the Escape Artist skill. So long as you can breath, you can perform this wan ji.


Level 2

{table]Air Scooter | Ride swiftly on a small ball of air.[/table]

Level airbending 2

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Initiating
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Initiation Time 1 standard action
Components S, V

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Effect
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Range 0 ft.
Effect one ball of swirling air
Duration 1 min./level
Saving Throw none

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Description
-----------------------

You conjure a small whirling vortex of air that can only be ridden by you. The air scooter acts as a mount with AC 20 (+1 size, +5 Dex, +4 deflection bonus) and 7 hit points + 1 hit point per bender level. If it loses all its hit points, the air scooter disappears. An air scooter has a speed of 20 feet per bender level, to a maximum of 120 feet at 6th level. It can bear your weight plus up to 10 pounds per bender level.

An air scooter zooms along the ground but barely touches it, allowing it special properties over other mounts. The air scooter can ride over sandy, muddy, or even swampy ground without difficulty or a decrease in speed. The air scooter can use water walk (http://www.d20pfsrd.com/magic/all-spells/w/water-walk) at will (as the spell, no action required to activate this ability).

The air scooter can travel along vertical walls and surfaces at its full speed. However, if it does not reach a level surface within 1d6 rounds, it will dissipate. The air scooter can also fly without touching any surface, but dissipates after 1d4 rounds if used in this manner. You cannot ride an air scooter upside-down for longer than a single round.

Unless one of the above situations takes place, you can maintain the xing's effect as a free action each round up to its maximum duration. If you are prevented from taking a free action during a round (such as from being paralyzed or stunned), the xing ends and you must initiate it again.
{table]Disarming Gust | You may seize an object.[/table]

Level airbending 2

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets one object
Duration instantaneous
Saving Throw none

-----------------------
Description
-----------------------

Your mastery of the wind allows you to manipulate it with startling abruptness, allowing you to seize an object from an opponent. When you initiate this xing, you can instantaneously attempt a disarm or steal combat maneuver against a target within range. Use your bender level as your combat maneuver bonus, adding your Dexterity modifier if it is not already added to your CMB. This combat maneuver attempt does not provoke an attack of opportunity from its target, although initiating the xing might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you had dropped it.
{table]Distressing Tone | Sound sickens 1d4 creatures.[/table]

Level airbending 2

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets 1d4 living creatures
Duration 1 round/level
Saving Throw Fortitude negates

-----------------------
Description
-----------------------

You create a powerful tone that vibrates living flesh. Targets must save or gain the sickened condition. If the target fails its saving throw, the effect lasts for the maximum duration. Creatures that are immune to critical hits are immune to this xing.
{table]Gust of Wind | Blows away or knocks down smaller creatures.[/table]

Level airbending 2

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range 60 ft.
Targets line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration 1 round
Saving Throw Fortitude negates

-----------------------
Description
-----------------------

This xing creates a severe blast of air (approximately 50 mph) that originates frmo you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

Small creatures are knocked prone by the force of the wind.

Medium or smaller creature are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.

Larger or larger creatures may move normally within a gust of wind effect.

This xing can't move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. It has no effect on firebending.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awning or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
{table]Mirror Strike | You may strike multiple opponents with a single attack.[/table]

Level airbending 2

-----------------------
Initiating
-----------------------

Initiation Time 1 swift action
Components S, V

-----------------------
Effect
-----------------------

Range personal
Targets you
Duration see text

-----------------------
Description
-----------------------

You split your normal elemental strike into two attacks. Before the end of your turn, when you make your next airbending elemental strike, compare the result to the AC of two opponents within your elemental strike reach. If the selected opponents are flanking you, you gain a +2 bonus on your attack roll (and confirmation attack roll, see below). If you hit both enemies, you can deal half damage to each. Hitting only one opponent allows you to deal that opponent normal damage for your attack. On a critical threat, you can make only one attack roll to confirm the critical hit against both opponents. If you confirm against both, you deal half your critical hit damage to each. Your hit is a normal hit rather than a critical if you confirm against only one opponent.
{table]Powerful Lungs | Deal 1d4/level and blow enemies away.[/table]

Level airbending 2

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Fortitude partial

-----------------------
Description
-----------------------

This xing allows you to expel air with extreme power, blowing your enemies away. Your successful melee or ranged touch attack (as is applicable) deals 1d4 points of damage per level (maximum 5d4) and causes the target to be pushed away from you in a straight line up to 5 feet per bender level. For every size category of the target above Medium, reduce the distance pushed by 5 feet (-5 feet for Large, -10 feet for Huge, and so on) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.
{table]Returning Weapon | Grants a weapon the returning special weapon quality.[/table]

Level airbending 2

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets one weapon that can be thrown
Duration 1 minute/level (see text)
Saving Throw Will negates (harmless, object)

-----------------------
Description
-----------------------

For the duration of the xing, the target weapon acts as if it had the returning weapon special ability, except as noted here. Unlike a normal returning weapon which returns to where it was thrown from, an airbending returning weapon will always return to you, even if you have moved from where it was thrown.

