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Temotei
2012-07-27, 01:55 AM
On a Whim

Welcome to base class challenge number thirteen! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of change; anything is possible, from shapeshifters to luck thieves, so have fun! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by September 9th, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=181782). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries (and nothing else) belong in this challenge thread.

Ready?

Morph!

Temotei
2012-07-27, 01:56 AM
Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

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

1st|
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2nd|
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19th|
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20th|
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+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

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

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

2nd|
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20th|
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+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Owrtho
2012-07-27, 03:46 AM
Squillionaire

http://th06.deviantart.net/fs7/PRE/i/2005/228/b/6/Bribery_by_zarand.jpg

If there's one thing life has taught me, there's no problem that can't be solved through sufficient application of money.

Some people struggle and work hard to get through life. That's not you. You solve your problems with your large amounts of wealth. Others work hard for amounts you look at as small change. And when throwing money to people doesn't work, well then you throw it at them.

Adventures: You can never have enough money, and adventuring is a good way to get lots of it.

Characteristics: You may not be the best at fighting, but you sure can foot the bill.

Alignment: You may be of any alignment, so long as you have money.

Religion: You worship who you choose so long as they don't insist on poverty. You may not have worked hard to earn you money, but it is yours.

Background: Maybe you had success in some business venture or other. More likely you were lucky and inherited your money.

Races: Any culture with a form of currency may have members of this class.

Other Classes: Your popularity with other classes tends to depend on how they view having large quantities of wealth. Rogues and other thieves tend to see you as good marks. Bards see you as good paying customers. Fighters and similar often view you as stuck up dandies that might hire them while intellectuals will at best view you as someone to fund their research and at worst an ignorant fool getting by on daddy's treasury. Those of a spiritual persuasion often lament your focus on worldly wealth, though may apprecient contributions to the church.

Role: You help pay for things. Be that lodging, food, bribes, or bail. When that fails you resort to using you money to pelt or distract the enemies.

Adaptation: You may be the heir of a wealthy family or business. Alternatively you may be the head of one. So long as people of sufficient wealth who are willing to rely on it in all cases exist in the setting you can fit.

GAME RULE INFORMATION
Squillionaire's have the following game statistics.
Abilities: Charisma is the most important ability for you as it helps you when bargaining or bartering. Also important is wisdom for reading people and making gut choices, and intelligence for making smart choices based on knowledge.
Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: 10d4 x 10 (250 gp)

Class Skills
The squillionaire's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), and Use Magic Device (Cha).

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

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

1st|
+0|
+0|
+0|
+2|Pocket Change, Small Change (1d6, 15'), Money Knows Money|9gp

2nd|
+1|
+0|
+0|
+3|Distracting Glimmer|20gp

3rd|
+1|
+1|
+1|
+3|Bribery, Small Change (2d6, 15')|25gp

4th|
+2|
+1|
+1|
+4|Throw it Around|33gp

5th|
+2|
+1|
+1|
+45|Small Change (3d6, 20')|43gp

6th|
+3|
+2|
+2|
+5||56gp

7th|
+3|
+2|
+2|
+5|Small Change (4d6, 20')|72gp

8th|
+4|
+2|
+2|
+6|Throw it Around|94gp

9th|
+4|
+3|
+3|
+6|Small Change (5d6, 25')|120gp

10th|
+5|
+3|
+3|
+7||160gp

11th|
+5|
+3|
+3|
+7|Small Change (6d6, 25')|210gp

12th|
+6/+1|
+4|
+4|
+8|Throw it Around|270gp

13th|
+6/+1|
+4|
+4|
+8|Small Change (7d6, 30')|350gp

14th|
+7/+2|
+4|
+4|
+9||450gp

15th|
+7/+2|
+5|
+5|
+9|Only the Finest Accommodations Will Do, Small Change (8d6, 30')|590gp

16th|
+8/+3|
+5|
+5|
+10|Throw it Around|770gp

17th|
+8/+3|
+5|
+5|
+10|Small Change (9d6, 35')|1000gp

18th|
+9/+4|
+6|
+6|
+11||1300gp

19th|
+9/+4|
+6|
+6|
+12|Small Change (10d6, 35')|1700gp

20th|
+10/+5|
+6|
+6|
+13|Throw it Around|2200gp[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What need do you have of weapons when you have money? You are only proficient with simple weapons, and light armor.

Pocket Change (Ex): You have money. Lots of money. However, for all the money you have, it wouldn't do to spend it all in one place. Thus outside what you find adventuring, you limit yourself to a daily allowance from you vast funds. Each day you may use up to your pocket change money in any assortment of coinage for various abilities or paying for various goods or services. However, if anything bought with this money is ever sold (even if this money only partially was used to pay for it), you place the money back with the rest of your vast wealth, and as such cannot access it except as it is granted with this ability. You may not simply give this money to others. If you do not spend all of your daily allowance of pocket change, the remaining amount does not carry over to the next day

Small Change (Ex): If there is one thing you're good at, its throwing money around. You're so good in fact that you can hurt people with it. As an attack action while unarmed, you may throw a handful of small change at an enemy. This costs 1d6 copper pieces, and causes one damage per copper piece thrown (if you throw enough it may include some silver or gold coins as well). The range increment for this is 15 feet. At every odd level the value of coins you throw increases by 1d6, while at 5th level and every fourth level thereafter the range increment increases by 5 feet. If money from you pocket changed is used for this ability, it is not worth the trouble of retrieving, however if you used your normal funds, a DC 25 search check may be used to retrieve the money.

Money Knows Money (Ex): You have lots of money, and your familiarity with having lots of money has taught you how to tell who else has lots of money. You gain a bonus equal to your class level to Gather Information, Knowledge (Local), and Knowledge (Nobility and Royalty) checks when it come knowing who has lots of money, finding them, and learning about them and the ways they use their money.

Distracting Glimmer (Ex): It may be small change for you, but there are many who would scrabble on the ground for it. When using this ability you throw a handful of money on the ground within one range increment of your small change ability as a standard action. The amount thrown is twice as much as you throw with your small change ability (roll twice as many dice). All enemies who see this much make a will save (DC 5 + the amount rolled), or attempt to gather the coins. Doing so requires they move to the square the money was throw in, and spend a move action retrieving all coins there. If another individual gets there first, or if the enemy is attacked, they break free of this effect. Mindless enemies are immune to this ability. Pocket change used for this ability isn't worth the effort of retrieving, however if normal funds are used you may loot the money from the corpse of whichever enemy gathered the money, or if none did you may retrieve it the same way as the small change ability.

Bribery (Ex):At third level, you become able to bribe an individual to do something for you. This is a standard action to make a touch attack and costs an amount of money equal to a small change roll in silver. This acts as a charm person spell, with a caster level equal to half the result of the roll (minimum 1). Your casting stat for this is charisma. You gain a bonus to opposed charisma checks against the bribed individual equal to half the caster level of the spell. This is not a mind-affecting effect, though mindless creatures are still immune. If used on a creature that you have already attempted to use it on within the past hour, add the rolls stack for the purposes of determining caster level.
At level 10 this upgrades to counting as charm monster with the same changes as above.

Throw it Around (Ex): You are adept at throwing money around, so much so that you have developed more advanced ways of doing so. At the listed levels you may select one of the below techniques. Any time you use small change or an ability requiring a small change roll you may apply any of the techniques you have selected to it. Some may not be used in conjunction with certain other techniques or some abilities.

Techniques:Gems: Coins are heavy. As such you have also taken you carrying around gems. When you apply this ability, you throw gems rather than coins. Use d10s rather than d6s. Gems do cost more however, and as such treat the result of the roll as 20 times the number of dice rolled for determining how much money you used for the ability. For all other effects use the result of the roll.
This technique may not be used in conjunction with the Hoard Scarab technique.

Hoard Scarab: Even with how little money is worth to you, you understand the need to protect it. As such you have trained hoard scarabs to protect your wealth from possible thieves. This has the added benefit of allowing you to throw some of them rather than coins at enemies to inflict added harm. When used with targeting abilities, each round after initially being hit, they take 1d4 damage as the beetles crawl over them and bite them. This damage stacks if they are hit multiple times with hoard scarabs. The effect ends if the target or an adjacent individual brushes the scarabs off as a move action. If used with Distracting Glimmer, only an individual who picks up the 'coins' takes the damage. While able to be used for bribery, the damage dealt the round after it is used breaks the creature of the effect and makes it immune to the ability. This technique may not be used with Only the Finest Accommodations Will Do.
Despite not being real coins, the trained scarabs are valuable. As such they still detract 1.5 times the normal amount of money from your funds.

Coin Flick: You have figured out how to quickly flick the coins one at a time. When using small change, you may split up the dice between multiple targets. This technique may not be used with abilities other than small change.

Hand Over Fist: You have learned the complex skill throwing money with one hand while holding something with the other. This allows you to 'dual wield' the small change ability. You may treat it as your main hand or off hand weapon. You may not use small change with both hands. This may not be used with abilities other than small change.

Fists Full of Money: You have learned the even more difficult skill of using both hands to throw your money around. You may use both hand simultaneously for small change and other abilities if unarmed. When used with small change, you may make two attacks for each attack you would normally make, at the BAB of that attack. Roll the amount of money used for each attack. For other abilities, you may choose to roll twice the normal amount of dice.
This technique requires the Hand Over Fist technique to learn.

Glittering Toss: You have figured out how to throw your money such that it gleams distractingly even as it sails at the opponent, though it reduces the force behind it. When using small change, you may choose to pay the amount as if using distracting glimmer. If you do so, the target of the attack must make a will save as if you used distracting glimmer and targeted their square.
This technique may not be used with hoard scarabs.

Gleaming Toss: You have learned to fully accentuate the currency when throwing your money. When you use glittering toss, you may have it impact all enemies as if you had used distracting glimmer normally.

Light Fingers: You may have plenty of money, but that doesn't mean you need to waste it excessively. When using small change or any ability that requires a small change roll, you may choose to roll less than the normal number of dice.

Skilled Fingers: You have further refined the ability to grab exactly the amount of money you desire from your abundant wealth. Any time you make use small change or otherwise make a small change roll, you may make a slight of hand check (DC 15 + 2 per die being rolled) to grab exactly the amount of money you want. If you succeed on this check, you may choose the outcome of the small change roll. If you fail you roll as normal to determine the amount of money grabbed.
This technique requires the Light Fingers technique to learn.


Only the Finest Accommodations Will Do (Su): You are so wealthy even entities from other planes take note, why should you need to sleep on the dirt. At level 15 you may as a full round action spend money equal to a small change roll x 10 in gold to obtain accommodations from another plane. This acts as a Mage’s Magnificent Mansion spell with a caster level equal to half the result of the roll prior to multiplying it by 10. Unlike the spell, you do not get to decide the layout of the building, and must pay an additional half the normal amount for each additional person allowed to enter.

Owrtho

malonkey1
2012-07-27, 12:41 PM
Quantum Mage
http://starcasm.net/wp-content/uploads/2010/02/Isaiah-Mustafa-480x269.jpg
"Look again. The tickets are now DIAMONDS.”
-Isaiah Mustafa, the world's sexiest Quantum Mage.

I have always been fascinated by the quantum world, and so when I saw the theme of this contest, I knew I wanted to do something quantum-related. The Quantum mage is designed to go beyond an enchanter, illusionist, or transmuter, while sacrificing most of the direct firepower afforded by many wizard spells. It also becomes better at spellcasting when not observed, and gains a unique companion known as an "Imaginary Friend". The class will require more lateral thinking and creativity than most classes to use effectively, but I think the payoff will be well worth it.

Adventures: They might be found searching for rare artifacts, or defending or subjugating the weak, depending on alignment. They love getting a chance to show off their unique skills. They also love to learn new things, not so much for the knowledge or power it brings, but for the novelty and fun of it. This thirst for novelty, adventure and above all, fun leads them to take up adventure quite easily. Do not underestimate the focus of a Quantum mage once he's started something, though. That has led to...interesting circumstances.

Characteristics: Quantum Magi are, at their core, unpredictable. Regardless of their alignment, they find new, unique, and bizarre ways to use their talents which can more than make up for their lack of direct firepower spells. For arcane casters, they are unusually well in touch with nature, likely due to their shapeshifting.

Alignment: Usually chaotic, and never lawful, the Quantum Magi are split fairly evenly between good and evil, but usually tend to remain neutral along that axis.

Religion: Quantum Magi are not a very religious group, largely because they can't observe the gods, meaning there's no way they definitely exist. However, those who do worship tend to prefer gods of knowledge, freedom, or nature.

Basic Set: Boccob (god of knowledge) and Fharlanghn (god of freedom) are common choices for Quantum Magi.

Forgotten Realms:Lathander, Mystra, Oghma, Beshaba, Tymora, Azuth, and Lliira are all popular choices for Quantum Magi, largely due to their connections with freedom or knowledge.

Background: A quantum mage often learns their trade in much the same way as a wizard, and the two are often confused and may well multiclass into each other. The interesting thing about quantum mages is that they hide the secrets of their trade, not because they want to, but because the more people who know those secrets, the greater the chance that those secrets will no longer be true.

Races: Any race with members of sufficient intelligence and creativity can produce Quantum mages, but the adaptable humans and halflings usually make the best. Elves find the art too flighty, and half-orcs are usually too dumb.

Other Classes: Wizards often mistake them for fellow wizards, but even when they do realize the difference, they don't truly care. If anything, they find the idea of Quantum Magic to be fascinating. Sorcerers don't get them and usually avoid them if they can. Clerics and Druids, dependent on their individual beliefs, will likely have mixed reactions. non-magical types such as fighters and rogues don't care either way as long as they have magical backup.

Role: While largely utilitarian in their skill set, they are adaptable enough to fill many roles, from a leader or face to an upfront melee fighter, with the right spells and feats.

Adaptation:: The Quantum Mage can be fairly easily adapted as envoys of a trickster or nature deity, given strange powers to fulfill that god's will. For nature deities, it would be good to perhaps add more Druid spells to their spell list, and change their Imaginary Friend (below) to a Nature Spirit.

GAME RULE INFORMATION
Quantum Magi have the following game statistics:
Abilities: Intelligence is vital for the casting of spells and many class features, while Dexterity is good for Armor Class. If you intend to fight up close, it would probably be good to assign higher scores to Strength and Constitution.
Alignment: any non-Lawful.
Hit Die: d6
Starting Age: as wizard.
Starting Gold: as bard.

Class Skills
The Quantum Mage's class skills (and the key ability for each skill) are...



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

SkillAbility
BluffCharisma
ConcentrationConstitution
DiplomacyCharisma
DisguiseCharisma
HealWisdom
HideDexterity
Knowledge[arcana]Intelligence
ListenWisdom
Move SilentlyDexterity
Sense MotiveWisdom
SpellcraftIntelligence
SpotWisdom


Quantum Mage

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1234567
1st
+0
+2
+0
+2Quick-Shape, 1/day4------
2nd
+1
+3
+0
+3Imaginary Friend, Armored Mage4------
3rd
+2
+3
+1
+3Random Knowledge53-----
4th
+3
+4
+1
+4Quick-Shape, 2/day53-----
5th
+3
+4
+1
+4Empowered Illusion 1/day643----
6th
+4
+5
+2
+5Random Knowledge654----
7th
+5
+5
+2
+5Quick-Shape, 3/day765----
8th
+6/+1
+6
+2
+6Empowered Illusion 2/day865----
9th
+6/+1
+6
+3
+6Random Knowledge8663---
10th
+7/+2
+7
+3
+7Quick-Shape, 4/day8764---
11th
+8/+3
+7
+3
+7Empowered Illusion 3/day9765---
12th
+9/+4
+8
+4
+8Random Knowledge9875---
13th
+9/+4
+8
+4
+8Quick-Shape, 5/day98763--
14th
+10/+5
+9
+4
+9Empowered Illusion 4/day99864--
15th
+11/+6/+1
+9
+5
+9Random Knowledge99865--
16th
+12/+7/+2
+10
+5
+10Quick-Shape, 6/day99965--
17th
+12/+7/+2
+10
+5
+10Empowered Illusion 5/day999763-
18th
+13/+8/+3
+11
+6
+11Random Knowledge999764-
19th
+14/+9/+4
+11
+6
+11Quick-Shape, 7/day9998653
20th
+15/+10/+5
+12
+6
+12Empowered Illusion 6/day9998754


Class Features
All of the following are class features of the Quantum Mage.

Weapon and Armor Proficiencies: All simple weapons, Light Armor

Spells: A Quantum Mage casts arcane spells from the Quantum Mage spell list (see Spoilers). He can cast any spell from that list without preparing it ahead of time.
To cast a spell, the Quantum Mage must have an Intelligence score equal to the spell's level + 10. The DC for a saving throw against a Quantum Mage's spells is 10 + spell level + caster's Intelligence modifier.
Like other spellcasters, a Quantum Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: the Quantum Mage. In addition, he receives bonus spells per day if he has a high Intelligence score.

Quick-shape (Su): once per day, at first level, the Quantum Mage may cast any transmutation spell she knows as a swift action, as the feat Quicken Spell. The Quantum Mage must not be in the line of sight of any other lucid characters in order to do this. The number of times per day this can be used increases by one at 4th, 7th, 10th, 13th, 16th, and 19th levels.

Imaginary Friend (Su): At 2nd level, the Quantum Mage receives an “Imaginary Friend”, an incorporeal, usually unobservable piece of thought. This creature cannot physically interact with the world, but can be used for reconnaissance and carrying messages. Those incapable of detecting beings on the astral plane will only notice the Imaginary Friend as a “gut feeling”, and their messages will only be relayed as a “hunch”. Those that can see into the Astral plane will be able to detect the creature and communicate with it normally. It relays information in any languages its master knows, but does not speak without being commanded to do so. Being made of thought, it cannot be “killed”, as when it is damaged, it will simply return to its master's mind. The Imaginary Friend cannot venture further than 400 feet from its owner. If it attempts to do so, its owner must make a Concentration check with a DC of 14 + (the total distance over 400 feet/10, minimum 1) every ten minutes.

Armored Mage (Ex): While nobody is quite sure how Quantum Magi cast their spells, it is apparent that the motions required are fairly simple, allowing them to ignore the chance for somatic spell failure while wearing light armor.

Random Knowledge (Ex): Through their strange research into the ever-unpredictable forces of Quantum Magic, Quantum Mages often stumble across ways to cast spells that are normally beyond their reach. At every level divisible by 3 (3, 6, 9, etc.) the Quantum Mage chooses an Arcane Spell list and a spell level that they are capable of casting from. The DM then chooses a spell from that list and level that they do not yet possess and adds it to the Quantum Mage's personal spell list at the same level. The spell MUST be acquired at its Sorcerer/Wizard spell level if it is on the Sorcerer/Wizard List. How the specific spell is chosen is entirely up to the DM, and remains entirely subject to DM approval.

Empowered Illusion (Su): Once per day, at 5th level, a Quantum Mage may cast any spell from the Illusion school as if under the effects of the Empower Spell feat. The Quantum Mage must not be in the line of sight of any other lucid characters in order to do this. The number of times per day this can be used increases by one at 8th level, and every three levels thereafter.

First-level Spells:


SpellsSchool
AlarmAbjuration
Entropic ShieldAbjuration
Mage ArmorConjuration
AuguryDivination
IdentifyDivination
HypnotismEnchantment
Confusion, LesserEnchantment
Faerie FireEvocation
Shocking GraspEvocation
Color SprayIllusion
Magic AuraIllusion
Magic MouthIllusion
EraseTransmutation


2nd-Level Spells


SpellsSchool
GlitterdustConjuration
See InvisibilityDivination
StatusDivination
Hold PersonEnchantment
BlacklightEvocation
Continual FlameEvocation
DarknessEvocation
ShatterEvocation
BlurIllusion
InvisibilityIllusion
Minor ImageIllusion
Mirror ImageIllusion
MisdirectionIllusion
Alter SelfTransmutation
DarkvisionTransmutation
PyrotechnicsTransmutation


3rd-Level Spells


SpellsSchool
Dispel MagicAbjuration
Remove CurseAbjuration
Arcane SightDivination
Clairaudience/ClairvoyanceDivination
Deep SlumberEnchantment
SuggestionEnchantment
DisplacementIllusion
Illusory ScriptIllusion
Invisibility SphereIllusion
Major ImageIllusion
Ray of ExhaustionNecromancy
BlinkTransmutation
HasteTransmutation
Secret PageTransmutation
SlowTransmutation


4th-Level Spells

Spells|School

Break Enchantment|Abjuration
Dimensional Anchor|Abjuration
Dimension Door|Conjuration
Solid Fog|Conjuration
Confusion|Enchantment
Dweomer of Transference|Evocation
Hallucinatory Terrain|Illusion
Illusory Wall|Illusion
Invisibility, Greater|Illusion
Phantasmal Killer|Illusion
Rainbow Pattern|Illusion
Shadow Conjuration|Illusion
Enervation|Necromancy
Polymorph|Transmutation
5th-Level Spells

{table=head]Spells|School

Dispel Magic, Greater|Abjuration
Plane Shift|Conjuration
Teleport|Conjuration
Mind Fog|Enchantment
Symbol of Sleep|Enchantment
Dream|Illusion
False Vision|Illusion
Mirage Arcana|Illusion
Nightmare|Illusion
Persistent Image|Illusion
Seeming|Illusion
Shadow Evocation|Illusion
Shadow Walk|Illusion
Baleful Polymorph|Transmutation
Fabricate|Transmutation
Overland Flight|Transmutation
Passwall|Transmutation
Telekinesis|Transmutation
Permanency|Universal
[/table]
6th-Level Spells

{table=head]Spells|School

Antimagic Field|Abjuration
Analyze Dweomer|Divination
Legend Lore|Divination
Sympathetic Vibration|Evocation
Mislead|Illusion
Permanent Image|Illusion
Programmed Image|Illusion
Project Image|Illusion
Veil|Illusion
Disintegrate|Transmutation
Flesh to Stone|Transmutation
Hardening|Transmutation
Transformation|Transmutation
[/table]
7th-level Spells:

{table=head]Spells|School

Spell Turning|Abjuration
Instant Summons|Conjuration
Phase Door|Conjuration
Teleport, Greater|Conjuration
Teleport Object|Conjuration
Arcane Sight, Greater|Divination
Insanity|Enchantment
Power Word: Blind|Enchantment
Symbol of Stunning|Enchantment
Prismatic Spray|Evocation
Invisibility, Mass|Illusion
Shadow Conjuration, Greater|Illusion
Simulacrum|Illusion
Symbol of Weakness|Necromancy
Exhaustion|Necromancy
Changestaff|Transmutation
Control Weather|Transmutation
Ethereal Jaunt|Transmutation
Reverse Gravity|Transmutation
Statue|Transmutation
Polymorph Any Object|Transmutation
Temporal Stasis|Transmutation
Limited Wish|Universal
[/table]


The Epic Quantum Mage:

As a quantum mage, you were always well-versed in the more bizarre physical laws of the universe. As you become an Epic Quatnum Mage, you draw ever-closer to a perfect understanding. One day, you may well compose the Theory of Everything, a powerful spell that encompasses all that is, all that can be, all that was, all that can be known, and that which cannot be known. As you draw ever closer to seeing the very birth of the universe, you gaze into the eyes of the cosmos, and it gazes back. You are good friends, with little that you do not know of each other. On some level, one could say you are one and the same.

