Gnorman
2012-07-19, 05:40 AM
I'm casting a wider net on this one, since it's a pretty drastic revamp.
The Sage
http://planescape.mort.net/factions/pgp_021_01.png
HD: d8
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Heal, Intimidate, Knowledge (all), Listen, Perform, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Archetype Power (Lesser), Encyclopedic Knowledge
2nd|+1|+0|+0|+3|Gaze into the Abyss
3rd|+2|+1|+1|+3|Archetype Power (Moderate)
4th|+3|+1|+1|+4|Targeted Strike
5th|+3|+1|+1|+4|Find the Flaw
6th|+4|+2|+2|+5|Archetype Power (Greater), Pure Genius[/table]
Proficiencies: The sage is proficient with light armor, medium armor, and bucklers. He is proficient with simple weapons and one martial weapon of his choice.
Archetype Power: At 1st level, the sage chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Encyclopedic Knowledge: If a sage successfully identifies a foe, he taps into his stores of encyclopedic knowledge as a swift action, searching for some obscure fact that might confer a distinct advantage. He chooses one of the bonuses on the following list. Any bonuses given only last until the end of the encounter, and only apply to the specific creature in question and any others of its exact kind (i.e., if the sage identifies a goblin, he gains the bonuses against all goblins in the encounter, but if a hobgoblin is present, he does not receive the bonus against it). A sage may only gain one bonus per encounter for each two levels he has (minimum of one) - after reaching the maximum, he may not activate this ability again even if he successfully identifies another kind of foe in the same encounter. He may not gain multiple kinds of bonuses against one particular foe. If he identifies multiple kinds of foes at once, he may activate a bonus for each one successfully identified (provided that he does not exceed his maximum) as a single swift action.
Find the Gap: A sage gains a +1 insight bonus on all attack rolls against the creature and any others of its kind. For every ten points by which the sage's check result exceeds the base DC, the bonus increases by +1.
Twist the Knife: A sage deals an additional 1d6 damage against the creature and any others of its kind. This is considered precision damage, and is halved against creatures immune to critical hits. For every ten points by which the sage's check result exceeds the base DC, he deals an additional 1d6 damage.
Stay the Hand: A sage gains a +1 insight bonus to armor class and all saves against any attacks or abilities made by the creature and any others of its kind. For every ten points by which the sage's check result exceeds the base DC, the bonus increases by one.
The sage also gains the bardic knowledge (http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge) ability as if he were a bard of his class level and may make knowledge checks untrained.
Gaze into the Abyss: The sage becomes immune to fear and the sickened and nauseated conditions. He gains a bonus on saves against disease and poison equal to his Intelligence modifier.
Targeted Strike: Three times per encounter, a sage may make a targeted strike as a standard action, aiming at a specific organ or body part in order to cripple his opponent. Treat this as a melee touch attack, though the sage may use his Intelligence modifier instead of his Strength modifier. If it is successful, apply one of the effects below. The save DC of all targeted strikes is equal to 10 + 1/2 the sage's level + the sage's Intelligence modifier. Unless otherwise noted, the duration of a targeted strike is three rounds. Creatures with indiscernible anatomies are immune to targeted strikes, as are any creatures that lack the proper organ (i.e. a creature that does not need to breathe would be immune to a Lungs strike).
Arms: The target must make a Reflex save or drop whatever is in its hands and take a -4 penalty on all melee attacks for the duration of the strike. It is unable to use claw, slam, or tentacle attacks for the duration of the strike.
Eyes: The target must make a Fortitude save or be blinded for one round and dazzled for the duration of the strike. It is unable to use gaze attacks for the duration of the strike.
Head: The target must make a Will save or be dazed for one round and confused for the duration of the strike. It is unable to use spell-like abilities for the duration of the strike.
Legs: The target must make a Reflex save or be knocked prone for one round and have its base land speed halved for the duration of the strike. It is unable to use Trample, Pounce, or any burrow/climb/swim speeds for the duration of the strike.
Torso: The target must make a Fortitude save or become exhausted for one round and fatigued for the duration of the strike. It is unable to use any breath weapon for the duration of the strike. Creatures that do not breathe are immune to this strike.
Find the Flaw: Once per encounter, if a sage has identified a foe using his Encyclopedic Knowledge ability, he may activate one of the following abilities as a swift action. These abilities, unlike Encyclopedic Knowledge, target a single creature, which must be within 60' of the sage when this ability is activated. The bonuses conferred last for one round. The sage may use this ability twice per encounter at 6th level.