You can maintain the xing's effect as a free action each round up to its maximum duration. If you are prevented from taking a free action during a round (such as from being paralyzed or stunned), the xing ends and you must initiate it again.
{table]Shatter | Sonic energy damage objects or crystalline creatures.[/table]

Level airbending 2

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets 5-ft.-radius spready; or one solid object or one crystalline creature
Duration instantaneous
Saving Throw Will negates (object); or Fortitude half (see text)

-----------------------
Description
-----------------------

Shatter creates a loud, ringing noise that breaks brittle, non-enhanced objects; sunders a single solid, non-enhanced object; or damages a crystalline creature.

Used as an area attack, shatter destroys non-enhanced objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-ft. radius of the point of origin are smashed into dozens of pieces by the xing. Objects weighing more than 1 pound per bender level are not affected, but all other objects of the appropriate composition are shattered.

Alternately, you can target shatter against a single solid non-enhanced object, regardless of composition, weighing up to 10 pounds per bender level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per bender level (maximum 10d6), with a Fortitude save for half damage.

Magic object count as being enhanced.
{table]Silence | Negates sound in a 20-ft. radius.[/table]

Level airbending 2

-----------------------
Initiating
-----------------------

Initiation Time 1 round
Components S, V

-----------------------
Effect
-----------------------

Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius emanation centered on a creature, object, or point in space
Duration concentration
Saving Throw Will negates (see text); or none (object)

-----------------------
Description
-----------------------

Upon the initiation of this xing, your airbending forces complete silence in the affected area. All sound is stopped: conversation is impossible, xing with verbal components cannot be initiated, and no noise whatsoever issues from, enters, or passes through the area. The xing can be initiated on a point in space, and you can move the effect up to 30 feet as a move action. An unwilling creature can attempt a Will save to negate the xing. Items in a creature's possession or magic items that emit sound receive the benefit of saves, but unattended objects and points in space do not. Creatures in an area of silence are immune to sonic or language-based attacks, xing, and effects.
{table]Sound Burst | Deals 1d8 sonic damage and may stun subjects.[/table]

Level airbending 2

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets 10-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude partial

-----------------------
Description
-----------------------

You blast an area with tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.
{table]Staggering Fall | Cause additional damage to a falling creature.[/table]

Level airbending 2

-----------------------
Initiating
-----------------------

Initiation Time 1 immediate action
Components S, V

-----------------------
Effect
-----------------------

Range medium (100 ft. + 10 ft./level)
Targets one falling creature
Duration 1 round/level (see text)
Saving Throw Fortitude partial (see text)

-----------------------
Description
-----------------------

This xing must be initiated on a creature as it falls, either from a height or after being knocked prone or tripped. You use your airbending to slam the creature into the ground particularly hard, knocking the wind from it. Make a touch attack against the target (melee or ranged). If the roll is successful, the creature takes an additional 1d6 points of damage from the fall. In addition, the creature becomes staggered for the duration of the xing unless it makes a Fortitude save. Each round the xing's effects persist, the creature may attempt a new Fortitude save as a free action to end the staggered effect early. A creature under the effects of this xing must take a standard action to stand up.



Level 3

{table]Ablative Barrier | Surrounds the target with swirling layers of air.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 hour/level (see text)
Saving Throw Will negates (harmless)

-----------------------
Description
-----------------------

Invisible layers of wind surround and protect the target, granting that target a +2 armor bonus to AC. Additionally, the first 5 point of lethal damage the target takes from each attack are converted to nonlethal damage. Against attacks that already deal nonlethal damage, the target gains DR 5/-.