{table=head]Level|Special

21st|Bonus Feat, Random Knowledge
22nd|
23rd|Bonus Feat
24th|Random Knowledge
25th|Bonus Feat
26th|
27th|Bonus Feat
28th|Random Knowledge
29th|Bonus Feat
30th|
[/table]
Random Knowledge: At levels 21, 24, 28, and every 4th level thereafter (32, 36, 40, etc.), the Epic Quantum Mage gains a new spell as normal.

Tips for Epic Levels: Don't be afraid to get Improved Spell Capacity and Improved Knowledge. These feats will give you access to nearly any spell a Wizard would have access to, as well as opening the door to epic spellcasting. It may also be a good idea to get Permanent Emanation of a spell that affords you some cover. Improved Knowledge is a useful feat regardless of your maximum spell level, simply because it can give you acess to much-needed firepower. And don't forget to get Imaginary Spell! It allows your Imaginary friend to do some not-so-imaginary things!



Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Energy Resistance, Epic Spell Focus, Epic Spellcasting, Extended Lifespan, Imaginary Spell (Reskin of Familiar Spell), Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Improved Knowledge

Improved Knowledge [Epic]
Prerequisite: Epic Level, Maximum-level spells for your class, ability to learn spells from another class's spell list.
Benefits: Learn any one spell from any list you may learn from.

Quellian-dyrae
2012-07-27, 03:31 PM
Storyteller Bard

Storyteller magic was...odd.

It relied on dramatic principles, on narrative conceits. All of Galland's siblings were guilty of, at one time or another, chastising him for basically "believing in fairy tales". Sometimes, the magic was explicit, the storyteller directly altering the course of events or guiding actions. Other times, though, it was subtle, even unconscious.

Of course, the narrative of history is never compiled until after the fact, and people frequently seek to add meaning and drama to otherwise unrelated events. Some, then, argued that the power of the storytellers was primarily divinatory. And indeed, divination was a valuable explicit power of the storyteller bards, allowing them to learn the whole story and retell it accurately. These people would argue that the storytellers might subconsciously acquire information - divinations were the most common type of unconscious or uncontrolled magic - and their own desire to weave stories is what caused them to attach dramatic significance to the events they discerned.

Others, though, swore roundly that storytellers could and did subconsciously alter fortune and fate to create their narrative. It was always subtle, never causing an event that wouldn't happen to occur, but perhaps guiding one that would to occur in a dramatic or, if the storyteller was proficient at its craft, advantageous way.

It was an interesting debate, a puzzle that many of the finest minds in spellcraft argued heatedly to solve. It was also, functionally, a moot point. The long and short of it was that Galland had just given the cult a perfect cue to initiate any attack that they might in fact be planning to initiate, which meant that when the small army of ghoulish marauders, spectral mages, and vampiric assassins led by the reanimated remains of Elyra and Dashar came bursting from the ground in a sudden effort to assassinate the royal family and slay as many heroes of the realm as they could, the assembled warriors were spontaneously made aware of them, thus negating what would have been a devastating surprise advantage.

Oddly enough, it also meant that every capable warrior who had attended the funeral retroactively decided to come armed.

"Fairy tales, indeed," Galland murmured under his breath as he turned to face the first wave of the undead.

Adventures: Pah! And what kind of storyteller would you be, I ask, if you just sat around at home all day? We live in a world of magic and monsters, of great warriors and cunning rogues, of myth and legend! We as storytellers must constantly travel the world, seeking new tales, documenting the great feats and cunning plans of the people of our world and plane. Oh, we may not always be the hero. Ours are not likely the swiftest blades or strongest spells. But no few storytellers have left home with their little band of up-and-coming protagonists and returned home with a legend passed down through the generations.

Characteristics: All of life is a story, and we're the ones who get to tell it. Our narrations can alter fate and fortune, our descriptions can direct our friends in battle. We also pack a few spells; primarily divinations and illusions, to better learn the whole story and assist in the telling, enchantments to ensure it goes the way we want, and a few buffs, because you know, bard.

Alignment: I speak of heroes and champions, and indeed, that is what drew me to the path of the storyteller, but even I must admit that a great story needs a great villain, and to be fair, it often helps the story for the teller not to be too attached to any of the particulars. So no, we storytellers don't hold to any particular moral or ethical preference.

I will, however, point out that in most stories I've heard, it's the side of good that always wins!

Religion: Well, obviously, deities of song and story attract their share of our fellows, but they aren't the only ones. The wanderer gods resonate well with us, as do deities of knowledge, as no one wants an incomplete story. Rare would be the storyteller that doesn't at least show respect to the gods of fate and fortune. I doubt our narrative powers would do us much good if they didn't at least find us entertaining!

Background: We storytellers can come from any roots, but if there's one thing that pops up more often than not in our personal stories, it's - what, dead parents? No! Gods! Morbid, much? No, it's that we grew up surrounded by tales of myth and legend. Maybe we sat at a shaman's feet every night, hearing campfire fables, or perhaps we grew up with a library of epic tales. Some of us might even have been brought up in a temple - some of the best stories in the world are those about the gods and their champions in the days of yore.

Races: Name a race without stories! Be they fact or fiction, history or prophecy, if it has a language, it has a tale to tell. Now sure, some races might follow the way of the bard more often than others. Elves, in particular, tend to have the artistic background and dreamer's nature that often leads one to the path. But you can find the talent for story among any race.

Other Classes: Ah, yes, our companions. The assembly of wandering miscreants that we shall forge into a team of heroes. I've worked with several types, and there's not a one I wouldn't work with again - although I suppose there are some who might not want to work again with me! The subtler types, in particular, don't tend to be fans of our loudly proclaiming their every move and deed. Protip: All the narrative magic in the world doesn't change the fact that if you proclaim the rogue's clever sneak attack, it isn't.

Role: I doubt there's a storyteller in all the world who does not dream of being the great hero. Striking down the dragon, defeating the big bad with skill and cunning, saving the day or even the world. The truth, though, is that we are rarely the heroes of our stories. We are the narrators. We document. We describe. But most of all, we change. Ours may not be the most direct role, but we can alter fate and fortune with our narrative commands, and glean knowledge of the whole story that our companions might never know. All of life is a story, you see. Our job is to ensure it has a happy ending.

Adaptation: Now, not everyone who wields the magic of fate and fortune and the power of illusion, divination, and enchantment are storytellers. I hear tell of mage-generals, great leaders and competent warriors and casters, who command similar powers through tactical commands and spells that trigger the magic of their allies. Likewise, there are some evangelical priests who speak with the voice of their god to direct and support their flock, and convert or confound their enemies.

GAME RULE INFORMATION
Storyteller Bards have the following game statistics.
Abilities: Our narrative power comes from the strength of our spirits and personalities, so Charisma will always be our most important ability. After that, you'll want to focus on Charisma; it governs our spells, which are the primary way we will exert our power directly. Finally, if you have the points to spare, consider investing in Charisma, as it drives the social skills that are the classic strength of the bards.
Alignment: Any.
Hit Die: d6.
Starting Age: As bard.
Starting Gold: As bard.

Class Skills
The Storyteller Bard's class skills (and the key ability for each skill) are...
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

STORYTELLER BARD
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01234567

1st
+0
+0
+2
+2Power Words, Storytelling.2-------

2nd
+1
+0
+3
+3Narrate Results.30------

3rd
+2
+1
+3
+3Vocabulary31------

4th
+3
+1
+4
+4Genre Savvy.320-----

5th
+3
+1
+4
+4Vocabulary421-----

6th
+4
+2
+5
+5Narrate Action.432-----

7th
+5
+2
+5
+5Vocabulary4320----

8th
+6
+2
+6
+6Breaking the Fourth Wall.4331----

9th
+6
+3
+6
+6Vocabulary4432----

10th
+7
+3
+7
+7Narrate Magic.44320---

11th
+8
+3
+7
+7Vocabulary44431---

12th
+9
+4
+8
+8Dangerously Genre Savvy.44432---

13th
+9
+4
+8
+8Vocabulary444320--

14th
+10
+4
+9
+9Narrate Flashback.444431--

15th
+11
+5
+9
+9Vocabulary444432--

16th
+12
+5
+10
+10Crowning Moment of Awesome.4444320-

17th
+12
+5
+10
+10Vocabulary4444431-

18th
+13
+6
+11
+11Narrate Response.4444432-

19th
+14
+6
+11
+11Vocabulary44444320

20th
+15
+6
+12
+12Deus Ex Machina.44444431

Class Features
All of the following are class features of the Storyteller Bard. The DC for the Storyteller Bard's abilities is equal to 10 + 1/2 level + Cha modifier.

Weapon and Armor Proficiencies: As a storyteller, we're not likely the ones to be dealing mighty blows, but there will be times when another blade is important to the group. You'll be trained in the use of all simple weapons, and light armor, as well as given opportunity to achieve proficiency with a martial weapon of your choice.

Storyteller bards are proficient with all simple weapons, a single martial weapon, and light armor.

Spellcasting: Magic is a key part of our abilities. We may not be wizards, but we can manage our share of spells. Compared to classically trained bards, our focus on stories results in a rather more narrow range of spells, but likewise means we have more overall proficiency with the spells we do know, including that we are able to master the lot of them. Basically, our spells known list is the same as our class spell list. Our spells per day are provided on that fancy table I showed you earlier.

Like any other bard, our spells are arcane in nature and always have verbal components, but the somatic components are simple enough that we can cast just fine in light armor.

I'll have a list of our spells for you after we're done with the basics here.

Storytellers cast arcane spells, deriving all relevant stats from Charisma. They may cast their spells in light armor, but all of their spells possess a verbal component. Their spells known list is equal to their class spell list.

Power Words (Su): Just coming up with a tall tale won't be changing anything. First thing you'll learn as a storyteller is how to invest your words with magic. That takes some effort, so it's a standard action to use, but there's no limit to how often you can do it. A basic power word is the sort of thing you're likely to use on an enemy. The target has to be in close range, and they get a Will save to throw the effect off. If they fail, though, you can give them a one-word command that they're forced to obey, and if you choose, you can also hammer them with the sheer volume of your voice, dealing 1d6 points of Sonic damage per odd-numbered class level, plus your Charisma modifier.

Now, a single word command is still a flexible tool, but the sort of things you can compel are somewhat limited. The command itself (not the sonic damage) is a mind-affecting, language-dependent, compulsion ability, and what that basically means beyond what creatures are immune to it, is that the command has to be something the target can do of its own volition, or might do as a reflex or subconsciously. You can't command a target without wings to "Fly" for example, and commanding someone to "Die" is right out. You give a strong impulse, but it's still your target that interprets exactly what it means, if it isn't completely clear. Telling a foe to "Attack" will ensure it attacks someone or something (rather than, say, healing, moving, or augmenting an ally), but who and how are still its own decision.

A command that would put the target in immediate grave peril (including by rendering it helpless), or that would force it to do something against its nature grants a +5 bonus on the saving throw. Don't bother trying to come up with commands that would cause the target to die instantly or kill itself or things like that; they'll just be ignored. The target is compelled for only one round. If the action demanded is a free action, or if it doesn't count as an action, the target follows the command instantly, but commands that force an actual action on its part require it to take the actions normally, on its turn. Important thing to note is that the target must use any actions it can to fulfill your command, and must do so before taking any other actions on its turn, and can't "undo" the command with other actions in the same turn (so commanding a target to "Fall" also means it can't stand up in the same turn).

You can also expend a spell slot when speaking a power word. If you do, every two spell levels of the slot increases the sonic damage by one die step. You may also affect a number of additional targets equal to the cumulative spell level, so if you spend a third level spell slot, you can affect up to six additional targets.

Unfortunately, a mind set against your power is hard to break. An enemy who resists your Power Word twice in a row is no longer susceptible to your commands for the rest of the day. It can still be affected by the sonic damage, though.

At will as a standard action, the storyteller can give an opponent a one-word command. They may target a single opponent within Close range, who receives a Will saving throw to negate. On a failed save, the target must obey the command, and at the storyteller's option, also takes 1d6 points of sonic damage per odd-numbered class level, plus the storyteller's Charisma modifier.

The command is a mind-affecting, language-dependent compulsion. It must be a command that the target is physically capable of performing, and can perform of its own volition or as an unconscious reflex. A command that could have multiple possible meanings is interpreted by the target. A command that would put the target in immediate grave peril (including by rendering it helpless), or that would force it to do something against its nature grants a +5 bonus on the saving throw. Suicidle or fatal commands are ignored. The target is compelled for only one round.

If the action demanded is a free action, or if it doesn't count as an action, the target follows the command instantly, but commands that force an actual action on its part require it to take the actions normally, on its turn. The target must fulfill your command before taking other actions in the round, and cannot take an action that undoes the result of the command in the same round.

You can also expend a spell slot when speaking a power word. If you do, every two spell levels of the slot increases the sonic damage by one die step. You may also affect additional targets equal to the cumulative spell level.

An enemy who saves against a Power Word twice in a row becomes immune to the commands (but not the sonic damage) for twenty-four hours.

Storytelling: Obviously, we're good at it. Whatever other skills you might practice, you're going to master the art of storytelling. All storyteller bards receives free skill ranks in Perform (Oratory), one other Perform skill of choice, and one Knowledge skill of choice equal to their class level + 3.

Narrate Results (Su): Once you hit your second level in the class, you'll have worked out how to use your magically-enhanced words to alter reality...somewhat. At this stage, you won't be causing anything special to happen, but a number of times per encounter equal to your Charisma modifier, you'll be able to tweak how things turn out.

Here's how it works. Something's happening, something important, and you want to make sure it goes your way. So you take an immediate action, and describe it happening the way you want. You'll notice a bit of a slowdown as you speak, the scene might fade out some, but when everything picks up again, the act will resolved, and hopefully, in your favor.

This basically lets you alter the outcome of a roll, and you have to do it before the roll is actually made. You can do a number of things depending on the type of roll. If it's one of those classic d20 rolls, you can modify the result of the roll by anywhere up to half your Charisma modifier. Alternately, you can just dictate that if the result on the die comes up as less than your Charisma modifier, or more than 20 minus your Charisma modifier, it has to get rerolled. If we're talking a percentage roll, you can add or subtract up to two times your Charisma modifier. If you're looking at a roll for damage, healing, or other hit-point-based things, you can maximize or minimize up to one individual die rolled per point of your Charisma modifier. If it's anything else, you can simply modify the result by one point in either direction, regardless of your Charisma modifier.

Once per encounter per point of Charisma modifier, as an immediate action, the storyteller can alter the result of a die roll in one of the following ways. It must do so before the roll is made:

Grant a bonus or impose a penalty on a d20 roll equal to half your Charisma modifier.
Force a reroll of a d20 roll, if it comes up lower than your Charisma modifier; the higher roll is taken.
Force a reroll of a d20 roll, if it comes up higher than 20 minus your Charisma modifier; the lower roll is taken.
Grand a bonus or impose a penalty on a d100 roll equal to twice your Charisma modifier.
Maximize or minimize one die of a damage or healing roll per point of your Charisma modifier.
Grant a +1 bonus or -1 penalty to any other type of roll.


Vocabulary (Ex): As you advance as a storyteller, you'll need to make sure you can tell your stories to all who listen. At third level, and every odd level thereafter, you'll learn an additional language.

You'll find as you go that different languages can have words that might more precisely fit a certain definition than your own langauge does. Each time you gain a new language from this ability, you'll also learn a slightly expanded Power Word. You choose a specific word, and you can describe precisely how it has to be interpreted when you say it.

So for example, if you're trying to disarm your enemies by yelling "Drop!", and they always react by dropping into a crouch, or something, you might go ahead and develop the use of some orcish word that means dropping their weapons, or whatever. Now, whenever you use that word, they'll respond the way you want, and the word won't be considered language-dependent.


At third level, and every odd level thereafter, the storyteller learns an additional language. It can also choose a single Power Word and define how enemies should interpret it. When using such words, the Power Word command is no longer considered language-dependent.


Genre Savvy (Ex): Starting at fourth level, you'll begin to connect the narrative conventions of stories with your life, helping you figure out how things are likely to unfold. You'll always be able to tell the presumed "goal" of an encounter. Life doesn't always expect you to crush your enemies, see them driven before you, and hear the lamentations of the women, you know. I mean, depending on how your friends are, you might do it anyway, but you can always take a moment (a free action) to learn if, say, you're expected to run away, or get captured, or rescue someone, or whatever.

You'll also always know when you still have something to accomplish, and when it's time to move on to the next scene. If there's some hidden room you haven't explored in the current dungeon, or a clue to a mystery you've overlooked, or a plot point you haven't found yet, or things like that, you'll be able to tell. You won't be able to tell the wheres and whats, only that the current scene isn't necessarily complete.

Finally, you can always stop and think for a moment to see if what you're about to do is incredibly stupid, likely to have serious repercussions or unforeseen consequences, almost impossible to succeed, and things like that.

Here's the thing, though; even though this is a free action, it's still an active ability. We don't have some Genre Angel sitting on our shoulder telling us what we need to know. We have to at least think about these things to come to the right conclusion. And, although it's reliable, not all stories are fully written beforehand, so it's far from perfect.

Starting at fourth level, as a free action, the storyteller can automatically learn any one of the following:

The DM's expected or intended outcome for the current encounter.
Whether or not there are any other possible things to do or accomplish in the current encounter.
Whether or not an intended course of action will, in the DM's opinion, result in significant harm or detriment to the bard, its party, or its goals.


Narrate Action (Su): Fact is, we're not usually going to be the heavy hitters on our team. Starting at sixth level, you'll be able to get around that by letting your friends act in your stead. With the same sort of effort as it takes to narrate a result, you'll be able to narrate an action on your turn, and an ally of your choice will get to instantly take the action as described. This costs you an action of the same type as you grant, so if you narrate an ally warrior taking a full attack, it's a full-round action for you. Taking the action is always an Immediate action for your ally. The action has to be one your ally can take, but can draw from any of their capabilities and powers. You only provide the action; any other resources (such as spell slots) are still expended by your ally normally.

You can expend a spell slot when narrating an action; every level of the slot allows one additional ally (excluding you) to take the action. If you do this, though, the action you spend is one step higher, so to mass-narrate a move action costs you a standard action, and mass-narrating a standard action is a full-round action for you. The action must also be the same for all targets, so you could narrate everyone casting Fireball (assuming you have a bunch of pyros around), but not just give everyone a free standard action to cast whatever spell they want. Your allies don't, however, all have to affect the same target.

You can also narrate enemy actions. This functions basically like a Power Word, but without the sonic damage. It's also not limited to a single word, so you can get quite a bit more flexibility out of it, and it's not language-dependent; you're telling reality what these guys are doing, not them (it is still a mind-affecting compulsion, though). Finally, the action you force continues for one round per level, although they get a new save to throw it off every round.

Starting at sixth level, the storyteller bard can grant its allies an action, by spending a use of Narrate Result. This is an action of whatever type you are granting to your ally. The affected ally may take the granted action instantly as an immediate action.

You can expend a spell slot when narrating an action; every level of the slot allows one additional ally (excluding you) to take the action. This increases the action cost for you by one step. The action must be the same for all targets, though choices such as targeting can vary.