Chink in the Armor: The sage automatically overcomes any damage reduction the creature possesses.
Eye of the Needle: The sage may ignore any concealment or cover the creature possesses (except for total cover).
Mystical Overload: The sage automatically overcomes any spell resistance the creature possesses.
Pure Genius: Once per encounter, the sage may treat the result of any skill check as a natural twenty. He must announce that he is using this ability before he rolls.
Archetypes:
Anatomist
http://www.striemer.org/scales-of-war/images/gilgathorn.jpg
Lesser Archetype Power: An anatomist gains a bonus on all melee damage rolls equal to his Intelligence modifier. The anatomist is able to discern anatomies on even the most confusing creatures, allowing him to do full precision damage against any creature.
Moderate Archetype Power: Anytime an anatomist is under the effect of a bonus from his Encyclopedic knowledge ability, the critical range of any weapon he wields is doubled against the creature he has a bonus against, and he gains a bonus to confirm critical hits against that creature equal to his Intelligence modifier.
Greater Archetype Power: An anatomist's targeted strikes last an additional round, to a total of four, and may be used on creatures normally immune to critical hits or with indiscernible anatomies. In addition, the anatomist may select the following additional organs:
Amygdala: The target must make a Will save or be frightened for one round and shaken for the duration of the strike. It is unable to use fear cones/ray/auras or frightful presence for the duration of the strike.
Inner Ear: The target must make a Will save or be stricken with a -4 penalty to armor class for one round and deafened for the duration of the strike. It is unable to use Evasion or Improved Evasion for the duration of the strike.
Glossopharyngeal Nerve: The target must make a Fortitude save or be nauseated for one round and sickened for the duration of the strike. It is unable to use bite attacks or the Swallow Whole ability for the duration of the strike.
Subclavian Artery: The target must make a Fortitude save or be paralyzed for one round and staggered for the duration of the strike. Any fast healing or regeneration is suppressed for duration of the strike.
Investigator
http://www.wizards.com/dnd/images/eb_gallery/82101.jpg
Lesser Archetype Power: An investigator is more inclined to use non-violent means to achieve his goals. When using his Encyclopedic Knowledge ability, he may instead grant himself a +2 bonus to all Intelligence-, Wisdom-, or Charisma-related checks against the identified creature. For every 10 by which the investigator's check result exceeds the base DC, these bonuses increase by +2. In addition, an investigator gains the Trapfinding ability, Disable Device and Open Lock as class skills, and darkvision out to 60' if he does not already possess it (if he does, his darkvision range doubles).
Moderate Archetype Power: An investigator may add his Intelligence modifier to all Dexterity-related checks, as well as Spot and Listen checks. In addition, he is permanently affected by the See Invisibility spell.
Greater Archetype Power: An investigator may use his Find the Flaw ability to instead cause a creature to become truthful and helpful for up to six rounds. The targeted creature must make a Will save (DC equal to 10 + 1/2 the investigator's level + the investigator's Intelligence modifier) or act as if affected by a Charm Monster spell and a Zone of Truth spell, with a caster level equal to the investigator's hit dice and effective spell levels of four and two, respectively.
Monster Hunter
http://www.fantasyflightgames.com/ffg_content/dark-heresy/images/WH_Female-Inquisitor_HRF_IFS.jpg
Lesser Archetype Power: By spending one minute butchering a fallen creature's corpse, a monster can create a trophy that grants him a modified version of the ranger's Favored Enemy ability. He gains a +2 bonus to Bluff, Hide, Intimidate, Listen, Move Silently, Spot, Sense Motive, and Survival checks when used against creatures of the same type, and a +2 bonus on attack and damage rolls against such creatures. A monster hunter may only possess one trophy at a time - if he creates a new one, the old one disintegrates into dust.
Moderate Archetype Power: Once per encounter, a monster hunter can brandish his trophy dramatically, showing the fate of all who oppose him. Any creature of the same type as the creature the trophy has made from with 30' must make a Will save or be frightened for a number of rounds equal to the monster hunter's Intelligence modifier. Even if a creature makes the save, it is shaken for the same duration.
Greater Archetype Power: By spending one minute butchering a creature's corpse, a monster hunter can create a relic that allows him to tap into some of that creature's power. When creating the relic, he may select one special attack that the fallen creature possessed whose effective spell level does not exceed three. By spending a standard action activating the relic (which disintegrates into dust after activation), he may use that special attack himself, using the same parameters (range, duration, et cetera) as the original attack. The DC, if applicable, is equal to 10 + 1/2 the monster hunter's level + the monster hunter's Intelligence modifier. For example, a monster hunter could create a relic from a medusa's corpse that would allow him to use the medusa's gaze attack. In addition, a monster hunter may now possess two trophies at a time, and the bonuses he gains from them increase to +4. When using his moderate archetype power, both types of creatures are subject to the fear.