You can maintain the xing's effect as a free action each round up to its maximum duration. If you are prevented from taking a free action during a round (such as from being paralyzed or stunned), the xing ends and you must initiate it again.
{table]Air Punch | Deals 1d4 damage per level and pushes the target away.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Fortitude partial

-----------------------
Description
-----------------------

This xing charges your hand with airbending power. Your successful melee or ranged touch attack deals 1d4 points of damage per level (maximum 6d4) and causes the target to be pushed away from you in a straight line up to 5 feet per bender level. For every size category of the target above Medium, reduce the distance pushed by 5 feet (-5 feet for Large, -10 feet for Huge, and so on) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.
{table]Cloak of Winds | Creates a screen of wind around you.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 minute/level (see text)
Saving Throw Fortitude negates (harmless)

-----------------------
Description
-----------------------

You shroud a creature in a whirling screen of strong, howling wind. The subject is never checked or blown away by strong winds of windstorm or lesser strength (whether natural or supernaturally created), and ranged attack rolls against the subject take a -4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. Failure knocks the attacker prone and pushes it 5 feet away from the subject per your bender level. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement.
{table]Distracting Cacophony | Noise makes it difficult to initiate xing.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range medium (100 ft. + 10 ft./level)
Area 20-ft. spread
Duration concentration
Saving Throw none

-----------------------
Description
-----------------------

You create a howling wind that makes concentration difficult. Initiating a xing or performing any equivalent actions requires a concentration check (DC 15 + the level of the xing being initiated). Any other concentration checks in the area have their Dcs increase by 5. The DC of Perception checks involving hearing is likewise increased by 5.
{table]Glide | Creatures take no falling damage, move 60 ft./round while falling.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets one Medium or smaller free-falling object or creature/level, no two of which may be moer than 20 ft. apart
Duration concentration
Saving Throw Will negates (harmless)

-----------------------
Description
-----------------------

Creatures targeted take no damage from falling (as if from feather fall). In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this xing to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide. The xing ends as soon as the last target's feet touch the ground regardless of its remaining duration. If the xing expires for any reason while you are still in the air, all targets fall the remaining distance as normal.
{table]Haste | One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless)

-----------------------
Description
-----------------------

The creatures move and act more quickly than normal, with the power of airbending increasing their speed. This extra speed has several effects.

When making a full attack action, a creature under the effects of haste may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to initiate a second xing or otherwise take an extra action in the round.)

A creature under the effects of haste gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to AC also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as a circumstance bonus, and it affects the creature's jumping distance as normal for increased speed.

Multiple haste effects don't stack. Haste counters slow. You must maintain the xing's effect each round as a free action. If you are prevented from taking a free action during a round (such as from being paralyzed or stunned), the xing ends and you must initiate it again.
{table]Inspiration | Your mastery of the air allows you to imitate xing that you do not know.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 swift action
Components S, V

-----------------------
Effect
-----------------------

Range personal
Targets you
Duration 1 round

-----------------------
Description
-----------------------

You are struck with sudden inspiration, allowing you to perform a xing that you don't know on the spot. Each time you activate this xing, you select a 1st-level airbending xing that you do not know. You gain the ability to initiate that xing as though you knew it for 1 round. You must pay the chi point cost to both initiate this xing, as well as the cost to initiate the 1st-level xing that you choose.

If you do not initiate the 1st-level xing within 1 round of initiating this one, the effect ends and you must initiate inspiration again.
{table]Levitate | Subject moves up and down at your discretion.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range personal or close (25 ft. + 5 ft./2 levels)
Targets you or one willing creature or one object (total weight up to 100 lbs./level)
Duration concentration
Saving Throw none

-----------------------
Description
-----------------------

Levitate allows you to move yourself, another creature, or an object up and down as you wish with airbending. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can use your airbending to move the target up or down as much as 20 feet each round; doing so is a move action. You cannot move the target horizontally, but the target could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.

In addition, the levitation kicks up an enormous amount of swirling air below the target in order to propel it into the air. The target gains a +3 deflection bonus to AC from all attacks originating from anywhere beneath the target, and a +1 deflection bonus to AC against all other attacks.
{table]Litany of Escape | You break an ally free of a grapple with airbending.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets one willing creature that is grappled
Duration instantaneous
Saving Throw none

-----------------------
Description
-----------------------

With a word, you use the force of airbending to whisk a friend out of a grapple. The target loses the grappled and pinned conditions and can make up to a 5 ft. step as a free action. If the target was prone, they can stand as a free action. The target does not provoke attacks of opportunity for taking any movement affording by this xing.
{table]Sculpt Sound | Creates new sounds or changes existing ones into new sounds.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets one creature or object/level, no two of which can be more than 30 ft. apart
Duration concentration
Saving Throw Will negates (object)

-----------------------
Description
-----------------------

You can change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you can change is as a standard action without needing to initiate the xing again. You can change the qualities of sounds but cannnot create words with which you are unfamiliar yourself.