You can also narrate enemy actions. This functions basically as the Power Word ability, but does not deal sonic damage, is not limited to a single word, is not language-dependent, and forces compliance for one round per class level. A new save is allowed every round to throw off the effect.

Breaking the Fourth Wall (Ex): Okay, so you may have noticed I'm talking about a bunch of crazy stuff like "turns" and "standard actions" and "levels". It's...too much to explain here, but you'll start to understand somewhere around eighth level, and you'll be able to discern them with a glance - as long as you can understand what's actually going on. Like your genre-savviness, it takes some thought (a free action), but you'll be able to tell what the stats and mechanics of a situation are. You'll know what sort of skill is required to do something, how difficult a task is, how an enemy's stats compares to yours, how many hit points people have left, what level everyone is, and so on.

You'll also know...other things. Things that you couldn't possibly know, but that you know. Understand? No? That's because you're not eighth level yet. But you understand. Right? Right. Anyway, you'll know that stuff, as it relates to the world and the story and the stats and things like that. You might also have a sense of, you know, other stuff that you know. But those things don't fit in the world, and this ability won't let you devise or invent them. Trust me, I've tried.

An eighth level storyteller bard can, as a free action, automatically understand the game mechanics behind anything it witnesses and recognizes. This doesn't mean the storyteller automatically learns of the existence of mechanics, or that it automatically identifies, say, spells, monsters, or magic items. But if it sees an explosion, it can learn, for example, that it dealt 10d6 points of fire damage (at the rate of 1d6 per caster level to a maximum of 10d6) in a 20' radius area at Long range, allowing a Reflex save for half. Likewise, it can automatically learn, say, the exact attack bonus and damage roll of any enemy that attacks it, the AC of a foe it attacks, and so on.

The storyteller is also allowed to, essentially, freely metagame. Anything the player knows, the storyteller is allowed to know (the player selectively decides what the storyteller does and does not know). This does not in any way impact the storyteller's stats or abilities, and this knowledge is insufficient to create or invent things, even if the player does in fact know how.

Narrate Magic (Su): Starting at tenth level, your narrative commands will improve to the point that you can narrate the act of spellcasting, using your magic through your allies. This is an immediate action for you, works on allies in Close range, and can work in one of three ways.

First, you can allow an ally to cast one of your spells. You supply the spell slot, but the ally takes the action to actually cast the spell on its turn. You're still the one channeling the magic; the mechanics of the spell use your Charisma, caster level, spell failure chance, and so on. The ally, however, is the one the spell comes from. This can give you some nice tactical targeting options, but the big advantage is that it lets your allies cast your personal spells on themselves.

Second, you can simply power an ally's spell. You provide a spell slot, which the ally can use to cast one of its known, prepared, or expended spells of equal or lower level. In this case, the targeted ally is the actual caster, you just provide the raw energy.

Third, you can boost up an ally's spell. For each two levels of your spell slot, the ally gets one free spell level to use to apply metamagic feats. It can apply such feats to these spell levels spontaneously, with no increase in casting time, and may draw from your metamagic feats as well as its own.

This ability doesn't grant any actions to cast the spells with, but you can still use Narrate Action to provide those if you want. Your spell power is used to power this ability, so it doesn't count against your per-encounter narrations.

As an immediate action, a tenth level storyteller can grant an ally one of its spell slots, expending the slot as if it had cast a spell. This can have one of three effects:

The ally may cast the spell on its next turn. The spell is cast using the storyteller's Charisma, caster level, and so on, but the ally is considered the caster for purposes of targeting.
The ally may use this spell slot on its next turn to cast one of its own spells of equal or lower level, casting the spell normally but consuming your spell slot rather than its own spell slot or prepared spell.
The ally may apply up to one level of metamagic feats per two levels of the spell slot to one of its own spells on its next turn.


Dangerously Genre Savvy (Ex): By twelfth level, your understanding of how the story goes will start to get scary. You add your Charisma modifier to Spot, Listen, Sense Motive, and Initiative checks. You are always entitled to a check to avoid surprise, which is always opposed by a relevant skill, even if the opponent has abilities that would otherwise deny such, and you may choose for both checks to ignore any magical bonuses if you wish. For example, if an invisible foe sneaks up on you, you'd still make a normal Spot vs. Hide check to avoid surprise, adding your Cha modifier, and without the crazy +40 bonus for invisibility (although you'd also have to forego any magical bonuses to your Spot check). If no skill checks would be relevant (such as a group of enemies teleporting in to attack), opposed initiative checks are rolled, pitting your initiative against the best in the enemy group.

Even better, if you avoid surprise, you and your allies retroactively receive one round of prep time per five points you succeeded by. You can't affect enemies during this time, but you can heal, buff, get into position, and so on. This also applies if surprise wasn't a factor, using the opposed initiative check. So if you turn a corner and find yourself facing a group of monsters, even though neither party is surprised, your team still gets a chance at extra rounds of prep time.

Finally, any ability you possess that has to be used before a roll is made or before results have been declared is freed of that restriction. You may use any such abilities to modify the roll after results are known. You also get to know the results of any hidden checks made - and yes, this means you do know when you've failed a spot check (in which case, you don't get surprised unless the opponents act immediately after the roll is made).

Starting at twelfth level, the storyteller adds its Charisma modifier on all Spot, Listen, Sense Motive, and Initiative checks. The storyteller is always entitled to a skill check (typically Spot, Listen, or Sense Motive, and defaulting to an Initiative check if the situation doesn't call for a different skill) to avoid surprise. When making such checks, the storyteller may forego any magical bonuses to its check to ignore those on the opposed check.

If a check to avoid surprise succeeds, or an opposed initiative check against the highest initiative in the enemy party succeeds (if surprise isn't an issue), the storyteller's party receives one round per five points the check succeeded by to prepare for the encounter. During these rounds, the characters cannot target or affect opponents, but may cast spells on themselves, reposition, alter the terrain, and so on.

Finally, any ability you possess that has to be used before a roll is made or before results have been declared is freed of that restriction, and you may freely ask the DM for the results of any hidden check.

Narrate Flashback (Su): We're storytellers, not obsessed fanboys and fangirls. Who cares about continuity when death is on the line? Starting at fourteenth level, you'll be able to narrate events that occurred in the past. You can do so once per day per point of your Charisma modifier.

Narrating a flashback is a full-round action. Although standard narrative prose is perfectly functional, acting like this is something you had already done in preparation for just this circumstance and are now explaining it to the enemy, rather than a blatant temporal manipulation is always satisfying. You may narrate a standard and move action, as per Narrate Action, which occurred previously during the encounter. This applies to a single target, and you cannot use a spell slot to affect more.

Alternately, you can narrate a more complex activity undertaken at any time prior to the encounter, though such actions must be things the characters involved could accomplish without making checks and without using any expendable resources that take longer than a few minutes to recover. For example, you could narrate that you filled in your allies on the strengths and weaknesses of the monster you find yourselves fighting, or that your wizard friend decided to swap out his usual Fireball spell for a Haste spell this morning, but you couldn't narrate all your friends doing a pre-encounter buff routine just before the fight began, since that expends resources. In this case, you are not limited to the number of targets, but all targets must be willing to accept this alteration to their history.

Your narration can't change the past beyond the current round and the specific change you make; it merely alters things for the future. So for example, if one of your allies is incapacitated and, three rounds later, you narrate that your priest friend healed him, that ally would be up and ready to go, and if its turn in initiative had already passed this round, it would still get its turn. However, it wouldn't retroactively get the past two turns it missed. Likewise, if enemies have been constantly streaming in, and you narrate your wizard ally sealing the entry with a Wall of Force just after some giant monster comes through, the giant monster and anyone else who entered this round would be retroactively blocked, but others who had come through earlier would not.

Starting at fourteenth level, once per day per point of Charisma Modifier, the storyteller can narrate a flashback as a full round action. This ability can be used in one of two ways:

The first functions as a use of Narrate Action on an ally (including yourself), granting a standard and move action in exchange for an immediate action. This action retroactively takes place at the end of your last turn, potentially altering any previous events that occurred in the intervening time.

The second allows you to narrate a more complex activity that any number of targets took at any time in the past. All targets must have undertaken the same general activity, and the activity cannot be one that expends resources that refresh on slower than a per-encounter basis. All targets must be willing to have performed the activity in question. In this case, any appropriate results of such an activity are instantly applied as of the end of your last turn, potentially altering any events since then and likely changing the nature of the remainder of the encounter.

Crowning Moment of Awesome (Ex): It is the gift of the storyteller to be able to witness - and, if we are lucky, perform - some of the greatest feats and deeds the world has ever known. But here's the secret. Sometimes, our presence is the very thing that facilitates these amazing accomplishments. This isn't a strictly active ability; you cannot personally choose to use it. It happens at the whim of whatever gods or forces dictate the fate of our world, but there are always two requirements. First, the character performing the deed must be within your line of sight, and you must be willing for the deed to receive the benefit. Second, the character performing the deed must be doing something truly impressive, indeed legendary. This could be an act of tremendous courage, a feat of stupendous daring, an amazing stunt or display of power or prowess. It could be the culmination of someone's personal story, a desperate last stand, a harbinger of karma, or all a grand cosmic joke. Whatever the case, merely attempting this feat has impressed the powers that be, and through the presence of the storyteller, the attempt is rewarded with a Crowning Moment of Awesome.

Everything that can go right, goes right. The character treats any die roll made during a Crowning Moment as if it had rolled the best possible result (this can result in critical hits, but does not otherwise trigger special functions of natural rolls, such as auto-successes or exploding dice). If the action involves an ability score, the character can use its highest ability score or your Charisma in its place. If the action involves mechanics that scale with level, the character uses the best of any possible class progressions (for example, a full base attack bonus, a caster level equal to its full character level, a good saving throw bonus, maximum ranks in a skill, or so on). Any static DCs that oppose rolls against the action use a base of 20 (for example, a spell cast as part of a Crowning Moment of Awesome would have a DC of 20 + the spell level + the appropriate ability modifier). All situational penalties or arbitrary failure chances, such as for cover, concealment, rushing, moving too quickly, or the like, are ignored. Additionally, the character can choose to forego all magical bonuses to the action, to eliminate any magical penalties or opposing magical bonuses. If the action succeeds, it has the best possible result, and may have effects that go beyond what would normally be expected of it. Any resources that would normally be used in the action, such as spell slots or ability uses, are not consumed.

Note, however, that these moments cannot be fully predicted, and are never guaranteed. More, one must commit to the action; you can't "pull back" if fate doesn't smile upon you. Even in the high-action lives of heroes, it is rare to see two Crowning Moments of Awesome without days or even weeks between them, especially from the same character...but it is possible.

Additionally, every time you or an ally in your presence rolls a Natural 20 on a check, that character may spend an immediate action to take an additional standard action.

Any ally who a 16th level storyteller can perceive (including the storyteller itself) may spend an immediate action to take an additional standard action any time it rolls a natural 20.

Additionally, at the DM's sole discretion, allies that the storyteller can perceive may receive a Crowning Moment of Awesome (as described above) when doing something truly amazing. The DM can grant this as often as it wishes, though it should generally apply no more than once per day in general, and no more than once per week for any given character (and in most cases, it will happen far less often).

Narrate Response (Su): By eighteenth level, you should be able to predict how the story will go with substantial accuracy, allowing you to prepare narrations in advance. This works like Narrate Action, but cannot be used to compel foes, cannot affect multiple targets, and doesn't provide the action immediately. Rather, the narration remains latent until a specific situation chosen when you make the narration comes up. Once that situation occurs, the target may take an immediate action to instantly perform the narrated action, at no further action cost to you. This expends that narrated response. Note that since the action you spend for a narrated response occurs well before the actual trigger, you may narrate your own responses.

The condition that triggers the response follows the same rules as a wizard's contingency spell. The response itself must be specific with regards to the exact action used. Narrating a full attack or total defense is fine, as is a Wail of the Banshee or Time Stands Still, but you can't just narrate a "spell" or a "martial maneuver". Likewise, the action cannot be one that, itself, grants additional actions. And please, don't try to narrate yourself using Narrate Action. Storytellers of this level give Time enough headaches as it is.

You can have a number of narrative responses pending at any one time equal to half your Charisma modifier. Once a response is expended, you must wait twenty-four hours before narrating a replacement response, which can be the same or a different one.

An eighteenth level storyteller can prepare a number of narrations equal to half its Charisma modifier in advance. This functions like Narrate Action, but affects a single allied target (who must be chosen when the narration is prepared, but can include the storyteller), and cannot affect more targets by spending spell slots. Rather than take the action immediately, the storyteller defines a condition (following the rules for the Contingency spell) that may occur in the future; when that condition comes up, the target may take the narrated action as an immediate action.

Abilities that grant additional actions or alter the action cost of actions cannot be narrated as responses. Once a response is expended, you must wait twenty-four hours before narrating a replacement response.

Deus Ex Machina (Sp): And doesn't everyone complain about this one, hmm? Talks of authors writing themselves into a corner, and unsatisfactory endings, and all that. Well, here's the trick; the big heroes up and dying and the world ending is a way less satisfying ending, especially when you're living it (or not, as the case may be). But if you've dedicated the full twenty levels to storytelling, you've earned the right to say, politely but firmly, "No." You narrate the story going the way it should, however nonsensical that may be, emulating a Wish or Miracle spell as a spell-like ability. You may do this once per story.

And yeah, I know, we don't have one of those narrative-based time abstraction mechanics in this game. Guess what? Twentieth. Level. Storyteller. You'll know when you can use it again.

A 20th level storyteller may cast a Wish or Miracle spell as a spell-like ability once per year. Every time the storyteller gains a level, its use refreshes. Additionally, completing long-term story goals (DM discretion) also refreshes this ability.



Storyteller Spells:


0: Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Know Direction, Light, Lullaby, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Summon Instrument.

1: Augury, Bless, Charm Person, Color Spray, Conviction, Comprehend Languages, Disguise Self, Divine Favor, Hideous Laughter, Hypnotism, Improvisation, Sign, Silent Image, Sleep, True Strike, Ventriloquism.

2: Aid, Blur, Detect Thoughts, Entice Gift, Heroics, Mindless Rage, Minor Image, Mirror Image, See Invisibility, Silence, Snake's Swiftness, Sound Burst, Status, Tongues.

3: Clairaudience/Clairvoyance, Dispel Magic, Displacement, Divination, Glibness, Haste, Heroism, Major Image, Mass Snake's Swiftness, Prayer, Shout, Suggestion, Slow, Unluck.

4: Arcane Eye, Charm Monster, Confusion, Contact Other Plane, Commune, Crushing Despair, Divine Power, Greater Mirror Image, Hallucinatory Terrain, Fear, Know Vulnerabilities, Recitation, Scrying.

5: Dominate Person, Dream, False Vision, Legend Lore, Mind Fog, Mirage Arcana, Nightmare, Persistent Image, Righteous Might, Righteous Wrath of the Faithful, Sending, Telepathic Bond.

6: Dream Casting, Geas, Greater Dispel Magic, Greater Heroism, Mass {Animal's Boost}, Permanent Image, Programmed Image, Mass Suggestion, True Seeing, Vision.

7: Foresight, Greater Scrying, Greater Shout, Hindsight, Mass Charm Monster, Moment of Prescience, Project Image, Solipsism.

TheGeckoKing
2012-07-27, 08:31 PM
Form Shaper

http://25.media.tumblr.com/tumblr_m5w5ooIbLy1qei1m2o1_1280.jpg

I would make a statement, but I'd only change my mind anyway. - Switch, a Form Shaper

Of all the schools of magic, Transmutation is the most alluring to one who can't make up their mind about much. Shall I attack or defend? Shall I hide or fly? Shall I have wings or not? Of these people who indulge in Transmutation, there is a specific school exists that focuses on changing not the outside world, but their own bodies, using these changes to further enable changes on the outside world.

Adventures: To know why a Form Shaper does anything is at best a taxing effort on the local Diviner, but the usual ideas are to explore and learn, develop their powers, or simply to avoid whatever mess they made in other lands.

Characteristics: A Form Shaper is a hybrid spellcaster/fighter, focusing on self-buffing and being a secondary or a main meleer, with added utility from other forms made available by their spellcasting.

Alignment: To make it simple and obvious, chaos is a key part in this class and it's mindset. Most people could be Form Shapers with sufficient training and a hint of magical aptitude, but to be a Form Shaper doesn't sit with Lawful folk of any type.

Religion: Most Form Shapers are too scatterbrained to prey to a deity, but gods such as Boccob (for his magical supremacy), Vecna (a thousand forms for a thousand secrets) and Obad-Hai (reverence for nature in all its forms) count a few Form Shapers as their worshippers.

Background: Befitting a fluid class like this, many backgrounds can spawn a Form Shaper, from Transmutation devotees to magical biologists, to simply a strange breed of Sorcerers.

Races: The most common type of Form Shaper is that of the Changelings and Doppelgangers, as the shapechanging comes naturally to their ilk. Humans are also good at this art, but Dwarfs tend to be a no-no, hating how flippant the class seems.

Other Classes: Arcane Spellcasters of all kind respect the Form Shaper's dedication to their art, but quietly mock their one-school minds behind their backs. Divine Casters aren't quite sure where to put them, and Druids get irritated by the Form Shapers seemingly using nature as a tool. Melee, and Stealthy classes tend to treat them as specialist spellcasters, and leave it at that.

Role: The Form Shaper's roles are to use their magic for utily, and to bolster their melee capabilities.

Adaptation: This class could be changed to reflect the abilities of transforming robots, Khyber-Spawn, Limbo-Spawn, Far Realm Spawn, or simply a morphing blob of morphic-y......stuff.

GAME RULE INFORMATION
Form Shapers have the following game statistics.
Abilities: You need Charisma for spellcasting and other class abilities, and physical scores (Con, Dex, Str) for fighting, although as you gain more spells per day, your reliance on your own scores becomes decreased. Form Shapers do not need to be either smart or sane. Nice bonus, though.
Alignment: Any non-Lawful
Hit Die: d6
Starting Age: As Sorcerer
Starting Gold: As Sorcerer
Class Skills
The Form Shaper's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (All, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

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

The Form Shaper

Custom
{table=head]Level|BAB|Fort|Ref|Will|Special |0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+2|+2|+2|Spellcasting, Armoured Mage, Uncaring Change|5|3|—|—|—|—|—|—|—|—

2nd|+1|+3|+3|+3|Discern Shapechanger, Minor Changes|6|4|—|—|—|—|—|—|—|—

3rd|+2|+3|+3|+3|Pick and Choose, Warp Flesh +1d8|6|5|—|—|—|—|—|—|—|—

4th|+3|+4|+4|+4|Advanced Learning|6|6|3|—|—|—|—|—|—|—

5th|+3|+4|+4|+4|Warp Burst 1/encounter|6|6|4|—|—|—|—|—|—|—

6th|+4|+5|+5|+5|Warp Flesh +2d8|6|6|5|3|—|—|—|—|—|—

7th|+5|+5|+5|+5|Vibrant Changes|6|6|6|4|—|—|—|—|—|—

8th|+6/+1|+6|+6|+6|Advanced Learning|6|6|6|5|3|—|—|—|—|—

9th|+6/+1|+6|+6|+6|Warp Flesh +3d8|6|6|6|6|4|—|—|—|—|—

10th|+7/+2|+7|+7|+7|Warp Burst 2/encounter|6|6|6|6|5|3|—|—|—|—

11th|+8/+3|+7|+7|+7||6|6|6|6|6|4|—|—|—|—

12th|+9/+4|+8|+8|+8|Strange Changes , Warp Flesh +4d8, Advanced Learning|6|6|6|6|6|5|3|—|—|—

13th|+9/+4|+8|+8|+8||6|6|6|6|6|6|4|—|—|—

14th|+10/+5|+9|+9|+9||6|6|6|6|6|6|5|3|—|—

15th|+11/+6/+1|+9|+9|+9|Warp Burst 3/encounter, Warp Flesh +5d8|6|6|6|6|6|6|6|4|—|—

16th|+12/+7/+2|+10|+10|+10|Advanced Learning|6|6|6|6|6|6|6|5|3|—

17th|+12/+7/+2|+10|+10|+10|Fantastic Changes|6|6|6|6|6|6|6|6|4|—

18th|+13/+8/+3|+11|+11|+11|Warp Flesh +6d8|6|6|6|6|6|6|6|6|5|3

19th|+14/+9/+4|+11|+11|+11||6|6|6|6|6|6|6|6|6|4

20th|+15/+10/+5|+12|+12|+12|Evolutionary Plunder 1/year, Warp Burst 4/encounter, Advanced Learning|6|6|6|6|6|6|6|6|6|6[/table]

Class Features
All of the following are class features of the Form Shaper.

Weapon and Armor Proficiencies: A Form Shaper is proficient with all simple weaponry, light armour and light shields.

Spellcasting: A Form Shaper casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the Form Shaper spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a Form Shaper gains access to a new level of spells, he automatically knows all the spells for that level listed on the Form Shaper’s spell list. Essentially, his spell list is the same as his spells known list. Form Shapers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below). See below for the Form Shaper’s spell list. To cast a spell, a Form Shaper must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a Form Shaper’s spell is 10 + the spell’s level + the Form Shaper’s Charisma modifier. Like other spellcasters, a Form Shaper can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Charisma score (see Table 1–1, page 8 of the Player’s Handbook). Unlike a cleric or a wizard, a Form Shaper need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Spell List:

0th: Claws of the Bear (SpC), Demonflesh (FCI), Fist of Stone (CA), Minor Disguise (MoF), Prestidigitation (PH), Ram's Might (SpC).