Occultist
http://img600.imageshack.us/img600/9136/pzo1110loremaster.jpg
Lesser Archetype Power: If an occultist is targeted by a hostile spell or spell-like ability, he may recast that exact spell on his next turn as a spell-like ability. The occultist may only recast spells with an effective spell level equal to or less than half his own level (minimum of one). The caster level of any recasted spell is equal to the occultist's level, and any DC is equal to 10 + the recasted spell's effective level + the occultist's Intelligence modifier. The occultist may not recast any spell that has a casting time of longer than a standard action or one that requires an XP cost or material components with a value measured in gold pieces. If the spell does not target him specifically but he is included in its area of effect, he may still recast it.
Moderate Archetype Power: Anytime an occultist is the target of a spell or is included in a spell's area, he gains fast healing equal to the spell's effective level for a number of rounds equal to his Intelligence modifier. Multiple instances do not stack - only the highest value applies.
Greater Archetype Power: When using his lesser archetype power, an occultist may store up to three spells in his short-term memory for later recasting. He may store a spell for a number of rounds equal to his Intelligence modifier. If he does not choose to cast the spell before that time, it dissipates from his mind. If he has currently reached his limit of three spells stored and is targeted with another that he wishes to store instead, he may choose to dismiss one of his stored spells from memory to make room for the new one.
Tactician
http://www.wizards.com/dnd/images/excerpts_epg_0605.jpg
Lesser Archetype Power: The tactician may share any creature-identification bonus he receives from his Encyclopedic Knowledge ability with all allies within 30'. The bonus a tactician provides for aiding another or receives for being aided by another increases to +4.
Moderate Archetype Power: A tactician gains a single bonus feat. He may share the benefits of this bonus feat with all allies within 30'. Every 24 hours, he may select a different feat for which he qualifies.
Greater Archetype Power: The bonuses received by a tactician's Find the Flaw ability may be applied to all allies within 30', and lasts for an additional round.
The Sage
http://planescape.mort.net/factions/pgp_021_01.png
HD: d8
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Heal, Intimidate, Knowledge (all), Listen, Perform, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Archetype Power (Lesser), Encyclopedic Knowledge
2nd|+1|+0|+0|+3|Gaze into the Abyss
3rd|+2|+1|+1|+3|Archetype Power (Moderate)
4th|+3|+1|+1|+4|Targeted Strike
5th|+3|+1|+1|+4|Find the Flaw
6th|+4|+2|+2|+5|Archetype Power (Greater), Pure Genius[/table]
Proficiencies: The sage is proficient with light armor, medium armor, and bucklers. He is proficient with simple weapons and one martial weapon of his choice.
Archetype Power: At 1st level, the sage chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Encyclopedic Knowledge: If a sage successfully identifies a foe, he taps into his stores of encyclopedic knowledge as a swift action, searching for some obscure fact that might confer a distinct advantage. He chooses one of the bonuses on the following list. Any bonuses given only last until the end of the encounter, and only apply to the specific creature in question and any others of its exact kind (i.e., if the sage identifies a goblin, he gains the bonuses against all goblins in the encounter, but if a hobgoblin is present, he does not receive the bonus against it). A sage may only gain one bonus per encounter for each two levels he has (minimum of one) - after reaching the maximum, he may not activate this ability again even if he successfully identifies another kind of foe in the same encounter. He may not gain multiple kinds of bonuses against one particular foe. If he identifies multiple kinds of foes at once, he may activate a bonus for each one successfully identified (provided that he does not exceed his maximum) as a single swift action.
Find the Gap: A sage gains a +1 insight bonus on all attack rolls against the creature and any others of its kind. For every ten points by which the sage's check result exceeds the base DC, the bonus increases by +1.
Twist the Knife: A sage deals an additional 1d6 damage against the creature and any others of its kind. This is considered precision damage, and is halved against creatures immune to critical hits. For every ten points by which the sage's check result exceeds the base DC, he deals an additional 1d6 damage.
Stay the Hand: A sage gains a +1 insight bonus to armor class and all saves against any attacks or abilities made by the creature and any others of its kind. For every ten points by which the sage's check result exceeds the base DC, the bonus increases by one.