A creature whose voice is changed dramatically is unable to initiate xing with verbal components.
{table]Slow | One subject/level takes only one action/round, -1 to AC, Reflex saves, and attack rolls.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration concentration
Saving Throw Fortitude negates

-----------------------
Description
-----------------------

You use airbending to halter a creature's movements, maintaining a force of wind against how they wish to move, slowing them. An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this xing are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, and to its AC and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
{table]Thundering Drums | 1d8 damage/level and knocked prone.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Fortitude partial

-----------------------
Description
-----------------------

You strike the ground in front of you, filling the area in front of you with the thunder of pounding drums. Any creature in the area takes 1d8 points of sonic damage per bender level (maximum 5d8) and is knocked prone. A successful Fortitude save halves the damage and negates being knocked prone.
{table]Wind Wall | Deflects arrows, smaller creatures, and gases.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range medium (100 ft. + 10 ft./level)
Targets wall up to 10 ft./level long and 5 ft./level high
Duration concentration
Saving Throw none (see text)

-----------------------
Description
-----------------------

An invisible curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tears papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance (including earthbending). (A siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square walls to enclose specific points.

McToomin
2012-07-16, 03:06 PM
*Reserved for firebending and waterbending xing.

McToomin
2012-07-16, 03:07 PM
*Reserved for equipment.

McToomin
2012-07-16, 03:08 PM
*Reserved for the bestiary.

McToomin
2012-07-16, 03:09 PM
*Reserved for setting information.

McToomin
2012-07-16, 03:10 PM
Frequently Asked Questions
More to be added as they come.

1) Don't you feel bad ripping off Gnorman's idea for archetypes on e6 classes?

I do not, for several reason. First, as I mentioned in my first post, I messaged Gnorman before beginning this project and asked him specifically if it was okay, and told him my intentions. He said he was unfamiliar with Avatar, but was welcome to use this concept of archetypes for my classes.

And secondly, I already had a similar system in place back when I was attempting to make this a 20-level progression game. It wasn't on all classes, but it did apply to several, including the Pioneer (http://www.avatarsrd.com/classes/pioneer) and theTechsmith (http://www.avatarsrd.com/classes/techsmith), which are still up on my website. Also, at one point there was only one bending class called "Bender," and then you would take an element that gave powers and abilities, which is basically an archetype. So I didn't completely "steal" the idea so much as I simply applied it to all classes once I saw its beauty in Gnorman's classes.

2) Do you really think you're the first person to make an Avatar role-playing system?

I do not, nor am I pretending to. Heck, this is the second time that just I myself try to do the project (here's the first time (http://www.giantitp.com/forums/showthread.php?p=13101347)). I am well-aware of Avatar d20 (https://sites.google.com/site/avatard20/) (which I understand was made by members of this forum) and another project (http://www.giantitp.com/forums/showthread.php?t=199012) started by Absol197. However, I feel my project differentiates itself in a number of way. The biggest of course being that it is an e6 project (more on that below). In addition, it is e6 based on Pathfinder, a system most people here already know and are familiar with (and if not, it's a pretty easy conversion from 3.5). I wanted to create a system that was not self-contained; one that used rules people are already familiar with. Both of the other Avatar projects I'm aware of are standalone, and while I'm sure they're awesome, I was more interested in creating something that people could just jump right into.

3) e6? Are you crazy? What makes you think the world of Avatar stops at level 6?

Well, a number of things. Sure, you can point out a few things that look high level (I saw one person refer to the Aang vs. Ozai fight as "epic level," a stance I staunchly disagree with), but for the most part, abilities in Avatar fall well within the bounds of a level 6 game. How many abilities have you seen performed that looked significantly more powerful than, say, fireball, or lightning bolt? You can point to Sozin's Comet and its effects, but to that say that that was a campaign-specific powerup (in this example we're assuming the events of The Last Airbender were actually a campaign in my setting), that specifically powered up firebending because it was the final encounter of the campaign, and the DM put it in to heighten the drama.