1st: Aberrate (BoVD), Aquatic Escape (CompS), Aspect of the Wolf (SpC), Cutting Hand (SpC), Embrace the Wild (CA), Enlarge Person (PH), Investiture of the Spined Devil (FCII), Reduced Person (PH), Winged Watcher (CompS).


2nd: Alter Self (PH), Animalistic Power (PHII), Body Blades (SpC), Burrow (SpC), Essence of the Dragon (RotD), Investiture of the Bearded Devil (FCII), Investiture of the Chain Devil (FCII), Investiture of the Steel Devil (FCII), Swim (SpC).


3rd: Amphibious Form (PH), Bite of the Wererat (SpC), Blessing of the Snake Mother (GhW), Charge of the Triceratops (SpC), Dragonshape, Least (DrM), Girallion’s Blessing (PH), Permeable Form (LoM), Shape of the Hellspawned Stalker (CM), Investiture of the Erinyes (FCII).


4th: Aspect of the Icy Hunter (CM), Bite of the Werewolf (ScP), Displacer Form (SpC), Investiture of the Amnizu (FCII), Investiture of the Harvester Devil (FCII), Sharptooth (SpC), Passage of the Shifting Sands (DrM), Polymorph (PH), Trollshape (PHII).


5th: Bite of the Wereboar (SpC), Form of the Desert Hunter (DrM), Form of the Threefold Beast (CM), Investiture of the Narzugon (FCII), Nightstalker's Transformation (CA), Plant Body (SpC), Sirine’s Grace (SpC), Spiderform (SpC), Transformation of the Deeps (Storm).


6th: Aspect of the Earth Hunter (SpC), Bite of the Werebear (SpC), Bite of the Weretiger (SpC), Dragonshape, Lesser (DrM), Eladrin Form (BoED), Fiendform (SpC), Investiture of the Barbed Devil (FCII), Investiture of the Malebranche (FCII), Investiture of the Orthon (FCII).


7th: Adamantine Wings (CM), As the Frost (PHII), Body of War (SpC), Ethereal Jaunt (SpC), Elemental Body (MotP), Investiture of the Ice Devil (FCII), Megalodon Empowerment (Storm), Mental Pinnacle (EPH), Nixie’s Grace (SpC).


8th: Animal Shapes (SpC), Aspect of the Chromatic Dragon (DrM), Aspect of the Platinum Dragon (DrM), Dreaded Form of the Eye Tyrant (CM), Iron Body (SRD), Investiture of the Horned Devil (FCII), Minute Form (SpC), Unyielding Roots (8), Unyielding Form of Inevitable Death (CM).


9th: Arboreal Transformation (CM), Dragonshape (PHII), Etherealness (PH), Investiture of the Hellfire Engine (FCII), Investiture of the Pit Fiend (FCII), Shapechange (PH), Time Stop (PH), Transcend Mortality (CM), Undermaster (SpC).


Armoured Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components).
A Form Shaper’s limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavier shields. Nor does this ability apply to spells gained from a different spellcasting class.

Uncaring Change (Ex): A Form Shaper is concerned more with their spells than where they come from, which is reflected in the spell's change on the caster. A Form Shaper's spells granted by this class lack the alignment descriptor (and thus the potential effects on the caster's alignment) other caster would have on their spells.

Discern Shapechanger (Sp): As the spell, at-will.

Minor Changes (Su): At 2nd level, the Form Shaper gains the Minor Shape Change ability of a Changeling. Changeling Form Shapers instead gain the ability to use their Minor Shape Change ability as a free action instead of a move action, but only once per round.
Minor Shape Change:
Minor Change Shape (Su): Form Shapers have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions.
This ability is not an illusory effect, but a minor physical alteration of a Form Shaper's facial features, skin color and texture, and size, within the limits described for the spell.
A Form Shaper can use this ability at will, and the alteration lasts until she changes shape again. A Form Shaper reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a Form Shaper receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.

Pick and Choose (Ex): At 3rd level, the Form Shaper can make subtle, beneficial changes to their spells that allow them to stand above normal Transmuters.
When casting a Transmutation spell that would change their ability scores, they may use their original ability scores if they would be higher than the new form's scores, but cannot gain a score higher than 10 + Class Levels in this way, while in a different form. Scores higher than this limit are rounded down to meet the limit.
Additionally, a Form Shaper is not impeded in spellcasting by the body of a new form, allowing him to cast his spells no matter their form. Normal impediments such as arcane spell failure or a Silence spell still take effect as normal if they would be an issue.

Warp Touch (Su): At 3rd level, the Form Shaper can force more painful forms upon their enemies.
As a melee touch attack, the Form Shaper can deal 1d8 points of damage to an opponent, and automatically Dispel any Transmutation spells on the target, but only spells two levels lower than the highest level spell the Form Shaper can cast.
As the Form Shaper gains more levels, their Warp Touch deals more damage, as shown in the table above.

Advanced Learning (Ex): At 4th, 8th, 12th, 16th and 20th
level, a Form Shaper can add a new spell to his list, representing
the result of personal study and experimentation.
The spell must be a spell of the Transmutation school from any spell list, and of a level no higher than that of the highest-level spell the Form Shaper can cast. For spells with multiple levels (depending of class lists), use the lowest level given.
Once a new spell is selected, it is forever added to that Form Shaper’s spell list and can be cast just like any other spell on their list.

Warp Burst (Su): At 5th level, the Form Shaper can simply will their body to change into a more efficient form, but only for a short time.
Once per encounter, the Form Shaper can activate their Warp Burst, which lasts for 5 rounds, and grants the following benefits;

+2 boost bonus to all physical scores (Con, Dex, Str).
+10 boost bonus to any skill checks.
A 30ft increase to all movement speeds, and an increase in flight maneuverability by two steps.

At the end of their Warp Burst, the Form Shifter becomes Nauseated for 3 rounds from the physical changes. A Form Shaper gains an extra use per encounter of this ability at 10th, 15th and 20th level.

Vibrant Changes (Ex): At 7th level, picking all the best forms for the best situations finally rubs off on them, picking up on their failings and rectifying them.
A Form Shaper of this level gains a +1 bonus to their two lowest ability scores. For 3 or more ability scores that are the same number, choose randomly.

Strange Changes (Ex): At 12th level, whatever race you were before this point, you're not the same race now.
A Form Shaper of this level gains the Shapechanger subtype, and Alter Self as a 1/day SLA, with a Caster Level equal to their HD.

Fantastic Changes (Ex): At 17th level, trying to understand what on earth a Form Shaper of this power is, is quite frankly a futile effort. Their minds are too quick, and their bodies too strong.
A Form Shaper of this level gains the ability to automatically Quicken any 0, 1st and 2nd level spells they cast from the Form Shaper list (including Advanced Learning spells) without an increase in the spell slot's level or casting time. The Form Shifter can still only cast one Quickened spell per round. A Form Shaper of 17th level also acquires Fast Healing 5 as a special quality.

Evolutionary Plunder (Su and Variable: See Text): At this level, trying to constrict you to spell effect and simple lines of logic is just maddening. Why bother with limits, when we can punch nature in the face and steal its stuff!
Once per year (starting from when you acquire your 20th level), you may spend 5000gp in a 24 hour ritual requiring concentration throughout the process.
At the end of this process, you must burn the heart (or similar organ) of a creature that you want to imitate. Once complete, you may choose one special ability or special quality that the heart's former owner had while alive. The Form Changer gains this special ability, with the same limitations and uses per (time period) as the owner had, and the same ability typing (Ex, Sp, Su). You still use your own size and ability scores when relevant, though (such as for abilities such as Swallow Whole or calculating DC's).
This ability may not be used to acquire abilities which can be directly used to gain or grant other abilities (such as Manipulate Form), nor can it be used to gain Spellcasting or or other abilities that are class abilities, or directly mimic class abilities.
The ability gained by this Supernatural ability lasts for 1 year, at which point it is lost (although the Form Shaper is free to renew the ability by conducting another ritual).

ArkenBrony
2012-07-29, 08:26 PM
necro-morph

ascended beings, the next step in mankind's evolution, and revered as gods, this perfect race can adapt to injuries, and change its body to its own accommodations, this is mankind's purpose, this is why we exist, we will bring forth the beginning of a utopia in which there is no war. this is ascendance!

A necromorph is any dead body, rejuvenated as something greater, not undead, but given a new life

Adventures: A necromorph strives to spread its wonder and expand its ranks, for the new world needs nothing but them

Characteristics: the necromorph is capable of taking damage, and dishing it out. They use stealth to their advantage, and tend to find ways to reach the enemy.

Alignment:The necromorph tends to be neutral, on the good and evil axis, it doesn't try to be evil, it just needs to remove your flesh and blood, and recreate it as something better. They Aalto are usually chaotic, as they follow their own agenda, with no care for laws or ideals

Religion: Necromorphs don't tend to follow gods because they are a singleminded crowd of mass murderers. the select few who do worship dieties tend to worship gods of chaos, freedom, and slaughter. many people worship powerful necromorphs as gods.

Background: a necromorph starts by either being exposed to a powerful artifact of pseudo-natural origin, from the far realm, or by being attacked by another necromorph

Races: any race can join the necromorphs, they are not picky, as long as you possess a discernible, corporeal anatomy, and were once alive, you can be a necromorph

Other Classes: necromorphs tend to act well with barbarians and other "wild" classes, but they don't care for the most part as long as you don't interfere with their hunting

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION Necromorphs's have the following game statistics.
Abilities: strength is important for combat capabilities, dexterity is good for armor class, and constitution is good for hit points, due to their low armor class, and for saving throws for their abilities
Alignment: any
Hit Die: d8
Starting Age: as barbarian
Starting Gold: as barbarian

Class Skills The Necromorph's class skills (and the key ability for each skill) are Balance (dex), climb (str), disguise (cha), escape artist (dex), hide (dex), intimidate (cha), jump (str), listen (wis), move silently (dex), search (int) spot (wis), survival (wis), swim (str)

Skill Points at FirstLevel: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

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

1st|
+0|
+0|
+0|
+2|changing anatomy (claws), abnormal anatomy

2nd|
+1|
+0|
+0|
+3|changing anatomy (maw), death attack +1d6

3rd|
+2|
+1|
+1|
+3|changing anatomy (sense), indiscriminate anatomy

4th|
+3|
+1|
+1|
+4|changing anatomy (skin), death attack +2d6

5th|
+3|
+1|
+1|
+4|changing anatomy (legs), swift stealth

6th|
+4|
+2|
+2|
+5|changing anatomy (tail, improved trait), death attack +3d6

7th|
+5|
+2|
+2|
+5|changing anatomy (projectile, improved trait), sturdy grounding

8th|
+6/+1|
+2|
+2|
+6|changing anatomy (physique, improved trait), death attack +4d6

9th|
+6/+1|
+3|
+3|
+6|changing anatomy (improved trait), great leap

10th|
+7/+2|
+3|
+3|
+7|changing anatomy (improved trait), death attack +5d6

11th|
+8/+3|
+3|
+3|
+7|changing anatomy (improved trait, greater trait), deathless anatomy

12th|
+9/+4|
+4|
+4|
+8|changing anatomy (improved trait, greater trait), death attack +6d6

13th|
+9/+4|
+4|
+4|
+8|changing anatomy (greater trait), aura

14th|
+10/+5|
+4|
+4|
+9|changing anatomy (greater trait), death attack +7d6

15th|
+11/+6/+1|
+5|
+5|
+9|changing anatomy (greater trait), needless anatomy

16th|
+12/+7/+2|
+5|
+5|
+10|changing anatomy (greater trait, master trait), death attack +8d6

17th|
+12/+7/+2|
+5|
+5|
+10|changing anatomy (master trait), hide in plane sight

18th|
+13/+8/+3|
+6|
+6|
+11|changing anatomy (master trait), death attack +9d6

19th|
+14/+9/+4|
+6|
+6|
+11|changing anatomy (master trait), shot in the dark

20th|
+15/+10/+5|
+6|
+6|
+12|changing anatomy (master trait, perfect trait), perfect being, Death attack +10d6[/table]

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

Weapon and Armor Proficiencies: a Necromorph is proficient in all natural weapons it attains. a necromorph is proficient in light and medium armor.

CHANGING ANATOMY (Ex): as your new form evolves, you develop improved forms of killing, be it by greater weaponry, improved strength, or keener senses. as a necromorph levels up, it gains various abilities according to the chart above, whatever body part it says you gain at "regular" level, when it says "improved trait" you can improve any trait that you have had for at least 3 levels to its "improved" form. when it says greater trait, you improve any improved trait you have had for at least 2 levels to its "greater" form. when it says master trait, you improve any greater trait to its "master" form. and when it says perfect trait, you improve a master trait to its perfect form.

Claws: your arms recede into your body, and the bones and muscles that form it reshape into devastating claws, meant to rip through flesh and bones.
Regular: the necromorph gains two claw natural attacks that deal damage as a claw attack for a creature of your size + 1/2 strength modifier
Improved: the necromorphs claw attacks gain an enchantment bonus to hit and damage equal to your class levels/4, and are treated as magical weapons for the purpose of piercing damage reduction.
Greater: the necromophs claw attacks are treated as having the keen enchantment
Master: the necromorphs claw attacks are treated as being adamantium for the purposes of bypassing damage reduction, and gain the ghost touch enchantment
Perfect: the necromophs claw attacks gain the speed quality, and their enchantment bonus to hit and damage increases by 1 (giving +6, and therefore bypassing epic damage reduction)

Maw: your jaw enlarges, and your teeth fall out, you then develop large fangs and razor sharp teeth.
Regular: the necromorph gains a bite natural attack, dealing damage as a creature equal to your size + strength modifier
Improved: the necromorphs bite attack gains an enchantment bonus to hit and damage equal to your class levels/4, and is treated as a magical weapon for the purpose of piercing damage reduction.
Greater: the necromophs bite attack are treated as having the keen enchantment
Master: the necromorphs bite attack is treated as being adamantium for the purposes of bypassing damage reduction, and gains the ghost touch enchantment
Perfect: the necromophs bite attack gains the speed quality, and its enchantment bonus to hit and damage increases by 1 (giving +6, and therefore bypassing epic damage reduction)

Sense: your brain, due to only requiring it for killing, has space to increase the capacity of your sensory organs, and enhances your ability to see, hear and smell.
Regular: a necromorph gains tracking as a bonus feat, and grants you the scent special quality
Improved: a necromorph gains the special quality blindsense out to 60 ft, the sense used is determined by the necromoph when it gains this ability and cannot be changed later.
Greater: a necromorph gains the special ability blindsight out to 60 ft, using the same sense as blindsense
Master: a necromorph gains a permanent truesight, except that it uses the sense specified in blind sense.
Perfect: a necromorph gains foresight, so that they know what will happen a round before it happens

Skin: your skin and bone harden, as they no longer need armor or clothes to protect them, and become more resilient.
Regular: a necromorph gains natural armor equal to its constitution modifier (min 1)
Improved: a necromoph gains damage reduction x/magic, where x equals his class levels.
Greater: a necromorph gains elemental resistance equal to his level against 2 elements
Master: a necromorph gains elemental resistance equal to his class level against 2 more elements, and improves his natural armor to 1/4+con modifier
Perfect: a necromorph gains immunity to 1 element, and changes his damage reduction x/adamantium

Legs: your legs grow more muscular and powerful to chase your prey and eat them.
Regular: you gain a climb speed equal to your base land speed, are never flat-footed for climbing, and may take 10's while climbing even in a stressful situation.
Improved: a necromorph gains evasion or uncanny dodge, you choose when you gain this ability
Greater: a necromoph gains the ability that wasn't gained in the improved form and increases the other one to improved uncanny dodge or improved evasion.
Master: you gain the improved form of the ability gained in the greater form and pounce.
Perfect: a necromorh gains freedom of movement and defensive roll

Tail: you elongate your spine into a full fledged tail, with a weapon of sorts to attack with.
Regular: the necromorph gains a tail natural attack, dealing damage as a creature of your size + 1 1/2 strength modifier
Improved: the necromorphs tail attack gains an enchantment bonus to hit and damage equal to your class levels/4, and is treated as a magical weapon for the purpose of piercing damage reduction.
Greater: the necromophs tail attack are treated as having the keen enchantment
Master: the necromorphs tail attack is treated as being adamantium for the purposes of bypassing damage reduction, and gains the ghost touch enchantment
Perfect: the necromophs tail attack gains the speed quality, and its enchantment bonus to hit and damage increases by 1 (giving +6, and therefore bypassing epic damage reduction)

Projectile: your vertebrae grow out to the side, forming spikes, and through releasing pressurized gasses, may fire them at rapid speeds to hunt distant foes.
Regular: the necromorph may, instead of attacking with its other natural weapons, may attack with a ranged projectile attack a number of times based on your base attack bonus, each dealing standard sting damage for your size, these spikes have a range increment of 20 ft, and can go a maximum of 100 ft
Improved: the necromorphs sting attacks gain an enchantment bonus to hit and damage equal to your class levels/4, and are treated as magical weapons for the purpose of piercing damage reduction.
Greater: the necromophs projectile attacks are treated as having the distance enchantment
Master: the necromorphs projectile attacks are treated as being adamantium for the purposes of bypassing damage reduction, and gain the ghost touch enchantment
Perfect: the necromophs projectile attacks gain the speed quality, and their enchantment bonus to hit and damage increases by 1 (giving +6, and therefore bypassing epic damage reduction)

Physique: your body grows or shrinks to enhance its possible abilities.
note: when you first acquire this ability, you choose to increase, or decrease your size, this choice is permanent, and they give you separate abilities below based on your choice.
Regular:
increase: you gain a +2 bonus to strength, and the powerful build ability as a goliath.
decrease: you gain a +2 bonus to dexterity, and gain a +10 bonus to movement speed
Improved:
increase: you gain an additional +2 bonus to strength, and a +2 bonus to natural armor
decrease: you gain a +4 bonus to dexterity
Greater:
increase: you increase your size by 1 category, gaining the appropriate changes as said in the monster manual
decrease: you decrease your size by 1 category, gaining the appropriate changes as said in the monster manual, but not changing natural weapon damage, or strength. and you increase your movement speed by 10 ft
Master:
increase: you gain +2 strength, and +2 constitution
decrease: you gain +4 dexterity
Perfect:
increase: you increase your size by 1 category, gaining the appropriate changes as said in the monster manual.
decrease: you decrease your size by 1 category, gaining the appropriate changes as said in the monster manual, but not changing natural weapon damage, or strength. and you increase your movement speed by 10 ft

ABNORMAL ANATOMY (EX): the body you possess no longer requires what a regular humanoid would. at 1st level, a necromorph is considered an aberration, gains darkvision out to 60 ft, or increases its existing darkvision by 60 feet, and gains a frightening presence. this affects anyone with hit dice equal to or less then you class levels, with a DC of 10+1/2 class levels+charisma modifier. an opponent who succeeds this saving throw is immune to it for 24 hours.

DEATH STRIKE (Ex): when you grab hold of a subject, you are capable of unleashing terrible blows to them by overpowering their defenses, and going straight for their vitals. at 2nd level, any time a necromorph attacks an opponent they are pinning, they add 1d6 precision damage to the damage dealt to each attack. this damage increases by 1d6 every 2 levels beyond second.

INDISCRIMINATE ANATOMY (Ex): the changes to your body begin to affect your inner system, and make you difficult to effectively injure seriously. at 3rd level, a necromorph gains 25% fortification, and no longer has to breath.

SWIFT STEALTH (Ex): sometimes you need to be able to hunt quickly and quietly to catch your prey, who with the slightest warning will react, so you can't give them time to notice you. at 5th level, a necromorph can move its normal speed while sneaking, and may even run while sneaking at no penalty.

STURDY GROUNDING (Ex): a key strategy of necromorphs is to block of exits, so you have to leave them incapable of pushing past you, and you develop, naturally, a stance to keep you on your feet. at 7th level, a necromorph gains a bonus to resist being tripped, bull rushed, or overrun equal to their class levels.

GREAT LEAP (Ex): with careful aim, you leap onto your prey, giving you an instant to cut the spine just below the base of the neck, before they can respond. at 9th level, a necromorph is always considered to have a running start when they jump, and may add his death attack damage to any attack made at the end of a jump.

DEATHLESS ANATOMY (Su): your anatomy continues to make less sense, and be harder to target, giving a number of resistances to attack. at 11th level, a necromorph increases his fortification to 50%, and gains damage reduction 5/slashing.