The sage also gains the bardic knowledge (http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge) ability as if he were a bard of his class level and may make knowledge checks untrained.
Gaze into the Abyss: The sage becomes immune to fear and the sickened and nauseated conditions. He gains a bonus on saves against disease and poison equal to his Intelligence modifier.
Targeted Strike: Three times per encounter, a sage may make a targeted strike as a standard action, aiming at a specific organ or body part in order to cripple his opponent. Treat this as a melee touch attack, though the sage may use his Intelligence modifier instead of his Strength modifier. If it is successful, apply one of the effects below. The save DC of all targeted strikes is equal to 10 + 1/2 the sage's level + the sage's Intelligence modifier. Unless otherwise noted, the duration of a targeted strike is three rounds. Creatures with indiscernible anatomies are immune to targeted strikes, as are any creatures that lack the proper organ (i.e. a creature that does not need to breathe would be immune to a Lungs strike).
Arms: The target must make a Reflex save or drop whatever is in its hands and take a -4 penalty on all melee attacks for the duration of the strike. It is unable to use claw, slam, or tentacle attacks for the duration of the strike.
Eyes: The target must make a Fortitude save or be blinded for one round and dazzled for the duration of the strike. It is unable to use gaze attacks for the duration of the strike.
Head: The target must make a Will save or be dazed for one round and confused for the duration of the strike. It is unable to use spell-like abilities for the duration of the strike.
Legs: The target must make a Reflex save or be knocked prone for one round and have its base land speed halved for the duration of the strike. It is unable to use Trample, Pounce, or any burrow/climb/swim speeds for the duration of the strike.
Torso: The target must make a Fortitude save or become exhausted for one round and fatigued for the duration of the strike. It is unable to use any breath weapon for the duration of the strike. Creatures that do not breathe are immune to this strike.
Find the Flaw: Once per encounter, if a sage has identified a foe using his Encyclopedic Knowledge ability, he may activate one of the following abilities as a swift action. These abilities, unlike Encyclopedic Knowledge, target a single creature, which must be within 60' of the sage when this ability is activated. The bonuses conferred last for one round. The sage may use this ability twice per encounter at 6th level.
Chink in the Armor: The sage automatically overcomes any damage reduction the creature possesses.
Eye of the Needle: The sage may ignore any concealment or cover the creature possesses (except for total cover).
Mystical Overload: The sage automatically overcomes any spell resistance the creature possesses.
Pure Genius: Once per encounter, the sage may treat the result of any skill check as a natural twenty. He must announce that he is using this ability before he rolls.
Archetypes:
Anatomist
http://www.striemer.org/scales-of-war/images/gilgathorn.jpg
Lesser Archetype Power: An anatomist gains a bonus on all melee damage rolls equal to his Intelligence modifier. The anatomist is able to discern anatomies on even the most confusing creatures, allowing him to do full precision damage against any creature.
Moderate Archetype Power: Anytime an anatomist is under the effect of a bonus from his Encyclopedic knowledge ability, the critical range of any weapon he wields is doubled against the creature he has a bonus against, and he gains a bonus to confirm critical hits against that creature equal to his Intelligence modifier.
Greater Archetype Power: An anatomist's targeted strikes last an additional round, to a total of four, and may be used on creatures normally immune to critical hits or with indiscernible anatomies. In addition, the anatomist may select the following additional organs:
Amygdala: The target must make a Will save or be frightened for one round and shaken for the duration of the strike. It is unable to use fear cones/ray/auras or frightful presence for the duration of the strike.
Inner Ear: The target must make a Will save or be stricken with a -4 penalty to armor class for one round and deafened for the duration of the strike. It is unable to use Evasion or Improved Evasion for the duration of the strike.
Glossopharyngeal Nerve: The target must make a Fortitude save or be nauseated for one round and sickened for the duration of the strike. It is unable to use bite attacks or the Swallow Whole ability for the duration of the strike.
Subclavian Artery: The target must make a Fortitude save or be paralyzed for one round and staggered for the duration of the strike. Any fast healing or regeneration is suppressed for duration of the strike.
Investigator
http://www.wizards.com/dnd/images/eb_gallery/82101.jpg
Lesser Archetype Power: An investigator is more inclined to use non-violent means to achieve his goals. When using his Encyclopedic Knowledge ability, he may instead grant himself a +2 bonus to all Intelligence-, Wisdom-, or Charisma-related checks against the identified creature. For every 10 by which the investigator's check result exceeds the base DC, these bonuses increase by +2. In addition, an investigator gains the Trapfinding ability, Disable Device and Open Lock as class skills, and darkvision out to 60' if he does not already possess it (if he does, his darkvision range doubles).