For the most part, Avatar stays grounded in somewhat-like-the-real-world physics (Legend of Korra pushes even closer to a "real world" feel). There is magic in the world (both spiritual magic and bending), but none of the high-level game-breakers that exist in a normal 3.P game. In fact, nothing comes close. Sure Ozai and Aang shoots a lot of fire during Sozin's Comet, but keep in mind that at that point, Aang is probably the most powerful any bender has ever been (keeping in mind that, in the Avatar state, Aang is as powerful as all previous Avatars, in addition to being powered up by Sozin's Comet). Even in the Avatar state during Sozin's Comet, a not-even-close-to-20th-level Wizard could have taken him (I think) using advanced magic that simply unmakes reality. There is power to be had in the world of Avatar, but that level of power is never encountered, in my opinion.

The other part of this discussion for me is that, in Avatar, melee fighters and attackers can be on equal footing with benders if they are highly trained. In e6, this occurs naturally, as at those levels melee fighters and the squishiness of casters are somewhat balanced. If Avatar took place in a full 20-level-progression world, the benders would be gods, and no melee fighters could touch them. But in the world of Avatar, we know that melee fighters are a credible threat; just take a look at the Equalist revolution. Sure, the common folk are fearful of benders (just as common folk in normal games would be fearful of even low-level evokers), but trained individuals make the benders fear for themselves. There is a balance, and that's as it should be.

4) So is everything you've created directly from the show? As in, I see it, and then find the appropriate class/ability/whatever in your game to play it?

Well, yes and no. I have tried to allow for everything I've seen in the world of Avatar, and keep in mind that, as of 16 July 2012, I am not nearly finished yet. I haven't even added xing yet! (Incidentally, if anyone knows Chinese, I would love for help coming up with a better name than "xing," (named for the wu xing, the Chinese elements).) But I have also taken some liberties and added things that I feel like would fit into the world, even if it was never expressly shown. There is still plenty of editing to be done, of course, but as the project moves along, I will do my best to represent literally everything you'd need to play a game in the world of Avatar.

5) How often will you update?

Well, I've been working at a fevered pace on this project for weeks now, and I worked on it at a fevered pace back when I thought it would be a 20-level system, and worked on it sporadically inbetween those periods. I began it in September of 2011, so I've been working on it for about 8 months at this point. My point is that, now that I have a majority of things up (spells next, promise!), editing will be easier than creating (hopefully). I'm really hoping to get input from the community on things to add/take out/edit in order to make it really great, something people would want to play. So the answer is that I'll be checking this topic all the time, and making edits as often as I can.

6) Can I play-test it?

Yes! I would love for people to play-test it! So long as you let me know, that would be fantastic! Let me know what works, what doesn't work, what needs editing, and so on! At this exact point in time there are xing (spells, essentially), so if you're set on playtesting now (which would be great!), I would say to use your best judgement and grab level-appropriate spells from any spell-like that fit the theme of the elements. Water, earth, fire, and air. Many xing will be based on previous spells anyway. :)

Gnorman
2012-07-16, 03:33 PM
This is a gigantic flaming pile of awesome. And I mean "flaming pile" in a good way.

McToomin
2012-07-16, 08:13 PM
I seem to be having a lot of trouble with the Techsmith's techsmithing table. Does anyone know how I can fix that?

Absol197
2012-07-17, 12:13 AM
This is very interesting, indeed. It definitely has some differences from my system, including the one thing I have always railed hardest against: bending being a class. But, for what you're trying to do, make this feasible in a non-Avatar setting, there's really no other way to do it, I suppose.

I am curious as to why you chose Charisma for the bending stat instead of Wisdom. Bending has always (to me, at least) seemed like a spiritual ability that requires perception, insight, and sensitivity, much more so than raw force of personality. If I were to make a comparison to regular D&D classes, I would say that benders were shugenja, rather than sorcerers (shugenja use Wisdom for their casting, right? I forget :smallredface: ).

Also, for your xing, allow me to offer a bit of advice: keep the number of different abilities low. I can see that a bender gains at most 7 in their whole career (I assume all benders do; I'll admit I only read the airbender). I feel that's a good number - when designing my system, I made a maximum of 10 techniques for each element (firebending only got 8...), and in the games I've run so far, that seems to be working very well. It allows a player to be able to "master" nearly all the aspects of their bending style. Their only getting one, and bending in an of itself is kind of limited, especially for a game with traditional magic as well.

Good luck with your attempt!

Zale
2012-07-17, 12:52 AM
Waterbending: Basic waterbending can be used indefinitely to perform minor tricks. All benders must practice their bending in order to master it, and so it is not uncommon to find an earthbender using their bending to perform ordinary or mundane tasks.

Ahem.

This pretty awesome.

I have to wonder about Airbenders using Cha instead of Wis, but I suppose it beats Earthbenders using Cha.