AURA (Su): your shape, form, and stance cause a reaction in those who see you. upon reaching 13th level, a necromorph gains a natural magical aura from the following list.
-insanity- you gain an aura of insanity extending out 60 ft, any who fail a will save at DC 10+1/2 level+charisma modifier are confused for 1 round per level, even those who succeed are dazzled for 1 round.
-antimagic- you gain a spell resistance equal to 10+your level
regeneration- you gain fast healing equal to 1/2 your class levels+con modifier
-telepathy- you gain telepathy out to 100 ft
stench- you are surrounded with a stench out to 30 ft, the effects of this smell are similar to stinking cloud, except the saving throw is 10+1/2 level+charisma modifier

NEEDLESS ANATOMY (Ex): your internal body has helped you reach the point you are at, but is no longer needed, and as such you are just a body of destruction, with no weaknesses or vitals. at 15th level, a necromorph gains 100% fortification, and replaces the damage reduction from deathless anatomy with damage reduction 6/-

HIDE IN PLAIN SIGHT (Ex): after killing your first target, it is apparent that you will need to kill all that can see you, which is easier if they cannot see you. at 17th level, a necromorph gains the hide in plain sight class feature

SHOT IN THE DARK (Ex): when the prey doesn't notice you, it makes it easier to strike the killing blow. at 19th level, any attack made while your target can't see you adds your death strike damage

PERFECT BEING (Ex): your form is perfect, you gain an improved array of abilities, and an impressive stature, filling allies and enemies alike with fear.
upon reaching 20th level, a necromorph is considered a god to many, and as such, gains the leadership feat, and all cohorts and followers are clerics, and you gain some of the benefits of being a god. for 1 round per 4 levels(these dont have to be back to back), a 20th level necromorph can be considered to have a divine rank of 0, giving him a doubled movement speed, he imbues all his attacks with alignment descriptors the same as his alignment, is immune to polymorph, petrification, energy drain, ability drain, ability damage, mind-affecting spells, damage reduction 10/epic, fire resistance 5, spell resistance 32, and is granted the divine sneak attack ability, though it affects death strike instead of sneak attack.

bobthe6th
2012-07-30, 02:32 AM
The Hero
http://i1126.photobucket.com/albums/l605/alextrevell/Swordsman.jpg

"Man, the martial master me is pretty cool..."-James Dark-child, a Hero.

Their are many copies of any one person, spread across an infinite multiverse... and the Hero is one of the foci of his replications. He can draw on the power of all his doppelgangers, being what he wishes to be.

Adventures: Why your class might adventure.

Characteristics: Anything, given time.

Alignment: As the Hero becomes a reflection of his other selves, he frequently loses his own alinement amongst the many.

Religion: Can change on a daily basis.

Background: A Hero harnesses the potential power of his position as focal point. His background is often lost as he steeps in a thousand back grounds.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: Any, though only one each day.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: All or none depending on the focus for the day.
Alignment: Any
Hit Die: d4
Starting Age: Any.
Starting Gold: None


Custom
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+0|+0|Defining Ability

2nd|+1|+0|+0|+0|Minor Abilaty

3rd|+1|+1|+1|+1|

4th|+2|+1|+1|+1|Bonus Feat

5th|+2|+1|+1|+1|Major Abilaty

6th|+3|+2|+2|+2|Minor Abilaty

7th|+3|+2|+2|+2|

8th|+4|+2|+2|+2|Bonus Feat

9th|+4|+3|+3|+3|Major Abilaty

10th|+5|+3|+3|+3|Minor Abilaty

11th|+5|+3|+3|+3|

12th|+6/+1|+4|+4|+4|Bonus Feat

13th|+6/+1|+4|+4|+4|Major Abilaty

14th|+7/+2|+4|+4|+4|Minor Abilaty

15th|+7/+2|+5|+5|+5|

16th|+8/+3|+5|+5|+5|Bonus Feat

17th|+8/+3|+5|+5|+5|Major Abilaty

18th|+9/+4|+6|+6|+6|Minor Abilaty

19th|+9/+4|+6|+6|+6|

20th|+10/+5|+6|+6|+6|CapStone, Bonus Feat

[/table]
Alignment: Any
Hit Die: 1d4

Class Skills:
Class Skills: any, dependent on the ability chosen for that day.
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier

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

Weapon and Armor Proficiencies: The Hero is proficient with all simple weapons and no shields or armor.

Defining Ability (Ex):
At the dawn of each day, a Hero has to refocus their form. The many facets of their multitude fight for dominance. They select one of the following abilaties as they chose as that days focus.

Martial skill: The Hero's base attack bonus is increased to his level, his fortitude save bonus increases to a good progression.


Transcendental armory: A Hero is able to replicate the equipment of their other selves. When they chose their defining ability for the day, they may change their equipment as a whole for any equally priced equipment.

Zaydos
2012-08-01, 10:47 PM
Morphic Claw

Put an image of your class here!

”What use is a sword when your body is a finer weapon?”

A master of combat, a morphic claw is a warrior who transforms their entire body into a living weapon. Morphic claws fight without need of forged weapons, but with a ferocity and power like the greatest predators of the world.

Adventures: A morphic claw might adventure for the chance to whet their skills with the challenge of the dangers that adventuring brings. Others adventure because their bestial transformations make them unacceptably strange even in a world of mages and monsters, something about it makes them not quite human and thus altogether too much of a monster for them to mingle with ordinary humans. Other morphic claws adventure for the reasons which attract all mortals, gold, fame, vengeance or a plethora of potential options.

Characteristics: A morphic claw is at its heart a melee combatant. Mastering several martial disciplines, both those common to warblades and swordsages and some unique to their kind. Morphic claws are also capable scouts, and able to make their way through the wilderness, gaining enhanced speed and senses.

Alignment: Many morphic claws find the freedom of the wild an intrinsic part of their own affinity for it. They are not bound easily by society’s laws, instead flowing through the gaps to find their own way and place. As such most morphic claws are chaotic, even though neutral and even lawful ones exist. Lawful morphic claws often see themselves as taping into the primal power of their own forms, through introspection and self-control. Many morphic claws find themselves falling to the allure of the hunter and predator, the joy of battle and bloodshed. These morphic claws, though a plurality, are not the majority and tend towards evil.

Religion: Morphic claws are not particularly prone to religion; their powers come ultimately from within and their focus is often inwards. Those who do deal with gods often worship gods of war, making themselves into living weapons for their gods. Others worship gods of nature, especially those associated with predatory animals, or gods of change.

Background: Morphic claws do not share a single unifying background. Some trained from early childhood, growing intone with their own inner beast, releasing it to face their enemies. Others inherited a trace of lycanthrope, doppleganger, or other shapeshifter blood giving them a natural talent for shapeshifting that they channeled towards combat. Some receive their talents due to mutations from being born in magic saturated regions. What they share in common is training and talent in combat, coupled with a skill at shifting their body into a form suited for battle. To many morphic claws it is not how you came to your power that matters, but what it allows you to do.

Races: Humans, with their natural aptitude for adaptation, and tendency to carry bloodlines of mystical creatures within their veins are fairly common amongst morphic claws. Elves, despite their natural magic and connection to the wilderness, lack the savagery and physical hardiness of a morphic claw, although wild elves find it an easy and acceptable path. Dwarves, whose physical hardiness would prove a useful advantage, rarely follow the path because they lack the connection to the beast and the willingness to change. Half-orcs are fairly common, forged from a combination of adaptable human blood, orcish savagery, and social ostracism. Half-elves also find the path of the morphic claw relatively easy, taking to it more naturally than even humans.

It is among more exotic races that the morphic claw is most common, though. Changelings find the transformations of the morphic claw to come naturally to them their bodies already fluid things. Shifters are the most likely to follow the path, their lycanthropic blood filling them with the power of the beast, and the talent for transformation, which combines to form the perfect template for a morphic claw.

Other Classes: Morphic claws see themselves as part of the natural world of druids and rangers, feeling a certain kinship to them both; this is especially strong in their dealings with druids and wildshape rangers from whom many morphic claws think that they might have something to learn. Morphic claws also feel a kinship with barbarians whose wild savagery resembles their own. Monks and swordsages present a split to many morphic claws; some respect their discipline and focus, others find their refusal to release their inner beasts frustrating at best. Morphic claws take arcanists on a case by case basis, they can be very powerful and with some, such as transmuters, they feel a strong kinship though even then they tend to look down on anyone unwilling to wade into battle and get their hands bloody. Morphic claws get along well with clerics of the bloodier gods, or at least similarly aligned war gods, though few find much kinship with paladins and their strict codes.

Psions often are grouped with other self-disciplined classes; either respected or shrugged off as missing what is important, though with the additional stigma of being afraid of physical combat. Psychic warriors, though, are usually seen with a certain kinship, especially those who wield claws of mental force. Incarnum is usually treated as just another form of magic, but totemists do have some similarities that a morphic claw has trouble turning a blind eye to; some even seek to learn and copy such powers.

Role: Morphic claws serve as melee combatants, fighting on the front line through the use of their natural weapons and martial maneuvers. They can also serve as primary scouts, although their lack of trapfinding proves a hindrance there they have a skill for stealth, enhanced speed, and improved senses to aid them.

Adaptation: Morphic claws could easily be regulated to a single order of supernaturally skilled warriors; an offshoot of the temple of nine swords for example. They could also be connected to a god of change, war, or animals as holy warriors. The low number of morphic claws amongst elves could be reversed, turning it into an ancient elven art. Perhaps they only exist amongst a sect of true lycanthropes, or ones who have begun training human warriors in their arts as a part of a plan to integrate with humans or subvert control of a region.

GAME RULE INFORMATION
Morphic claws have the following game statistics.
Abilities: Strength determines your ability to hit and deal damage with your natural weapons. Dexterity adds to your AC, and with your bonuses to damage might even be usable to replace Strength for to-hit. Constitution helps make up for your d8 HD, allowing you to survive more blows, and at high levels it can determine the cap to your class based AC bonus.
Alignment: Any.
Hit Die: d8
Starting Age: As cleric.
Starting Gold: 3d4 x 10 GP.

Class Skills
The Morphic Claw's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Handle Animals (Cha), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+0|
+2|
+0|
+2|Unarmed Combat, Natural Blows (Ferocity +2)|
6|
3|
1

2nd|
+1|
+3|
+0|
+3|Claws, Shifting Skin, Natural Skill (Weapon Focus)|
7|
4|
2

3rd|
+2|
+3|
+1|
+3| Natural Blows (Ferocity +3), Enhanced Movement (Speed)|
8|
4|
2

4th|
+3|
+4|
+1|
+4|Eldritch Claws, Shifted Sense (Sight)|
9|
4|
2

5th|
+3|
+4|
+1|
+4|Natural Blows (Accuracy +1), Natural Blows (Ferocity +4)|
10|
5|
3

6th|
+4|
+5|
+2|
+5|Bestial Knowledge|
11|
5|
3

7th|
+5|
+5|
+2|
+5| Natural Blows (Ferocity +5)|
12|
6|
3

8th|
+6/+1|
+6|
+2|
+6|Enhanced Movement (Climb)|
13|
6|
3

9th|
+6/+1|
+6|
+3|
+6|Fangs, Natural Blows (Ferocity +6)|
14|
6|
3

10th|
+7/+2|
+7|
+3|
+7| Natural Blows (Accuracy +2)|
15|
7|
4

11th|
+8/+3|
+7|
+3|
+7|Body Control, Natural Blows (Ferocity +7)|
16|
7|
4

12th|
+9/+4|
+8|
+4|
+8| Shifting Claws, Claws (Expertise)|
17|
8|
4

13th|
+9/+4|
+8|
+4|
+8| Natural Blows (Ferocity +8), Enhanced Movement (Wings)|
18|
8|
4

14th|
+10/+5|
+9|
+4|
+9|Shifted Sense (Ears)|
19|
8|
4

15th|
+11/+6/+1|
+9|
+5|
+9|Natural Blows (Accuracy +3), Natural Blows (Ferocity +9)|
20|
9|
5

16th|
+12/+7/+2|
+10|
+5|
+10| Natural Blows (Ferocity +7), Improved Bestial Knowledge|
21|
9|
5

17th|
+12/+7/+2|
+10|
+5|
+10| Natural Blows (Ferocity +10), Self-Sanctified Form|
22|
10|
5

18th|
+13/+8/+3|
+11|
+6|
+11| Enhanced Movement (Sudden Burst)|
23|
10|
5

19th|
+14/+9/+4|
+11|
+6|
+11| Natural Blows (Ferocity +11), Shifted Sense (Electrolocation)|
24|
10|
5

20th|
+15/+10/+5|
+12|
+6|
+12|Natural Blows (Accuracy +4), Living Battle|
25|
11|
6[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: An Morphic Claw gains no proficiencies beyond their natural weapons. An Morphic Claw is proficient in light and medium armor but not shields.

Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Diamond Mind, Feral Hunger, Protean Hunter, Stone Dragon, and Tiger Claw.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by morphic claws is considered an extraordinary ability unless otherwise noted in its description (note all Protean Hunter maneuvers are Supernatural). Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it. See Tome of Battle page 39, Table 3-1, to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered morphic claw level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready three of the maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

You can recover one maneuver each round in which you reduce a creature with a CR of at least your IL – 8 to 0 or less hp or render it unconscious. To do so is a free action. You may not recover a maneuver you have used since the start of your last turn.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to morphic claws. At 2nd, 5th, 10th, 15th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description (note all Protean Hunter stances are Supernatural).

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Unarmed Strike (Ex): An Morphic Claw learns to fight with every inch of their body. An Morphic Claw gains Improved Unarmed Strike as a bonus feat and their unarmed strikes deal 1d6 lethal or nonlethal damage, and counts as the better of a natural weapon or manufactured weapon for all purposes.

Natural Blows (Ex): An Morphic Claw is a master of their natural weapons. As their mastery with their natural weapons increase Morphic Claws of the Morphic Claw gain a bonus to hit and damage.
Ferocity: At 1st level an Morphic Claw gains a +2 untyped bonus to damage with unarmed strikes and natural weapons, this bonus increases by +1 at 3rd level and every 2 levels thereafter. This bonus also applies to damage dealt by maneuvers which do not use weapons.
Accuracy: At 5th level an Morphic Claw gains a +1 untyped bonus to attack rolls with unarmed strikes and natural weapons. This bonus increases by +1 at 10th level and every 5 levels thereafter.

Claws: An Morphic Claw has begun to transform their body. At 2nd level their hands change into deadly claws giving them two claws which may act as primary or secondary natural weapons and deal 1d6 damage for a medium sized Morphic Claw. The Morphic Claw may only use one claw if they also attack with their unarmed strike, and may not use either claw if they make attacks with their unarmed strike through Two-Weapon Fighting rules, even if they do not use their hand for the unarmed attacks. An Morphic Claw also gains the Supernatural ability to revert these claws to regular hands as a standard action, returning them to claws is a swift action.

At 12th level your expertise with your claws is such that you may now use both claw attacks even in a round in which you have used your unarmed strike.

If you already have claw attacks you do not gain new claw attacks, but the damage increases as if you had gained a size category, as this is not an actual change in your size it stacks with other effects which would increase your damage with natural weapons.

Shifting Skin (Su): An Morphic Claw learns to harden and transform their skin. Their hardened skin grants them increased protection against physical attacks. An Morphic Claw’s natural armor bonus is increased by ½ their class level to a maximum increase of 2 higher than their Constitution modifier (if they do not have natural armor treat it as +0).

Natural Skill: An Morphic Claw has a talent for all natural weapons. At 2nd level they are considered to have Weapon Focus in any natural weapon they possess (including unarmed strikes).

Shifted Senses (Ex): An Morphic Claw learns to change the very nature of their sensory organs, these modifications growing more complex as they advance along their path.

Eyes: Your eyes have changed becoming more sensitive to light, or those transmissions which exist even without it. Choose either Low-Light Vision or Darkvision. If you do not already have that ability you gain it (out to 60-ft with darkvision), if you already possess that ability you gain Superior Low-Light Vision (if you selected Low-Light Vision), or your Darkvision extends by 60-ft (if you selected darkvision). Whichever option you select you gain a +4 competence bonus to Spot checks.

Ears: Your ears have grown keen enough, that you can pinpoint creatures through echo-location. You gain Blindsense out to 30-ft, and a +4 competence bonus to Listen checks.

Electroreception: Your entire body has grown sensitive to the electric signals of the world around you, letting you sense their location like a fish in water. You gain Blindsight out to 30-ft. If you take electricity damage equal to or greater than your Constitution score in one attack your blindsight is suppressed for 1d4 rounds.

Enhanced Movement (Ex): An Morphic Claw’s body adapts to the needs of the battlefield transforming to grant them battlefield supremacy. At 3rd level, and every 5 levels afterwards, an Morphic Claw’s ability to move about the battlefield improves in some way.

Speed: At 3rd level you base land speed increases by 10-ft.

Climb: At 8th level your claws adapt to climbing and while they are manifest you gain a climb speed equal to ½ your base land speed.

Wings: At 13th level wings sprout from your back granting you a fly speed equal to your land speed with average maneuverability. As a full-round action you may retract these wings into your body (hiding them is a Su ability), and may allow them to reassert themselves as a standard action.

Sudden Burst: At 18th level your body has grown accustomed to sudden bursts of movement; whenever you take a full-attack action (but not a strike or other action which allows you to full-attack) you may move up to half your speed as part of that action. This movement must come before or after all of your attacks and provokes attacks of opportunity as normal; you may still take a 5-ft step even in a round in which you use this ability.

Eldritch Claws (Su): An Morphic Claw is in many ways a being of magic, and this magical nature extends to their natural weapons. Beginning at 4th level an Morphic Claw’s natural weapons and unarmed strikes overcome DR as if they were magic weapons and may hit incorporeal creatures as if they were magic, but not ghost touch, weapons.

Bestial Knowledge (Ex): An Morphic Claw learns much about identifying creatures due to their imitation of the monstrous form. Beginning at 6th level an Morphic Claw gains a +2 untyped bonus to Knowledge checks to identify creatures or as part of Knowledge Devotion.

Fangs: An Morphic Claw continues to change and enhance their body, becoming more and more of a living weapon. At 9th level an Morphic Claw gains either a Bite or Tail attack as his body shifts to grow this new weapon; once this choice is made it cannot be changed. Whether Bite or Tail is chosen it is a secondary natural weapon (-5 to hit and +1/2 Str to damage without feats or items) dealing 1d6 damage for a medium size creature (1d4 for small, 1d8 for large). As a standard action (Su) he may revert this weapon into his form to hide it; restoring his natural weapon is a swift action.

If you already have the type of natural weapon you selected, or would gain it from another source, instead your damage die with it increases by 1 size.

Body Control: An Morphic Claw’s body is always shifting and changing, even if only in small ways. At 11th level an Morphic Claw gains the Shapechanger subtype, a +4 on Fortitude saves versus poison and disease, light fortification (this does not stack with fortification from other sources), and if they succeed on a Fortitude save against an effect which allows a save for Fort half or Fort partial they suffer no effect.

Shifting Claws (Su): An Morphic Claw learns to synthesize mystical materials and infuse his blows with them. Beginning at 12th level an Morphic Claw may choose one special material type, his natural weapons and unarmed strikes deal damage as if they were that material. An Morphic Claw may, with a swift action change which material their claws deal damage as.

Improved Bestial Knowledge (Ex): An Morphic Claw’s knowledge of the monstrous form continues to grow. Beginning at 16th level an Morphic Claw gains a +5 untyped bonus to Knowledge checks to identify creatures, and for Knowledge Devotion. In addition they may now make Knowledge checks to identify creatures even if they are untrained. This ability supersedes (does not stack with) Bestial Knowledge.

Self-Sanctified Form (Ex): As a Morphic Claw nears the heights of their power their mastery of their own body and form is greater than that of a natural shapeshifter. At 17th level a Morphic Claw gains immunity to Transmutation spells or effects which allow Spell Resistance, although they can lower or raise this immunity as a swift action.

Living Battle (Ex): As an Morphic Claw reaches supremacy in their field they have become embodiments of war. Going far beyond mere living weapons which they have been for some time upon their path, they have become a battle concentrated into mortal form. At 20th level an Morphic Claw’s control over their own body grants them immunity to critical hits, stunning, poison and disease. If an effect allows a Fort save for partial or half, an Morphic Claw suffers no effect on a successful save, and even on a failed save suffers the reduced effect. Finally their presence as a being of battle allows their natural weapons and unarmed strikes to overcome damage reduction as if Epic and the alignment of choice. This alignment does not need to match that of the Morphic Claw’s and can even oppose it. They may change which alignment their natural weapons are treated as with a swift action.

Zaydos
2012-08-01, 10:51 PM
New Disciplines (for Morphic Claws):

Protean Hunter:
Associated Skill: Autohypnosis.
Discipline Weapons: Natural Weapons, unarmed strikes.
Special: Unless otherwise noted all maneuvers of the Protean Hunter style are Supernatural in nature.

Maneuvers by Level:
1st:
Blood Forged Claws: Strike; grow 2 claws to attack target.
Legs of the Goat: Boost; Reshape your legs to allow for powerful leaps.
Metabolism Control: Stance; resist metabolic attacks based on your Autohypnosis.
Shed Fist: Strike; Use natural weapon as a thrown weapon.

2nd:
Draconic Spittle: Strike; release elemental breath weapon.
Scorpion Sting Strike: Strike; natural weapon becomes piercing and poisonous.

3rd:
Reveal the True Form: Strike; force shapeshifter into natural form.
Striking Acid Claw: Strike; natural weapon becomes acidic, ignoring armor and natural armor.
Wavecrester's Stance: Stance; gain gills and swim speed.