Moderate Archetype Power: An investigator may add his Intelligence modifier to all Dexterity-related checks, as well as Spot and Listen checks. In addition, he is permanently affected by the See Invisibility spell.
Greater Archetype Power: An investigator may use his Find the Flaw ability to instead cause a creature to become truthful and helpful for up to six rounds. The targeted creature must make a Will save (DC equal to 10 + 1/2 the investigator's level + the investigator's Intelligence modifier) or act as if affected by a Charm Monster spell and a Zone of Truth spell, with a caster level equal to the investigator's hit dice and effective spell levels of four and two, respectively.
Monster Hunter
http://www.fantasyflightgames.com/ffg_content/dark-heresy/images/WH_Female-Inquisitor_HRF_IFS.jpg
Lesser Archetype Power: By spending one minute butchering a fallen creature's corpse, a monster can create a trophy that grants him a modified version of the ranger's Favored Enemy ability. He gains a +2 bonus to Bluff, Hide, Intimidate, Listen, Move Silently, Spot, Sense Motive, and Survival checks when used against creatures of the same type, and a +2 bonus on attack and damage rolls against such creatures. A monster hunter may only possess one trophy at a time - if he creates a new one, the old one disintegrates into dust.
Moderate Archetype Power: Once per encounter, a monster hunter can brandish his trophy dramatically, showing the fate of all who oppose him. Any creature of the same type as the creature the trophy has made from with 30' must make a Will save or be frightened for a number of rounds equal to the monster hunter's Intelligence modifier. Even if a creature makes the save, it is shaken for the same duration.
Greater Archetype Power: By spending one minute butchering a creature's corpse, a monster hunter can create a relic that allows him to tap into some of that creature's power. When creating the relic, he may select one special attack that the fallen creature possessed whose effective spell level does not exceed three. By spending a standard action activating the relic (which disintegrates into dust after activation), he may use that special attack himself, using the same parameters (range, duration, et cetera) as the original attack. The DC, if applicable, is equal to 10 + 1/2 the monster hunter's level + the monster hunter's Intelligence modifier. For example, a monster hunter could create a relic from a medusa's corpse that would allow him to use the medusa's gaze attack. In addition, a monster hunter may now possess two trophies at a time, and the bonuses he gains from them increase to +4. When using his moderate archetype power, both types of creatures are subject to the fear.
Occultist
http://img600.imageshack.us/img600/9136/pzo1110loremaster.jpg
Lesser Archetype Power: If an occultist is targeted by a hostile spell or spell-like ability, he may recast that exact spell on his next turn as a spell-like ability. The occultist may only recast spells with an effective spell level equal to or less than half his own level (minimum of one). The caster level of any recasted spell is equal to the occultist's level, and any DC is equal to 10 + the recasted spell's effective level + the occultist's Intelligence modifier. The occultist may not recast any spell that has a casting time of longer than a standard action or one that requires an XP cost or material components with a value measured in gold pieces. If the spell does not target him specifically but he is included in its area of effect, he may still recast it.
Moderate Archetype Power: Anytime an occultist is the target of a spell or is included in a spell's area, he gains fast healing equal to the spell's effective level for a number of rounds equal to his Intelligence modifier. Multiple instances do not stack - only the highest value applies.
Greater Archetype Power: When using his lesser archetype power, an occultist may store up to three spells in his short-term memory for later recasting. He may store a spell for a number of rounds equal to his Intelligence modifier. If he does not choose to cast the spell before that time, it dissipates from his mind. If he has currently reached his limit of three spells stored and is targeted with another that he wishes to store instead, he may choose to dismiss one of his stored spells from memory to make room for the new one.
Tactician
http://www.wizards.com/dnd/images/excerpts_epg_0605.jpg
Lesser Archetype Power: The tactician may share any creature-identification bonus he receives from his Encyclopedic Knowledge ability with all allies within 30'. The bonus a tactician provides for aiding another or receives for being aided by another increases to +4.
Moderate Archetype Power: A tactician gains a single bonus feat. He may share the benefits of this bonus feat with all allies within 30'. Every 24 hours, he may select a different feat for which he qualifies.
Greater Archetype Power: The bonuses received by a tactician's Find the Flaw ability may be applied to all allies within 30', and lasts for an additional round.