Othniel Edden
2012-07-17, 01:31 AM
I would like to suggest a style of bending for the triads, that emphasises a more stretched or dirty style. It seems plausible to me that these families would have their own styles which either operated on causing fear, winning at any advantage or brute force. Also might see a street version of probending where anything goes in terms of fouls.

McToomin
2012-07-17, 07:24 AM
Ahem.

I knew that would happen somewhere. :P

As for airbenders using Cha, it makes sense to me. I modeled the normal "airbender" after Aang, whereas airbending teachers (Monk Gyatso, Tenzin) would be spiritualists. I do understand what you're both saying about Wisdom (and water and earthbending do use Wisdom). However, Aang was an amazing airbender, and he was not particularly wise. The following exchange

"I guess all we have to do now is send a letter to Toph saying it's from Katara."
"...I think we're going to run into a similar problem."

comes to mind. To me, airbending is all about personality rather than wisdom.

Likewise, I feel like firebending is not the true "casting" stat. Jeong Jeong tried to teach Aang wisdom, 1) because he was a spiritualist, so Wisdom is is his casting stat, and 2) because without wisdom, fire can burn everything it touches. However, that doesn't make someone bad at firebending, only bad at controlling it. Aang's fight with Zhao at the end of the episode "The Deserter" is proof of that. Sure, Zhao does fine at actually performing firebending, he simply lacks the wisdom to not firebend in situation where it would be, well, unwise.

Maybe I'll add a clause to firebending strikes and xing that says that things begin to set on fire, and give firebenders an ability (based off Wis) to suppress this out-of-control burning.

As for not making bending a class, I understand what you mean, but I feel like it works here. I also plan to make a free archetype that will give limited access to bending, so that anyone could take any class and still get access to some bending. This should allow people to customize their characters to almost exactly the way they want them, which is very much what I want to provide. You shouldn't have to look for loopholes or multiclass 7 times to get the build that you want.

And for the triple threats, that's a fantastic idea. I definitely wanted to have more free bending archetypes, but was struggling to come up with some. That definitely fits the bill. :P

Thanks for the feedback! I really appreciate it!

Othniel Edden
2012-07-17, 04:03 PM
Using this system, how would I make a character that emphasised the skills the Blue Devil or an agent of the Dai Li used?

McToomin
2012-07-18, 07:27 AM
The Blue Spirit is exemplified by the current free "Shadow Spirit" archetype. I don't have anything specifically for the Dai Li yet, but another good idea for a free bending archetype.

McToomin
2012-07-22, 04:37 PM
Here's what I've got so far for the dai li and triple threat archetypes (they'll also be added to the original posts). The dai li is an earthbender-exclusive archetype, while the triple threat is a free bending archetype.

Also, I realize that (as far as I'm aware anyway) the Wolfbats are not part of the Triple Threat Triad. However, I felt like the ability they used in their pro-bending match (that I based most of the triple threat archetype on) and their general demeanor fit the archetype anyway.


Dai Li Agent

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeDaiLi.jpg

Dai Li Archetype: An agent of the dai li learns to form special gloves and footwear that are made entirely of earth. A dai li agent can form one of these gloves and footwear as a move action, and can take special actions with them. An agent only takes half the normal penalty for range when making an elemental strike with her implements, and the range is increased to 20 ft. (instead of 10 ft.). Whenever it is specified that a dai li agent's earthen implement is used, it is no longer attached to her, and she must spend another move action to recreate it.

A dai li agent can also manipulate an unattended object at close range (25 ft. + 5 ft./2 levels) as though she were adjacent to it.

Lesser Archetype Ability: So long as she has at least one earthen implement remaining, a dai li agent gains a 10 ft. increase to her land speed, and a climb speed of 20 feet.

Improved Archetype Ability: With one of her earthen implements, a dai li agent can perform combat maneuvers against any opponent within close range (25 ft. + 5 ft./2 levels). The agent must spend 1 chi point, and uses her bender level in place of her base attack bonus for the purpose of the combat maneuver, and adds her Wisdom modifier in place of her Strength modifier. The combat maneuver does not provoke an attack of opportunity. An opponent that attempts to escape a grapple initiated by a dai li agent's earthen implement does so against the agent's CMD.

Greater Archetype Ability: A dai li agent can reform all of her earthen implements as a swift action.