4th:
Distorting Blow: Strike; attack weakens target softening him to further blows.
Vine Burst: Boost; gain 2 extra natural weapons until end of turn.

5th:
Dragon's Destructive Bellow: Strike; release a powerful breath weapon.
Juggernaut Form: Stance; grow larger gaining increased damage with natural weapons.
Storm of Blood: Strike; make full attack with natural weapons as thrown weapons.

6th:
Morphic Resilience: Counter; replace Fort or Ref saving throw or AC with an Autohypnosis check.
Stone Sovereign's Skin: Counter; harden skin gaining DR and natural armor till your next turn.

7th:
Arms of the Octopus: Boost; gain 4 extra natural weapons till end of turn.
Twist the Natural Form: Strike; cause target's form to twist dealing extra damage and inflicting penalties.

8th:
Devastating Draconic Exhalation: Strike; breath weapon attacks area.
Font of Vitae: Stance; gain fast healing.
World-Render's Mighty Furor: Boost; natural weapons grow more massive and their critical changes to 18-20/x3 till end of turn.

9th:
Rend the Perfect Form: Strike; twist target's body to a point that they cannot survive.

1st Level:
Blood Forged Claws:
Protean Hunter (Strike)
Level: 1
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature
Claws burst from your hands as you bring them both down onto the same creature. You gain 2 claw attacks dealing 1d6 damage if medium sized (1d4 for small, 1d8 for large) until the end of your turn and may make 2 claw attacks against the same creature as part of this strike. If the first attack reduces their HP to a point where they fall unconscious or die, you do not get to make the second attack.

Legs of the Goat:
Protean Hunter (Boost)
Level: 1
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: 1 round.
Your legs shift, bones reshaping for increased stability and leaping. Until the start of your next turn you gain a +8 bonus to Jump and Balance checks and a +4 bonus to avoid Trip and Bull Rush attempts.

Shed Fist:
Protean Hunter (Strike)
Level: 1
Initiation Action: Standard
Range: See below
Target: 1 creature
As part of this strike you make an attack while shedding a copy of your attacking implement made of hardened slime; this slime vanishes immediately upon impact. You make an attack with one of your natural weapons or unarmed strikes as a thrown weapon with a 20-ft range increment. Unlike most thrown weapons you may choose to add your Strength modifier to hit instead of your Dexterity modifier.

2nd Level:
Draconic Spittle:
Protean Hunter (Strike)
Level: 2
Initiation Action: Standard
Range: 15-ft
Area: 15-ft cone
Saving Throw: Reflex halves.
You transform your throat into that of a dragon, synthesizing the powers of their fundamentalis through sheer force of will. When you initiate this strike you unleash a 15-ft cone of energy, dealing 2d6 + Initiator level damage of either Fire, Cold, Electricity, or Acid chosen when this maneuver is initiated.

Scorpion Sting Strike:
Protean Hunter (Strike)
Level: 2
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature
Your natural weapon transforms, a deadly spike rising forth, dripping with venom. As part of this maneuver make a single melee attack with one of your natural weapons or an unarmed strike. It deals piercing damage in addition to whatever damage types it would normally deal, and deals +2d6 damage and inflict a poison with an initial and secondary damage of 1d4 Strength damage. A successful Fort save (DC 12 + your Constitution modifier) resists the poison, although like with most poisons a second save must be made 1 minute later against the secondary damage.

3rd:
Reveal the True Form:
Protean Hunter (Strike)
Level: 3
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature
You charge your attack with power to force a creature into its natural form. As part of this maneuver make a single melee attack. If you hit you deal +2d6 damage and the target must make a Will save (DC 13 + your Constitution modifier) or revert to its natural form, immediately ending any effects which alter its shape either through polymorph, changing its size, growing extra arms, or other physical alterations. If the effect is a continuous ability (has no duration) it is merely suppressed for 1 minute.

Striking Acid Claw:
Protean Hunter (Strike)
Level: 3
Prerequisite: 1 Protean Hunter Maneuver.
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature
Your natural weapon transforms into a semi-liquid acidic form. As part of this maneuver make a single melee attack with a natural weapon or unarmed strike. Treat this attack as a touch attack and if it hits you deal an extra 1d6 + Initiator level acid damage.

4th:
Distorting Strike:
Protean Hunter (Strike)
Level: 4
Prerequisite: 2 Protean Hunter Maneuvers.
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature or unattended object
You charge your attack with metamorphic force which twists your target weakening their defenses. As part of this strike make a single melee attack. If you hit the target takes damage as normal and suffers 2 points of Strength damage and loses any damage reduction or hardness they possess until the end of your next turn.

Vine Burst:
Protean Hunter (Boost)
Level: 4
Prerequisites: 2 Protean Hunter maneuvers
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: End of turn.
Vine-like tentacles burst from your form allowing you extra attacks against your foes. Until the end of this turn you gain 2 tentacles which can be used as secondary natural weapons dealing 1d6 (+1/2 Str) damage if you are medium sized (1d8 for large, 1d4 for small).

5th:
Dragon’s Destructive Bellow:
Protean Hunter (Strike)
Level: 5
Prerequisites: 2 Protean Hunter maneuvers.
Initiation Action: Standard
Range: 30-ft
Area: 30-ft cone
Saving Throw]/b]: Reflex halves.
You transform your throat into that of a dragon, going as far as to synthesize a draconis fundamentalis. When you initiate this strike you unleash a 30-ft cone of energy, dealing 7d6 + Initiator level damage of either Fire, Cold, Electricity, or Acid chosen when this maneuver is initiated.

Storm of Blood:
Protean Hunter (Strike)
Level: 5
Prerequisites: 2 Protean Hunter maneuvers.
Initiation Action: Full-round
Range: See below
Target: 1 or more creatures.
As part of this strike you make an attack while shedding a copy of your attacking implements made of hardened slime; this slime vanishes immediately upon impact. You may make a full-attack consisting of only natural weapons and unarmed strikes using them as thrown weapons with a 30-ft range increment. Unlike most thrown weapons you may choose to add your Strength modifier to hit instead of your Dexterity modifier.

6th:
Morphic Resilience:
Protean Hunter (Counter)
Level: 6
Prerequisites: 2 Protean Hunter maneuvers
Initiation Action: Immediate.
Range: Personal
Target: You.
Your body twists and reshapes itself momentarily resisting attempts to harm it. You may only activate this maneuver when you would have to make a Fort or Ref save or are being attacked. If you are being attacked replace you AC with the result of your Autohypnosis check. If you are making a saving throw roll an Autohypnosis check instead and use that result for your saving throw; a natural 1 is not an automatic failure on this check. You must use this maneuver before you make the saving throw or know the result of the attack against you.

Stone Sovereign’s Skin:
Protean Hunter (Counter)
Level: 6
Prerequisites: 2 Protean Hunter maneuvers
Initiation Action: Immediate.
Range: Personal
Target: You.
Duration: See below
Your skin grows rocky and hard, like that of an elemental of the earth. Your natural armor increases by 5 (treat a creature with no natural armor as having +0) and you gain DR 10/- until the beginning of your next turn.

7th:
Arms of the Octopus:
Protean Hunter (Boost)
Level: 7
Prerequisites: 3 Protean Hunter maneuvers
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: End of turn.
Cephalopodan tentacles burst from your form allowing you extra attacks against your foes. Until the end of this turn you gain 4 tentacles which can be used as secondary natural weapons dealing 1d6 (+1/2 Str) damage if you are medium sized (1d8 for large, 1d4 for small).

Twist the Natural Form:
Protean Hunter (Strike)
Level: 7
Prerequisites: 3 Protean Hunter maneuvers.
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature or unattended object
You charge your weapon with transformative powers, causing it to weaken and cripple those you strike. As part of this maneuver make a single melee attack, if you hit your attack does +8d6 damage and the target must make a Fort save (DC 17 + your Constitution modifier) or have their shape twisted giving them a -4 penalty to Str, Dex, and Con for 10 minutes. Incorporeal creatures are immune to this effect. An object struck by this strike has its form twisted into a shape unusable for its intended purpose, held objects and magic items are allowed a save, but they revert to their original form after 10 minutes; artifacts are unaffected. This maneuver will not completely destroy a wall, though it may weaken its structural integrity.

8th:
Devastating Draconic Exhalation:
Protean Hunter (Strike)
Level: 8
Prerequisites: 3 Protean Hunter maneuvers.
Initiation Action: Standard
Range: 60-ft
Area: 60-ft cone
Saving Throw]/b]: Reflex halves.
You transform your throat and head into that of a dragon, synthesizing a draconis fundamentalis even as you exhale the powerful breath for which they are known. When you initiate this strike you unleash a 60-ft cone of energy, dealing 12d6 + Initiator level damage of either Fire, Cold, Electricity, or Acid chosen when this maneuver is initiated.

[b]World Devourer’s Mighty Furor:
Protean Hunter (Boost)
Level: 8
Prerequisites: 3 Protean Hunter maneuvers
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: End of turn.
Your body seems to grow larger and more monstrous as a bestial carapace seems to form across your back and your natural weapons grow farm more deadly. Until the end of this turn your natural weapons deal damage as if you were one size category larger than you are (this is not an actual size change), and their normal critical is changed to 18-20/x3; they may still be otherwise modified with keen or other effects.

9th:
Rend the Perfect Form:
Protean Hunter (Strike)
Level: 9
Prerequisites: 4 Protean Hunter maneuvers.
Initiation Action: Full-round action.
Range: Melee attack
Target: 1 creature or unattended object
You charge your weapon with transformative powers, causing it to twist the shape of whatever you strike leaving only broken remains. As part of this maneuver make a single melee attack, if you hit the target’s form is twisted completely reducing them to -10 hp and killing them (this is not a death effect) unless they succeed on a Fortitude save (DC 19 + Constitution modifier). Even if they succeed the attack deals +10d6 damage and their shape twists giving them a -4 penalty to Str, Dex, and Con for 10 minutes. Incorporeal creatures are immune to this effect. An object struck by this strike has its form twisted so thoroughly as to be utterly destroyed, held objects and magic items are allowed a save; artifacts are unaffected.

Stances:
Metabolism Control:
Protean Hunter (Stance)
Level: 1
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: Stance.
Your mastery over your own form allows your body to shift slightly to resist metabolic effects. You gain a bonus to saves versus Poison, Disease, Paralysis, and Petrification effects based on your ranks in Autohypnosis.
{table=header]Ranks|Bonus
1-5| +2
6-10| +4
11-15| +6
16-20| +8
21+| Immunity[/table]

Wavecrester’s Stance:
Protean Hunter (Stance)
Level: 3
Prerequisites: 1 Protean Hunter maneuver
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: Stance.
Your body shifts and becomes smooth and streamlined, even as gills grow alongside your throat. While in this stance you gain a swim speed equal to your base land speed and the ability to breathe water as easily as air.

Juggernaut Form:
Protean Hunter (Stance)
Level: 5
Prerequisites: 2 Protean Hunter maneuvers
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: Stance.
Your body enlarges and toughens, as you stand stronger and more dangerous than before. While in this stance you gain Powerful Build, and your natural weapons deal damage as if you were two size categories larger than you actually were. This is a size changing effect.

Font of Vitae:
Protean Hunter (Stance)
Level: 8
Prerequisites: 3 Protean Hunter maneuvers
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: Stance.
Your body is always repairing itself, reknitting muscle and bone and restoring that which is lost. While in this stance you gain Fast Healing 5 and can regrow lost limbs and body parts with 8 hours of rest.

Feral Hunger:
Discipline Skill: Intimidation
Discipline Weapons: All Natural Weapons and Unarmed Strikes.
Special: Feral Hunger strikes may only be activated with the use of unarmed strikes and/or natural weapons.

Maneuvers by Level:
1st:
Apex Predator's Courage: Stance; resist fear based on your Intimidate.
Reckless Boar Strike: Strike; suffer a penalty to AC to gain a bonus to hit, works on a charge.
Seek the Life's Blood: Strike; heal based on damage dealt.

2nd:
Neck Shattering Strike: Strike; +3 damage and natural weapon's threat range becomes 18-20/x3 for attack.
Predator's Piercing Blow: Strike; natural weapon deals +2d6 damage and ignores DR and hardness.

3rd:
Brutal Life Shredding Blow: Strike; deal +4d6 damage, terrify foe(s).
Mark the Prey: Strike; gain bonus to hit and damage against target for 1 round and target has difficulty avoiding your pursuit.
Revelry in Carnage: Stance; defeating level appropriate enemies grants a temporary bonus to Strength.

4th:
Drink the Life Blood: Strike; deal extra damage and heal.
Hydra Reflex Strike: Strike; attack all enemies within reach.

5th:
Fury of the Godhunter: Boost; take penalty to AC and extra damage till the start of your next turn to gain bonus to damage.
Relentless Hunter Step: Stance; follow enemies which move out of your threatened area.
Roar of the Beast King: Special; roar scares enemies.

6th:
Bloody Beast's Triumph: Boost; gain Restoration after felling an enemy.
Unbridled Savagery Assault: Strike; attack deals +6d6 damage and is so furious it knocks opponent off balance.

7th:
Undying Beast Ferocity: Counter; prevent damage which would reduce you to 0 or less hp.
Unstoppable Beast Rampage: Strike; move and attack up to 4 targets.

8th:
Bloody Beast's Slaughter: Strike; single attack gains +4 bonus to hit and +15d6 damage, you suffer a -4 penalty to AC for 1 round.
Mauling Rend: Strike; make full attack on target, if you hit at least 2 times rend for extra damage.
Mein of the Apex Predator: Stance; gain frightful presence and demoralize with attacks.

9th:
Predator King's Chastisement: Strike; deal +15d6 damage and terrify foes which witness the assault.

1st:
Reckless Boar Strike:
Feral Hunger (Strike)
Level: 1
Initiation Action: Standard or Full Round Action (see below).
Range: Melee attack
Target: 1 creature
You strike like a wounded beast, lashing out without concern for what is happening around you. When you initiate this strike you may choose whether to do so as a standard action, and make a single melee attack with a +4 bonus to hit, or as a full-round action and make a charge ending in a single melee attack with an additional +4 bonus to hit over the normal bonus for charging. Either way you suffer a -4 penalty to AC until the start of your next turn; this is in addition to any penalty from charging and applies against attacks made against you while you perform this charge.

Seek the Life Blood:
Feral Hunger (Strike)
Level: 1
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature
A predatory thirst wells up within you and you release it letting the feral release wash over you. As part of this strike make a single melee attack against one creature. You heal hp equal to half the lethal damage dealt (maximum 5 + twice your IL) in the attack. You may not regain more health from one attack than 5 + ½ the maximum hp of the target. This maneuver is a supernatural ability.

2nd:
Neck Shattering Bite:
Feral Hunger (Strike)
Level: 2
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature
Your blow strikes the weakest spot, a predator’s killing blow. As part of this strike make a single melee attack. The attack deals +3 damage, and for the purposes of this attack your weapon is considered to have a base critical threat range of 18-20 (this change is applied before, and stacks with, effects that multiply or otherwise modifier your critical threat range) and have a critical multiplier of x3.

Predator’s Piercing Blow:
Feral Hunger (Strike)
Level: 2
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature
You strike with the force to shatter stone, break bone, and devastate the armor of foes. Make a single melee attack, on a hit you deal +2d6 damage and ignore DR and/or hardness.

3rd:
Brutal Life Shredding Blow:
Feral Hunger (Strike)
Level: 3
Prerequisites: 1 Feral Hunger maneuver.
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature
You strike down you foe with unparalleled ferocity, rending with no concern for anything but a killing blow. Make a single melee attack, if you hit you deal +4d6 damage, and the target must make a Will save (DC 13 + your Con modifier) or be shaken for 1d4+1 rounds. If this attack causes the target to be knocked unconscious or killed, all enemies within 30-ft of the target must make a Will save (DC 13 + your Con modifier) or be shaken for 1d4+1. Whether you hit or miss you suffer a -4 penalty to AC until the start of your next action.

Mark the Prey:
Feral Hunger (Strike)
Level: 3
Prerequisites: 1 Feral Hunger maneuver.
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature
Your senses hone in on your chosen target, marking its every movement and motion. As part of this maneuver make a single melee attack with a +4 to hit. If you hit in addition to dealing damage as normal for 1 round you get a +4 to attack, damage, and opposed rolls against the target, and they provoke AoOs from you by moving even if withdrawing, 5-ft stepping, tumbling, or moving as a swift action and from the use of Spells and Spell-like abilities even if casting defensively or casting a swift action spell.

4th:
Drink the Life Blood:
Feral Hunger (Strike)
Level: 4
Prerequisites: 1 Feral Hunger maneuver.
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature

You thrill and exhalation in combat, and thirst for the blood of your enemies knows no bounds. As part of initiating this maneuver make a single melee attack. On a hit this attack deals +2d6 damage and you regain hit points equal to the lethal damage dealt (maximum 5 + twice your IL) in the attack. You may not regain more health from one attack than 10 + the maximum hp of the target. This maneuver is a supernatural ability.

Hydra Reflex Strike:
Feral Hunger (Strike)
Level: 4
Prerequisites: 1 Feral Hunger maneuver.
Initiation Action: Full Round Action.
Range: Melee attack
Target: Any number of threatened creatures
With speed and reflexes to match that with which a hydra strikes you attack all foes nearby. As part of this maneuver make a single melee attack against any number of creatures you threaten.

5th:
Fury of the Godhunter:
Feral Hunger (Boost)
Level: 5
Prerequisites: 2 Feral Hunger maneuvers
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: 1 round.
Faced with a challenge that may prove your last you do not falter or hesitate, instead you turn all your doubts against it, in a furious assault that knows nothing of the arts of defense and only the defeat of its enemy. When you initiate this maneuver you take a penalty to your AC up to your IL and gain a bonus to damage with natural weapons of the same number. You take extra damage from all attacks equal to one-half (rounded down) the penalty to AC you took. These effects last until the start of your next turn.

Roar of the Beast King:
Feral Hunger
Level: 5
Prerequisites: 2 Feral Hunger maneuvers.
Initiation Action: Standard.
Range: Melee attack
Area: 30-ft
You let out a furious roar like that of a monstrous beast. All enemies within 30-ft of you which can hear you must make a Will save (DC 15 + Str) or be shaken for 1 minute (this is a mind-affecting, fear effect). Those with HD at least 6 less than your IL are panicked instead.

6th:
Bloody Beast’s Triumph:
Feral Hunger (Boost)
Level: 6
Prerequisites: 3 Feral Hunger maneuvers
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: Instant.
Your exultation in defeating a foe transcends mortal limits. You may only activate this maneuver in any round in which you dealt lethal damage which killed, destroyed, or knocked out a creature with a CR of 6 less than your Initiator Level or higher. You are cleansed of negative levels, ability damage, fatigue, exhaustion, and ability drain to one ability score as if a Restoration spell was cast on your with a CL equal to your IL. This maneuver is a supernatural ability.

Unbridled Savagery Assault:
Feral Hunger (Strike)
Level: 6
Prerequisites: 2 Feral Hunger maneuvers.
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature
Unleashing the full ferocity of the beast you strike out against an opponent, maiming them in your onslaught. Make a single melee attack. If you hit, deal +6d6 damage and the target must make a Fort save (DC 16 + Con) or suffer a -4 penalty to AC and attacks for one round. On a successful save the target still takes the full damage from the attack.

7th:
Undying Beast Ferocity:
Feral Hunger (Counter)
Level: 7
Prerequisites: 3 Feral Hunger maneuvers
Initiation Action: Immediate.
Range: Personal
Target: You.
The beast within you refuses to accept defeat, shrugging off blows that ought to kill you. You may only activate this maneuver when you would take damage that would reduce you to 0 or less hp. Prevent all damage from the attack or effect which would reduce your hp to 0 or less.

Unstoppable Beast Rampage:
Feral Hunger (Strike)
Level: 7
Prerequisites: 3 Feral Hunger maneuvers.
Initiation Action: Full Round Action.
Range: Special
Target: Up to 4 creatures.
You stride through foes, bounding from enemy to enemy striking. As part of this maneuver move up to your movement speed and make a single melee attack at your highest attack bonus against a target, if you hit deal +4d6 damage. Whether you hit or miss you may then move up to your movement speed and make a single melee attack at your highest attack bonus against a target, if you hit deal +4d6 damage. Whether you hit or miss you may then move up to your movement speed and make a single melee attack at your highest attack bonus against a target, if you hit deal +4d6 damage. Whether you hit or miss you may then move up to your movement speed and make a single melee attack at your highest attack bonus against a target, if you hit deal +4d6 damage. You may not attack the same target twice during a single use of this maneuver, and movement made as part of this maneuver does not provoke attacks of opportunity.

8th:
Bloody Beasts Slaughter:
Feral Hunger (Strike)
Level: 8
Prerequisites: 2 Feral Hunger maneuvers.
Initiation Action: Full Round Action.
Range: Melee attack
Target: 1 creature
Focusing all your power into a single blow you strike out with the full rage and fury of an injured beast. Make a single melee attack with a +4 to hit, if you hit deal +15d6 damage. Regardless of whether you hit or miss you suffer a -4 to AC until the start of your next turn.