Triple Threat

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeTripleThreat.jpg

Triple Threat Archetype: A triple threat works best in conjunction with other benders. A triple threat can infuse a fellow bender with power from her own element. As a full-round action, a triple threat can power up an elemental strike that an ally who bends a separate element is preparing to attack with. The ally must be preparing to perform her elemental strike as a readied action, or else the triple threat and her ally must be on the same initiative count.

Once infused with the triple threat's power, the ally's elemental strike is made normally, but she adds the triple threat's Charisma modifier to the attack roll. If the attack is successful, the target is hit with both the triple threat's and the ally's elemental strike attack simultaneously. Each deals damage one step higher than normal. The triple threat must spend 1 chi point in order to perform this action.

Lesser Archetype Ability: A triple threat gains a morale bonus on all attack rolls equal to each other element that can be bent by an adjacent ally.

Improved Archetype Ability: A triple threat can spend 1 chi point to add her Charisma modifier to an ally's Bluff, Diplomacy, or Intimidate skill check.

Greater Archetype Ability: A triple threat can perform her archetype ability to infuse an ally's elemental strike as a standard action.

McToomin
2012-07-23, 08:45 PM
Airbending xing added.

McToomin
2012-07-24, 08:44 AM
Added a new Pioneer-exclusive archetype, the Chronicler, and consolidated the previous Pioneer-exclusive archetype "guru" with the bodhisattva class.


Chronicler

http://i1048.photobucket.com/albums/s373/mctoomin/e6/ArchetypeChronicler.jpg

Chronicler Archetype: A chronicler gains a lorebook, a book she uses to store fascinating and vitally important information. A chronicler can take 1 hour to transcribe in her lorebook information about a creature she used her knowledge sharing ability on that day. In the future, the chronicler can consult her lorebook in order to share knowledge about the same type of creature as a swift action (the 24 hour restriction on sharing knowledge about the same creature still applies).

Lesser Archetype Ability: A chronicler can take 10 minutes to transcribe in her lorebook information about a skill she successfully performed that day. The chronicler gains the Skill Focus (http://www.d20pfsrd.com/feats/general-feats/skill-focus---final) feat for that skill. A chronicler can transcribe information about any number of skills in her lorebook, but only gains Skill Focus in a single skill. The chronicler can change the skill the feat applies to by taking a full-round action to consult her lorebook. This provokes an attack of opportunity.

Improved Archetype Ability: A chronicler can spend 1 hour transcribing information in her lorebook about a type of notable enemy or terrain that she encountered that day. The chronicler can then change the notable enemy or notable terrain her bonus applies to by taking a full-round action to consult her lorebook. This provokes an attack of opportunity.

Greater Archetype Ability: A chronicler can spend 10 minutes to transcribe a landmark in her lorebook. This works exactly as her normal landmark ability, essentially granting her a second landmark. The chronicler can consult her lorebook as a standard action at any time in order to figure out the direction of the landmark stored in her lorebook. However, a chronicler can only have one landmark stored in her lorebook at any one time. In order to transcribe a new one, she must erase or get rid of the old one.

vasharanpaladin
2012-07-25, 06:08 PM
*waits impatiently for firebending* :smallfrown:

McToomin
2012-07-25, 09:37 PM
Ask and you shall receive! I'm just glad someone's still interested. :) I've been going through, adding pictures and editing. I've got all the bending classes and the Champion where I want them for now. The others need basic edits, and the Jing Master definitely need some work. But I will make firebending my next priority!

McToomin
2012-07-26, 08:04 AM
I've got just a tiny update for now, I added two airbending xing: air scooter and inspiration. I promise that I'll make firebending xing my next major priority. :smallsmile:

{table]Air Scooter | Ride swiftly on a small ball of air.[/table]

Level airbending 2

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Initiating
-----------------------

Initiation Time 1 standard action
Components S, V

-----------------------
Effect
-----------------------

Range 0 ft.
Effect one ball of swirling air
Duration 1 min./level
Saving Throw none

-----------------------
Description
-----------------------

You conjure a small whirling vortex of air that can only be ridden by you. The air scooter acts as a mount with AC 20 (+1 size, +5 Dex, +4 deflection bonus) and 7 hit points + 1 hit point per bender level. If it loses all its hit points, the air scooter disappears. An air scooter has a speed of 20 feet per bender level, to a maximum of 120 feet at 6th level. It can bear your weight plus up to 10 pounds per bender level.

An air scooter zooms along the ground but barely touches it, allowing it special properties over other mounts. The air scooter can ride over sandy, muddy, or even swampy ground without difficulty or a decrease in speed. The air scooter can use water walk (http://www.d20pfsrd.com/magic/all-spells/w/water-walk) at will (as the spell, no action required to activate this ability).