Mauling Rend:
Feral Hunger (Strike)
Level: 8
Prerequisites: 2 Feral Hunger maneuvers.
Initiation Action: Full Round Action.
Range: Melee attack
Target: 1 creatures
You focus all your intensity on a single foe, tearing into them with all your power. Make a full attack against a single target using only natural weapons and unarmed strikes. If you hit with 2 or more attacks you automatically hit with a Rend attack (a natural weapon) dealing 4d6 + 1.5 times Strength damage for a medium sized initiator (3d6 if small and 6d6 if large).

9th:
Predator King Chastisement:
Feral Hunger (Strike)
Level: 9
Prerequisites: 4 Feral Hunger maneuvers.
Initiation Action: Standard.
Range: Melee attack
Target: 1 creature
You strike with the full power of the predator king; a blow of the beast which is above all others and which strikes primordial fear into all creatures. Make a single melee attack. If you hit you deal +15d6 damage and all enemies within 100-ft which can see you must make a Will save (DC 19 + Con) or be shaken for 1 minute; if their HD is 4 or more less than your IL they are panicked instead. This is a mind-affecting, fear effect, but ignores immunity to fear and mind-affecting effects of creatures which have an Intelligence score.

Stances
Apex Predator’s Courage:
Feral Hunger (Stance)
Level: 1
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: Stance.
You carry yourself with the pride and majesty of an apex predator. Fear fades from you, for you have no need to fear lesser beings. While in this stance you gain a bonus on saves versus fear based upon your ranks in Intimidate.
{table=header]Ranks|Bonus
1-8|+4
9-13| +8
14+| Immunity[/table]

Revelry in Carnage:
Feral Hunger (Stance)
Level: 3
Prerequisites: 1 Feral Hunger maneuver.
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: Stance.
In the midst of the battlefield, surrounded by carnage, you only grow more powerful as others fall before and around you. While in this stance whenever you reduce a creature with CR = to your character level -6 or higher to 0 hp you gain an untyped +2 to Strength for 1 minute. Unlike most bonuses this bonus stacks with itself and each time you reduce such a creature to 0 hp or less you reset the duration. You cannot gain a bonus for reducing the same creature to 0 or less hp more than once in 24 hours.

Relentless Hunter Step:
Feral Hunger (Stance)
Level: 5
Prerequisites: 2 Feral Hunger maneuvers.
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: Stance.
You follow your prey with a speed and alacrity which seems almost unnatural. If there is a creature which moved out of your threatened area since the end of your last turn you may spend a swift action to move up to your speed; you must end this movement with the creature in your threatened area and must make a melee attack against that creature this round.

Mein of the Apex Predator:
Feral Hunger (Stance)
Level: 8
Prerequisites: 3 Feral Hunger maneuvers.
Initiation Action: Swift.
Range: Personal
Target: You.
Duration: Stance.
You are the top of the food chain and carry yourself with a presence which lets other creatures know it without a doubt. You gain Frightful Presence out to 30-ft. It takes effect automatically whenever you attack or charge. Opponents within range who witness your must make a Will save (DC 18 + your Constitution modifier) or become shaken for 1 minute. This ability affects only opponents with fewer Hit Dice or levels than your initiator level, and an opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours.

In addition you may, as a free action, attempt to demoralize any enemy you successfully hit in melee with a natural weapon or unarmed strike; you may not attempt to demoralize the same enemy twice in any given round through the use of this ability.

Feats
[B]Feral Fury
A predator knows to go for wounded prey first, striking at the weakest foe and bringing it down. Taking inspiration you finish off the injured with terrifying speed and efficiency.
Prerequisites: Access to at least one Feral Hunger stance.
Benefits: As long as you are in a Feral Hunger stance and make an attack with a natural weapon against an opponent who has no more than half their maximum health you gain a bonus to damage equal to one-half your initiator level.

Protean Aptitude
Your body is yours to control, changing and adapting to the situation at hand. Your skill at controlling your very form aids you in combat and outside of it.
Prerequisites: Access to at least one Protean Hunter stance.
Benefits: Whenever you enter a Protean Hunter stance select one skill based on Strength, Dexterity, Constitution, or Autohypnosis, Control Form, Listen, Search, or Spot. You gain a +3 bonus to that skill until you change stances once more.

GFawkes
2012-08-03, 09:21 AM
Skin Shifter

Put an image of your class here!

Everyone is someone, and I'm everyone.

Skin Shifters are the best at blending. There are few situations that a Skin Shifter cannot find some application of their most basic ability: adapting to the situation. Need a Prince Charming for the ball? Or maybe an intimidating bodyguard? Or maybe just someone to cause the guards to be, ahem, otherwise occupied? A skin shifter can offer all, if the price is right.

Adventures: Skin Shifters may adventure for any reason, though the most common is to show off their ability. It's one thing to have your name down as a brave warrior; it's entirely different to also be a diplomat and an exiled royal in the same life.

Characteristics: All skin shifters are capable of altering their appearance to some degree. As they become more proficient in this, they can make greater changes that may even have no physical effect, but instead affect how their minds and souls are seen.

Alignment: While there are skin shifters of every alignment, they lean towards the more chaotic side. Most skin shifters are free spirited, changing their opinion of something about as often as they change their eye color. The most common alignment for a skin shifter is Chaotic Neutral, becoming less and less frequent the more steps you are away from there.

Religion: Olidammara is the most common deity for skin shifters, him being the god of trickery and all, though worshipers of Fhlarghan aren't unheard of due to the wandering nature of skin shifters.

Background: While all skin shifters are born with their abilities, there are a few factors that make each unique. Firstly, there is the source of the transformative ability. It could be that he was just born in the right place at the right time, or perhaps there's a doppelganger in his distant ancestry. Extraplanar beings may also have had some effect in causing a skin shifter's power. Then there's how those abilities manifest. They may develop into a form of lycanthropy, only have a small effect such as looking more like the neighbor than the father, or not appear at all until he is on his deathbed.

However, having power is much different than controlling it. Many skin shifters take time to first show signs of their ability, and will spend about as much time learning to control it. After all, it's embarrassing to be in the middle of wooing the elven queen when you suddenly change into a feral orc warrior.

Races: Humans are the most common race to show skin shifting, though it is by no means exclusive to them. Skin shifters can show up in any race native to the Prime Material plane. Skin shifters among the more savage races are more inclined to imitate animals and present a more feral look.

Other Classes: Skin shifters generally get along well with everyone. It's their job to do so. Other social classes, such as bards, beguilers, and certain rogues, get along extraordinarily well with skin shifters. Non-social rogues also get along well, though they don't see the risk of interacting with so many people to get somewhere you could easily break into. Divine casters that are tied to nature (druids, spirit shamans) both sympathize with and question skin shifters. They understand that there is more to life than one physical form, but often disapprove of how casually skin shifters alter their form. Paladins disapprove of skin shifters, seeing them as dishonorable tricksters. However, as with rogues, they will give an individual a chance to prove himself. Skin shifters have no special relations with any other class.

Role: Skin shifters make unparalleled infiltrators, being able to change their appearance on the fly. Some skin shifters focus more on combat, allowing them to fight long enough for assistance to arrive, while others lean to utilize their bodies, being able to be prepared for any situation.

Adaptation: The easiest way to adapt a skin shifter is to make them a master of disguise, though there are plenty of imaginative ways to fit them into a setting.

GAME RULE INFORMATION
Skin shifters have the following game statistics.
Abilities: Charisma helps a skin shifter do what he does best: blend in. As with any class that wears little armor, Dexterity is important. Constitution is important for more battle-oriented Skin Shifters, for both hitpoints and Concentration.
Alignment: Any, though they tend towards chaotic
Hit Die: d8
Starting Age: As bard.
Starting Gold: 4d4x10 gp.

Class Skills
The skin shifter's class skills (and the key ability for each skill) are...

Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (All, taken individually) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (NaN), Use Magic Device (Cha)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Skin Shifter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Skinslip, Form Focus, Social Awareness
2nd|
+1|
+0|
+3|
+3|Alternate Persona (1 minor identity), Resistive Body
3rd|
+2|
+1|
+3|
+3|Genderslip, Shift Utility, Hide Alignment
4th|
+3|
+1|
+4|
+4|Skinshift, Alternate Persona (2 minor identities)
5th|
+3|
+1|
+4|
+4|Alternate Persona (2 minor identities, 1 medium identity), Shift Utility
6th|
+4|
+2|
+5|
+5|Raceslip, Alternate Persona (3 minor identities, 1 medium identity)
7th|
+5|
+2|
+5|
+5|Ageslip, Quickened Change (Standard Action), Shift Utility
8th|
+6/+1|
+2|
+6|
+6|Gendershift, Alternate Persona (4 minor identities, 1 medium identity, 1 major identity)
9th|
+6/+1|
+3|
+6|
+6|Transmutive Body, Shift Utility
10th|
+7/+2|
+3|
+7|
+7|Sizeslip, Alternate Persona (5 minor identities, 2 medium identities, 1 major identity)
11th|
+8/+3|
+3|
+7|
+7|Ageshift, Quickened Change (Move Action), Shift Utility
12th|
+9/+4|
+4|
+8|
+8|Raceshift, Alternate Persona (6 minor identities, 2 medium identities, 1 major identity), Hide Thoughts
13th|
+9/+4|
+4|
+8|
+8|Disguise Mastery, Shift Utility, Mask Alignment
14th|
+10/+5|
+4|
+9|
+9|Alternate Persona (7 minor identities, 2 medium identities, 1 major identity)
15th|
+11/+6/+1|
+5|
+9|
+9|Alternate Persona (7 minor identities, 3 medium identities, 1 major identity), Quickened Change (Swift Action), Shift Utility
16th|
+12/+7/+2|
+5|
+10|
+10|Sizeshift, Alternate Persona (8 minor identities, 3 medium identities, 2 major identities)
17th|
+12/+7/+2|
+5|
+10|
+10|Disguise Perfection, Mask Thoughts, Shift Utility
18th|
+13/+8/+3|
+6|
+11|
+11|Alternate Persona (9 minor identities, 3 medium identities, 2 major identities)
19th|
+14/+9/+4|
+6|
+11|
+11|Quickened Change (Free Action), Shift Utility
20th|
+15/+10/+5|
+6|
+12|
+12|Alternate Persona (10 minor identities, 4 medium identities, 2 major identities), True Identity[/table]

Class Features
All of the following are class features of the skin shifter.

Weapon and Armor Proficiencies: Skin shifters are proficient with all simple weapons, any natural weapons of the forms they take, and all light martial weapons. They are not proficient with any kind of armor, and tend to dislike wearing it.

Skinslip (Su): This is the most basic ability of any skin shifter. A skin shifter can alter his appearance at will, with large limitations. He must remain the same race, gender, and age category, altering his appearance takes a full-round action, and it only affect his appearance, as disguise self. This quickly improves, however.

Form Focus (Ex): When you can be anyone, it's hard to remember what you look like in a mirror. Skin shifters must constantly concentrate to maintain a form. This is usually a DC 10 Concentration check when performing day to day activity. During combat, or other moments of high stress (Taking 10 not allowed), this doubles to a DC 20. If he takes damage, a skin shifter must automatically make a Concentration check of DC (Damage Taken/Skin Shifter level, round up). These checks are made automatically with no action required. If the skin shifter fails this Concentration check, he immediately reverts to his natural form and cannot use any slips, shifts, or Shift Utilities until he makes a successful Concentration check

Social Awareness (Ex): All skin shifters learn to blend in at a basic level by learning how to behave like everyone else. This has three effects:

A skin shifter may always Take 10 on Bluff, Diplomacy, and Sense Motive
A skin shifter can make a Sense Motive check to get a gut assessment of the situation as a Move Action
A skin shifter gets a +4 on all Bluff, Diplomacy, Intimidate, Gather Information, and Sense Motive checks


Alternate Persona (Ex): When you change your identity on a nearly constant basis, it can help you stay sane by having an identity that you can retreat to. Starting at 2nd level, a skin shifter develops an alternate identity, and then realizes that one simply isn't enough. At every even level, he gains an additional minor identity. At 5th level, and every 5 levels after, he gains a medium identity. At 8th level and 16th level, he gains a major identity.

A minor identity is just that: someone he can call himself at the end of the day. These identities are usually inconsequential ones. Not necessarily low-class, but no one would notice if they disappeared for an extended period of time without explanation.

A medium identity is more important, and thus can learn more. While in a medium identity, a skin shifter gets a +4 bonus on Gather Information checks and a +2 on one Knowledge skill, chosen when the identity is made. The Knowledge boost is from some social connection or perhaps a library. Medium identities are roughly middle class: they can vanish for a day or two without warning, but any longer and people will at least have the thought cross their mind of where they are.

A major identity is a person of influence. They often have people that depend on them on a daily basis, and are in a much higher position of power. While in a major identity, a skin shifter gets a +10 to Gather Information, +4 on three Knowledge skills chosen when the identity is made, and can ask for a minor favor 1/week. The favor can have a gp value of no more than 100 gp. Any request that is either out of the ordinary for the identity (such as a wealthy tailor asking how crops are growing) or overly suspicious (such as asking guards to not be around a certain area for an hour) allows the target a Sense Motive check against the skin shifter's Bluff check. Major identities are almost always high class. If they disappear without announcing plans to travel, there will be investigation.

Creating an identity takes 1 week plus -1d4 days for a minor ID, 1d6 days for a medium ID, and 2d4 days for a major ID. This consists of focusing on the new form, committing it to memory, separating thoughts that belong exclusively to it, and making the identity known.

It is possible to retire an identity, though each one is different. Most minor identities can simply just disappear with no effort. Medium identities require 1d4+2 days of effort to come up with an explanation and spread it around. Major identities require either a drastic spontaneous event (making a fake murder) or 1d4-1 months of effort, minimum 1 month.

Resistive Body (Ex): A skin shifter's body reacts differently to transmutations than most people's. When a skin shifter is the target of a transmutation spell, it acts as if it were cast (1/2 Class Level) levels lower, due to his body resisting change that it has not chosen to make.

Genderslip (Su): As skin shifters are constantly learning to shift further from their original form, one of the earliest tricks is gender alteration. He can now appear to be either male or female, though this is also appearance only, as per disguise self, and he still takes a penalty for disguising as the opposite gender.

Shift Utility (Ex): At level 3, and every 2 levels thereafter, a skin shifter learns a new trick for his transforming. He can only pick a Shift Utility once, unless otherwise noted. Some have prerequitite Shift Utilities, and cannot be taken until those are.


Amphibious: You can grow gills as a move action. You may return to your original state as a free action. These gills allow you to breathe underwater indefinitely.
Blending: Your skin changes to match the background, providing a +10 modifier to Hide checks. This only works if you can see the area around you.
Clotheshift: When you skinshift, you can create mundane clothing on your body. You must already have Clotheslip to have Clotheshift.
Clotheslip: When you skinshift, you may also choose to alter the appearance of clothing on your body. However, you cannot create any clothing.
Fortification: Gain Light Fortification. You may take this Utility up to 3 times, increasing the level of Fortification by one step each time (Light, Medium, Heavy).
Improved Utility: Pick a skill that you have Utility Limb for. The tool you create now counts as masterwork, and thus provides a +2 bonus. Additionally, you can now create it as a Swift Action.
Offensive Limb: You shift your arm into any non-reach melee weapon you are proficient with. It has all the properties of the weapon, and cannot be sundered or disarmed. It counts as either a manufactured weapon or a natural weapon, whichever is more beneficial.
Pointy Claw: Gain a claw attack that deals 1d6 damage (for a medium creature). This counts as a primary natural attack. You may take this Utility up to as many times as you have arms in your natural form.
Rebuild: Gain Fast Healing 1. You can take this Utility multiple times.
Resilient Skin: Gain DR 1/-. You can take this Utility multiple times.
Scent: Gain the Scent ability with a range of 30 ft. You may take this Utility multiple times, increasing the range by 30 ft each time.
Studied Mimic: After observing someone for 10 rounds, you may shift your form to look like them exactly, giving a +10 bonus on Disguise checks to impersonate them. However, if there is a trait of them that you cannot mimic due to not being able to slip or shift (such as size or age category), you do not mimic that trait, and the bonus decreases by 2. After 1 hour of total time not spent looking like them, you must re-study them to retain the bonus.
Temporary Amorph: By loosening your joints and softening your bones, you are more able to slip through tight spaces. Gain (Class level) as a bonus to Escape Artist checks for CON Modifier rounds. Usable 3 + CHA modifier times per day.
Thick Skin: Gain +1 Natural Armor. You may take this Utility multiple times.
Toothy Maw: Gain a bite attack that deals 1d6 damage (for medium creatures). This counts as a secondary natural attack.
Utility Limb: Pick a skill. As a Move Action, you may shift part of your body into a tool that aids in the use of that skill. This could be anything from growing webbed feet to swim better, elongating your fingers into lockpicks, or placing a scar on just the right place to be more intimidating.
Venom:You secrete venom on your body that can be applied to weapons you hold as a move action in combat. If you use this in conjunction with a natural attack, it counts as a free action. The venom deals 1d4 damage to a physical ability score (STR, DEX, CON) or 1d6 to a mental ability score (INT, WIS, CHA), chosen when you take this Utility, as both primary and secondary damage. The DC for the venom is Fort (10+1/2 Class Level+CHA Modifier), and applies on Injury/Ingestion. You cannot be affected by your own venom, though the venom of other skin shifters may still affect you.



Hide Alignment (Su): Disguising yourself as the captain of the guard doesn't do much if you register as evil in the paladin's eyes. Starting at level 3, a skin shifter is constantly protected by an undetectable alignment effect. He may choose to suppress this ability as a free action, and may re-activate it as a move action.

Skinshift (Ex): Since it is one of the most innate abilities of a skin shifter, it's only natural that it's one of the first ones mastered. At 4th level, a skin shifter's Skinslip ability ceases to be an illusion and becomes an actual physical change. It now functions as alter self, though it retains the limitations from before. However, it does not allow Genderslip to become a physical change.

Raceslip (Su): Building his repitoir of transformations, a skin shifter of 6th level or higher can alter his apparent race. He must remain humanoid, and keeps his original type and subtype. This is visual only, as disguise self, and he takes the penalty for not disguising as his own race.

Ageslip (Su): Age is but a number, and a number multiplied allows options. Starting at level 7, a skin shifter can alter his apparent age. This functions as disguise self, and retains the penalty for disguising as a different age category.

Quickened Change (Ex): After so much practice, it's only natural that a skin shifter would get faster at changing his appearance. At 7th level, it takes only a Standard Action to change form. At 11th, it goes down to a Move Action. At 15th, it further shortens to a Swift Action. Finally, at 19th level, a skin shifter can alter his form as a Free Action.

Gendershift (Ex): Rule 63: For every male character, there is a female version, and vice versa. At level 8 skin shifter's Genderslip ability becomes physical, as alter self. The penalty still remains, due to not being as well versed in how someone of the opposite gender is supposed to act, but it is halved.

Transmuting Body (Ex): Easing the path for alteration, a skin shifter of level 9 or higher improves on his Resistive Body. At the time he is affected by a transmutation spell, he may choose to instead raise the ECL of it by (1/2 Class Level) instead of lowering it.

Sizeslip (Sp): Sometimes, you just need to be big enough to use party members as improvised weapons or small enough to use a rat as a mount. Starting at level 10, a skin shifter can alter his size by up to (CHA Modifier) categories, to a minimum of Fine and a maximum of Colossal. This imitates the enlarge person or shrink person spells, respectively. However, due to the awkwardness of being a size you weren't born into, the bonuses, if any, are halved and there is a -2 penalty to Dexterity if growth is chosen or a -2 penalty to Strength if shrinking is chosen.

Ageshift (Ex): Beginning at level 11, a skin shifter's ability to alter his age improves. The change becomes physical, as alter self, and the penalty is halved for disguising as a different age category.

Raceshift (Ex): After being outside of his natural skin, it is logical that a skin shifter would learn to take the skin that cannot be his. At 12th level, a skin shifter's ability to appear as a member of a different race becomes physical, as alter self, and the penalty for disguising as a member of a different race is halved. Additionally, when using Raceshift, he loses the type he previously was and gains the type (and subtype) of the race he shifts into.

Hide Thoughts (Su): With all the identities in his head, it makes sense to at least lock the door to a skin shifter's mind. In any identity, his mind is concealed with an effect similar to mind blank. While his mind can be detected, no access is permitted to outsiders without permission. The skin shifter is aware of the attempted intrusion, though not where it came from.

Disguise Mastery (Ex): At level 13, a skin shifter becomes highly competent in his disguises. He can always Take 10 on a Disguise check, and disguises in only 1d3 minutes. Additionally, he no longer takes penalties for disguising as a different gender, race, or age category.

Mask Alignment (Su): While hiding information can work, it may raise a few unnecessary issues. Better to give false information. At level 13, a skin shifter can alter his apparent alignment. Doing so takes a swift action, and may only change by one step at a time, or a full-round action with no step limitation. For example, if the skin shifter is naturally Chaotic Neutral, and he wants to appear Lawful Good, it will take either 3 rounds (Neutral to Good, Chaotic to Neutral, Neutral to Lawful) and permit him to do other things, or 1 round (Chaotic Neutral to Lawful Good) but will not let him focus elsewhere. This does not affect his ability to emulate alignments with the Use Magic Device skill. Using the same skin shifter as an example, if he is masking his alignment to be Lawful Good, he still gets hurt from touching a Book of Exalted Deeds.