The air scooter can travel along vertical walls and surfaces at its full speed. However, if it does not reach a level surface within 1d6 rounds, it will dissipate. The air scooter can also fly without touching any surface, but dissipates after 1d4 rounds if used in this manner. You cannot ride an air scooter upside-down for longer than a single round.

Unless one of the above situations takes place, you can maintain the xing's effect as a free action each round up to its maximum duration. If you are prevented from taking a free action during a round (such as from being paralyzed or stunned), the xing ends and you must initiate it again.


{table]Inspiration | Your mastery of the air allows you to imitate xing that you do not know.[/table]

Level airbending 3

-----------------------
Initiating
-----------------------

Initiation Time 1 swift action
Components S, V

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Effect
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Range personal
Targets you
Duration 1 round

-----------------------
Description
-----------------------

You are struck with sudden inspiration, allowing you to perform a xing that you don't know on the spot. Each time you activate this xing, you select a 1st-level airbending xing that you do not know. You gain the ability to initiate that xing as though you knew it for 1 round. You must pay the chi point cost to both initiate this xing, as well as the cost to initiate the 1st-level xing that you choose.

If you do not initiate the 1st-level xing within 1 round of initiating this one, the effect ends and you must initiate inspiration again.

Morph Bark
2012-08-04, 05:26 AM
I do not have enough thumbs to give up to this. The only question remains: will there be more?

McToomin
2012-08-05, 01:35 PM
Thank you! Yes I will definitely be working on this more. I tried to go through the classes and overhaul them a bit; the techsmith got the biggest change, as I have them creating devices that emulate spell effects, but as mundane devices. Others will be able to use their devices with a successful Knowledge (Engineering) check, which I think will add a lot to the game, and it will definitely be 100x less complicated than the crafting system I had up for them before. The devices mainly emulate evocation effects, although a few other schools are also represented. Although the other problem with the techsmith is that all techsmiths represented in the show so far (the Mechanist, Hiroshi Sato, the fire nation engineer) have vehicles as well as their other inventions (blimps, planes, platinum anti-bending Mecha, etc.). The solution I'm looking at right now is to downgrade the techsmith "casting" from 3rd-level spells down to Summoner-equivalent "casting" levels, and in addition grant them an eidolon-equivalent that, instead of a creature, is fluffed as a vehicle that can be ridden in. They'd basically become a synthesist summoner while in the vehicle, and they'd build the vehicle out of eidolon evolutions (with legs refluffed as wheels, most others should translate pretty well). No reason to come up with an entirely new system of vehicle creation myself when there's already one in place that can do it well.

I haven't looked at the eidolon stuff yet to see if it would work out the way I want it to, but I have confidence that it can be done. The ability to mass-produce vehicles would be on the table provided the techsmith has access to the appropriate resources. The techsmith would like get her single vehicle for free (I don't feel like they should have to pay for basic class abilities), but others would require resources to produce. Like the techsmith's inventions, the vehicle could be handled by anyone who can make an appropriate Knowledge (Engineering) check.

Anyway like I said, I haven't had a chance to look into it yet, but I think it will come out well, and you'll be able to emulate an inventor and make it feel like it would fit in the show well. Once I'm done with the techsmith, I'll have given each class a once-over, and I'll be happy with them at least in the general sense. Some classes will still need a few changes (I still feel like the jing master needs more, and I'm considering a system to recover chi points by taking nonlethal damage). But once I'm done with the techsmith, the next priority is to get up the earthbending, firebending, and waterbending xing. Many of them will be based on existing pathfinder spells, and I'll probably look through 3.5 for appropriate spells to adapt into xing. I haven't checked yet, but I suspect that Stormwrack will be a good source for waterbending and airbending, just as Sandstorm will be for earth and fire. I'll also look through the Spell Compendium, and anywhere else I can find.

I'm on a bit of a vacation now, visiting my family. I didn't even bring my computer, as I get too distracted by it, and I wanted to be certain I could devote my time to my fiancee and my family. In a couple of weeks I'll be back home, so these are my plans for the project when I am able to work on it again.

So the short answer is, yes, there will definitely be more. I'm glad people enjoy the project, I've really done my best to honor the source material, which I really love. I'd love for someone to run a game and let me know how it goes, as I don't know if I'll be able to do one myself, at least not for a while. And I'm always taking suggestions on how to make if better!