Sizeshift (Su): Growing out of the awkwardness of being a different size, a skin shifter learns to control his size changing ability. At level 16, when the skin shifter alters his size with Sizeslip, he no longer takes a Dexterity penalty for being larger or a Strength penalty for being smaller, and the bonuses return to their normal amounts.

Disguise Perfection (Ex): Practice makes perfect. At level 17, a skin shifter can Take 20 on a Disguise check any time he could Take 10 without the use of his Disguise Mastery ability. Additionally, he can now disguise as a full-round action.

Mask Thoughts (Su): In the Abjuration vs. Illusion arguement, it comes up that abjuration lets them know you're aware they're trying, while illusion offers no protection besides hiding. A skin shifter of level 17 or higher reaches a middle ground when protecting his mind. When his mind is forcefully accessed, he only shows thoughts that match up with the identity he is currently assuming. If there are none, or he doesn't want to allow access, he can still allow his Hide Thoughts ability to affect the intrusion.

True Identity (Ex): A skin shifter by this point will have had at least 17 different identities that he needs to keep up with. Even with all his practice, this can be taxing on his brain and make him lose his sense of who he is. By defining a True Identity, he avoids this problem. First, he chooses one of his identities, including the one he had before reaching level 2 of skin shifter. By meditating for 8 hours a week, not necessarily consecutive, he prevents himself from forgetting who he is. If his Hide Thoughts and Mask Thoughts abilities are penetrated, or access to his mind is otherwise forced through, the only thoughts that will be read are the ones pertaining to the chosen identity. Secondly, the skin shifter can take the form of his chosen identity as an immediate action.


Variants

Social Assassin
Sometimes, you need to get your hands dirty. But it's better if you can dirty the hands of your enemies. By selecting the social assassin variant, you gain +1d6 of Sneak Attack at every even level, and gain a death attack as an assassin at level 20. However, you don't gain the Alternate Persona or True Identity features.

kanachi
2012-08-06, 02:34 AM
The Dimensional Conduit

http://conceptartworld.com/wp-content/uploads/2011/05/Goran_Josic_10a.jpg

"You talk of a world of possibilities… I ask: why limit yourself to only one world?" - The one of many.


Across the infinite web of parallel dimensions there occasionally comes one who bridges them together and, through forces unknown, acts as a dimensional gateway. These rare few impact not only their own plane of existence, but forge a destiny which ripples across the endless worlds of creation.

Some are born, some find such power by accident and others strive for many years to achieve such insight. The result however is always the same… The individual becomes aware of the great nexus which links them to their dimensional counterparts who are in turn are drawn to offer their assistance.

Some speculate that such individuals are in fact being presented with a trans-dimensional trial, which will determine not only their own fate but that of each and every other double across the all endless worlds.

This character class details the dimensional conduit, who functions as a gateway for their dimensional counterparts (henceforth referred to as doubles) to enter and influence the world. It’s important to note when reading this class that the conduit and all their doubles are separate entities from one another and thus do not share any abilities or other aspects unless specifically detailed.


Adventures: Those who draw upon their dimensional doubles can see themselves in infinite form - sometimes as the hero and sometimes as the villain. They become aware of a link binding them together with all such versions of themselves and see these worlds being drawn into their own. Such powerful forces demand answers and the conduit will not rest until they are revealed.


Characteristics: A dimensional conduit is no mere jack of all traits, they are a diverse and focused mass of driven individuals acting as one. While they may be hewn from the same stone each double has been sculpted by a life time of experiences and are, as a result, entirely unique individuals. Each one is both as flawed and perfected as any creature, for they have been shaped by a life unseen in a world beyond our own.

A dimensional conduit draws upon their doubles, calling them for their aid and channelling their multitude of skills to unlock their combined destiny.


Alignment: Anyone can become a dimensional conduit, but few remain unaffected by the profound change it represents. To see oneself in infinite form - both at your most noble and most vile - is in itself a provocative experience indeed, from which some never truly recover from.

A lawful conduit likely sees a greater pattern or logic presenting itself to them, an order which spans dimensions yet still holds true. In contrast a chaotic conduit sees only the vast turmoil of existence, repeated and recycled endlessly, where the smallest moment can change a world forever.

Dimensional conduits can use there “gift” (or curse, depending on their outlook) for almost any end. Some become truly evil, viewing themselves as a greater being that has transcended mortal ties whilst other are humbled by the immeasurable scale of their vision and thus strive to better themselves and the lives of others.


Religion: Dimensional conduits have seen one of the great divides of creation unravel before their very eyes. They have peered into the endless space beyond the known world and witnessed the true immensity of existence – few can comprehend their vision and none are able to find the words to express it. Some may well turn to a deity for answers, but most begin to trust in something greater still, the raw forces of existence, time and space themselves.


Background: Most dimensional conduits are unfortunate victims of cosmic events beyond mortal comprehension. They are often little more than individuals who stumbled into the wrong place at the wrong time and, as a result, witness the dimensional vale they once knew sunder before their eyes.

Some are born this way or grow into it upon reaching maturity. These individuals often stem from ancient and unusual bloodlines, touched by events beyond their own dimension. Some may even have ties to dimensions beyond their birthplace and thus see the great nexus linking them to the infinite worlds.

A rare few actively seek out such insight, unlocking secrets so alien in their nature that none truly know what they will unleash until it is too late. These individuals roam the world, skimming he boundaries of creation and drawing upon the combined wisdom of their doubles to find greater answers.


Races: A character born of any race can find themself enveloped by the infinite worlds.

Hievarlans (new race, see below) come from a lost dimension. Their exile has allowed them to witnessed the energies which link one dimension to another and, as a result, often find themselves drawn to the life of a dimensional conduit.


Other Classes: Most find the dimensional conduits connection with unseen worlds to be unnerving. Those who travel with them often find it difficult to accept that a world exists where their own doubles not only exist but, in infinite instances, acts in a way utterly contrary to their own beliefs.

Those without understanding of such powers may perceive the conduit to merely be eccentric individuals with an unusual multiple personality disorder. Other more learned or worldly individuals likely view them with a mixture of interest, pity and caution.


Role: A dimensional conduit is no mere dilettante with a broad array of interests. They are a union of individuals, each of whom have developed their skills over a lifetime of experience. They are a collective of understanding with a range as infinite as the many worlds themselves, each one unique - in every way.

The dimensional conduit is the gateway through which their parallel selves may enter this world. As she gains experience, she is able to contact more doubles who will in turn expand her flexibility. Ultimately a conduits success is dependent upon the union they forge with those doubles they choose to form a link with.


Adaptation: The dimensional conduit could easily be re-purposed as a shape shifter of sorts or have their powers explained in more magical terms. Perhaps they draw upon inspiration from past lives, or maybe they use some form of chronomancy to move back through time and alter their own experiences and skill set.

The alternate dimensions themselves could also be altered from near infinite to a simple few, thereby reducing the range and makeup of the doubles they may call upon.


GAME RULE INFORMATION

The Dimensional Conduit has the following game statistics.

Abilities: Conduits often rely upon the powers of their doubles but should not neglect their own abilities as such a conduit should pursue a good strength score to prove them with an offensive option. Dexterity and Constitution scores will also provide a conduit with improved defence and resilience against incoming attacks. Intelligence should not be neglected as it allows a conduit to bolster their skills.

Alignment: Any.

Hit Die: d8

Starting Age: As rogue.

Starting Gold: As cleric.

Class Skills
The Dimensional Conduit's class skills (and the key ability for each skill) are:
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (The planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Speak Language, Spot (Wis), Swim (Str) and Use Magic Device (Cha).

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

Dimensional Conduit
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Doubles|Double Level

1st|
+0|
+2|
+2|
+2|Dimensional double|
1|
1

2nd|
+1|
+3|
+3|
+3|Dimensional guidance (+1), Planar lore|
1|
2

3rd|
+2|
+3|
+3|
+3|Rift stride (10-feet), Warp shield (+4)|
1|
3

4th|
+3|
+4|
+4|
+4|Dimensional pocket, Riftweave weapon (+1)|
2|
3

5th|
+3|
+4|
+4|
+4|Void keeper (10%)|
2|
4

6th|
+4|
+5|
+5|
+5|Worlds collide|
2|
5

7th|
+5|
+5|
+5|
+5|Dimensional Grasp, Dimensional guidance (+2)|
2|
6

8th|
+6/+1|
+6|
+6|
+6|Riftweave weapon (+2), Void keeper (20%), Warp shield (+5)|
3|
6

9th|
+6/+1|
+6|
+6|
+6|Beyonder, Rift stride (15-feet)|
3|
7

10th|
+7/+2|
+7|
+7|
+7|Endless worlds (1 double)|
3|
8

11th|
+8/+3|
+7|
+7|
+7|Void keeper (30%)|
3|
9

12th|
+9/+4|
+8|
+8|
+8|Dimensional guidance (+3), Riftweave weapon (+3)|
4|
9

13th|
+9/+4|
+8|
+8|
+8|Between worlds, Warp shield (+6)|
4|
10

14th|
+10/+5|
+9|
+9|
+9|Void keeper (40%)|
4|
11

15th|
+11/+6/+1|
+9|
+9|
+9|Endless worlds (2 doubles), Rift stride (20-feet)|
4|
12

16th|
+12/+7/+2|
+10|
+10|
+10|Riftweave weapon (+4), One of many (+2)|
5|
12

17th|
+12/+7/+2|
+10|
+10|
+10|Dimensional guidance (+4), Void keeper (50%)|
5|
13

18th|
+13/+8/+3|
+11|
+11|
+11| Warp shield (+7)|
5|
14

19th|
+14/+9/+4|
+11|
+11|
+11|One of many (+4)|
5|
15

20th|
+15/+10/+5|
+12|
+12|
+12| 5 World Step, Endless worlds (3 doubles), Riftweave weapon (+5)|
6|
15
[/table]


Class Features
All of the following are class features of the Dimensional Conduit.


Weapon and Armour Proficiencies: A Dimensional Conduit is proficient with all simple and martial weapons. Dimensional Conduit's are proficient with both light and medium armour and shields (except tower shields).


Dimensional Double (Su):

The dimensional conduit, is not a single character, they are a collection of characters who share this class as a gateway, through which they can enter the campaigns dimension. While each of these characters are essentially a duplicate of the same entity, the differing circumstances native to their home dimensions have lead them to forge a unique life time of experiences. As a result no two doubles are ever truly the same and can often hold quite unique world views.

The conduit is unique in from all their doubles as they act as a focal point which bridges these dimensions and links their alternate selves to one another. The conduit is the version of the character native to the campaigns dimension and acts as the default representative of their persona.

Drawing a Double.

At first level the character searches the infinite worlds and reaches out to their first double, who the controlling player constructs by generating an additional character sheet.

The character they create must share both the same race and age as the conduit and may not utilise any templates which suggest that they have a different lineage or bloodline to conduit. In essence the conduit and all her doubles must have been identical at the time of birth. Thus a conduit with a racial template (such as a half dragon) would also have this template active upon all their doubles. However, templates which may be applied to a creature after the time of birth (becoming a lich for example) could exist upon a conduit or a double without necessarily existing upon every double.

Each double may be formed as though they were a unique character in their own right - having ability scores, class levels (see below), feats, skill and other such factors which differ from the conduit.

Amidst the chaos and turmoil of the infinite dimensions only those with a clear focus towards a singular path draw the conduits attention. As a result a double may only possess class levels from a single class. However, they are permitted to diverge into, and gain levels within, a single prestige class (should they qualify).

At later levels the conduit forges a link with additional doubles that will in turn require their own character sheets, following the above rules. The main class table shows the levels at which new doubles are gained. Once a conduit forges a link with a double their vision of similar doubles blurs and fades, making it impossible for any two doubles to share a level in the same class (or prestige class).

Though it may be possible for multiple conduits of the same entity to exist (indeed the nature of the infinite dimensions demands that there are indeed infinite conduits) no two conduits may link to one another. This means that none of a conduit’s doubles may possess any levels in this class.

As the conduit gains levels in this class their doubles may also increase in level. All of a conduits doubles are deemed to increase in level simultaneously. Doubles drawn into a dimension by a conduit often experience a fractured and disjointed life, which over time causes them to increase in level at a slower rate, as shown by the main class table.

Items and Class Abilities

Though a double may own items, equipment or other assets within their home dimension, none of it travels with them into the conduits dimension. This includes spell books, spell components, holy symbols and other such items. A double instead takes possession of the conduits possessions when called upon and thus should only have these items reflected upon their respective character sheets.

Aspects of a doubles class which are not directly born from the double themselves cannot travel into the conduits dimension. This includes familiars, mounts and animal companions. However, a double may spend actions to summon objects or creatures once they arrive within the conduits dimension, provided they have time.

Replacing Existing Doubles.

At 6th, 12th and 18th level the conduit may gaze into eternity and there substitute one of their existing doubles for a replacement of identical level. The replacement double is created just like any other double and may use the same classes and prestige classes the substituted double used.

Calling Forth a Double.

The conduit may, as a full round action, activate one of their doubles. Immediately after performing this action the chosen double replaces the conduit and adopts the exact same body position the conduit previously held. The double then immediately performs their turn’s actions (as directed by the conduit) before being replaced by the conduit. The conduit may then perform any other actions, if they are able, before ending their turn and allowing the initiative order to proceed as normal.

Essentially the conduit spends a full round action to substitute these actions for a full turn of actions as their chosen double. It’s important to note that the conduit still both initiates and concludes their turn so the double is therefore never in play beyond this brief period of time.

A double enters play wearing or holding all of the conduits items, including any restraints (such as manacles). Doubles with aspects of their character that differ from the conduit (such as their alignment) may find that items respond differently when in their possession.

Activating a double draws no attacks of opportunity.

When a double enters play it should be regarded as an entirely separate creature, who does not share any bonuses or penalties affecting the conduit that preceded them. They may however emerge in any number of situations which would affect a creature freshly introduced to the field, including finding themselves in the midst of a grapple or an environment which requires them to make a saving throw.

A double is not able to perform any actions in their home dimension which will benefit them in the conduits dimension, including casting spells to bolster their defences before they arrive. Such effects are stripped away by the powerful rifts through which the double is drawn.

Any affects (positive or otherwise) which exist upon the conduit remain unaffected by the emergence of a double. These affects therefore re-enter play - with the conduit - upon the conclusion of the doubles actions.

Playing as a Double.

As soon as a double enters play they may perform a full range of actions as though their turn had just begun. However, the double cannot sustain its presence within the conduits dimension for long and therefore must return to its home dimension at the end of their turn - thus any actions they attempt to perform which extend beyond this period will immediately fail.

The doubles fleeting existence within the conduits home dimension may not be extended by any means. Any attempts to grant then further actions (even through the manipulation of time) immediately fail.

At the end of the doubles turn they are immediately swapped for the conduit, who returns to exactly the same location and holds exactly the same body position as the double they are replacing. This dimensional swap is instantaneous and draws no attacks of opportunity. The conduit may then perform any other actions, if they are able, before ending their turn and allowing the initiative order to proceed as normal.

Essentially the conduit spends a full round action to substitute these actions for a full turn of actions as their chosen double. It’s important to note that the conduit still both initiates and concludes their turn so the double is therefore never in play beyond this brief period of time.

Doubles and Spells (and Psionics).

A double does not draw their magical energy from the conduits dimension or from the manifestation they temporarily hold within that realm. Instead a double draws such powers from their own dimension and thus finds expressing it within the conduits realm much more challenging. As a result a double may never cast a spell of greater than 7th level.

Furthermore the conduit must act as a gateway between their spell casting doubles and the dimension from which they are attempting to draw such power. As a result a conduit may only allow their doubles to cast a certain number of spells of each level per day as shown on the table below:

Spells per Day
{table=head] Level|.0.|1st|2nd|3rd|4th|5th| 6th| 7th

1st|2|1|-|-|-|-|-|-
2nd|3|2|-|-|-|-|-|-
3rd|3|3|-|-|-|-|-|-
4th|4|4|1|-|-|-|-|-
5th|4|5|2|-|-|-|-|-
6th|4|6|3|-|-|-|-|-
7th|4|6|4|1|-|-|-|-
8th|5|6|5|2|-|-|-|-
9th|5|6|6|3|-|-|-|-
10th|5|6|6|4|1|-|-|-
11th|5|6|6|5|2|-|-|-
12th|5|6|6|6|3|-|-|-
13th|5|6|6|6|4|1|-|-
14th|5|6|6|6|5|2|-|-
15th|5|6|6|6|6|3|-|-
16th|6|6|6|6|6|4|1|-
17th|6|6|6|6|6|5|2|-
18th|6|6|6|6|6|6|3|-
19th|6|6|6|6|6|6|4|1
20th|6|6|6|6|6|6|5|2
[/table]

In effect each time a double uses a spell they are in fact utilising a spell slot provided by the conduit as well as one of their own.

If a double possesses the Versatile Spellcaster ability they may use this ability as though the conduits remaining spells per day allowance were their own. For example they may use 2 of the conduits 1st level slots to fuel a 2nd level spell.

The manifestation of a psionic power is deemed equivalent to the casting of a spell of the same level and, as a result, similarly uses up an available spell slot.

Doubles vs Incoming Damage and Other Effects.

If a doubles sustains 1 or more hit points of damage whilst within the conduits dimension their turn ends immediately, causing the conduit to return and replace them (as described above). All but 1 point of this damage is then inflicted upon the conduit upon their return.

A double who sustains damage may not be called into action again for the rest of the encounter or for a period of 1 minute (whichever is occurs first).

A double may never ever exist within the conduits dimension for a period which extends beyond their allotted time and will immediately shift back to their own dimension if incapacitated or hindered in a way which would cause them to do so. Such a double may not be called into action again for the rest of the encounter or for a period of 1 minute (whichever is occurs first).

All effects (for good or ill) which were active upon the double whilst within the conduits dimension are automatically cancelled when they return to their home dimension. The double immediately reverts back to their previous state before they travelled to the conduits. Even doubles slain within the conduits dimension are return to their home alive. However, doubles do feel pain and can therefore be as emotionally affected as any other creature when placed in a traumatic situation.

Doubles as a Disguise.

Though both the double and the conduit were born genetically identical an entire life time of experiences can lead them to appear quite different, the amount by which they differ physically can therefore vary wildly. Generally speaking a double who has different strength, constitution or dexterity scores from the conduit will likely hold a noticeably different yet still vaguely similar appearance. Other aspects, such as the application of a lich template to a double can produce far more obvious physical differences to the conduit.

If a double retains some similarity to the conduit they may attempt a disguise check to fool onlookers into thinking they are in fact the conduit. Those who appear almost identical receive a +10 bonus to such disguise checks whilst those whom only appear vaguely similar only receive a +4 bonus.


Doubles outside of an encounter

A double may be drawn into the world beyond the confines of an encounter, however their existence within the conduits dimension is so fleeting that they struggle at times to influence the world. As a result they are not able to utilise their skills on any task which requires more than a few seconds to perform. The sudden impact of crossing the dimensional boundary confounds any attempt to combine their skills with the conduit or another doubles actions.

Even though a double may be repetitively drawn into the world by a conduit they experience a disjointed existence, as a result they may not perform any physical demanding of intricate actions effectively across this prolonged period of time (such as crafting an item, manipulating a lock). The constant fluttering in an out of the conduits dimension also confounds any attempts at prolonged awareness by a double, its therefore the conduit and not an active double who performs spot and listen checks.

None physical actions, such as speaking are unrestricted by the constant dimensional crossovers and as a result a double may communicate and share their knowledge with other creatures. However, as their knowledge is based off dimensions which differ from the conduits these knowledge checks are performed at a penalty, as shown below:


If the doubles dimension is near identical to the conduits: -1
If the doubles dimension is similar to the conduits: -2
If the doubles dimension is quite different to the conduits: -4
If the doubles dimension is alien to the conduits: -8

Ultimately a double may only be drawn into the world outside of an encounter to perform any action they would be able to achieve within a few seconds. This includes casting spells and using psionic powers.


Dimensional Guidance (Su):

Upon reaching 2nd level the conduit learns to draw inspiration from its infinite doubles without drawing upon a singular individual.

A conduit who has chosen not to activate a double this turn they may, as a free action, select one of the following aspects to receive a +2 insight bonus upon until the start of their next turn. The aspects the conduit may choose are:


Attack rolls
Saving throws
Armour Class

However, a conduit who chooses to benefit from this ability immediately becomes incapable of activating a double until the start of their next turn. In essence each turn the conduit must choose to either benefit from this ability or utilise a double (they may never benefit from both abilities in the same round).

For every 5 Additional levels the conduit gains within this class the bonus provided by this ability increases by 1 (+3 at 7th level, +4 at 12th level and +5 at 17th level).


Planar Lore (Ex):

Starting at 2nd level the conduit’s understanding of the dimensional weave gives them insight into the multiverse and its many realms. As a result the conduit receives a bonus to all Knowledge [the planes] equal to half their dimensional conduit class level.


Rift Stride (Su):

Upon reaching 3rd level the conduits bond with the dimensional weave allows them to step through rifts unseen by other beings, using them to teleport short distances. The conduit may, as a swift action, teleport 10 feet. Later at the distance the conduit may teleport increases by 5 feet every 6 levels (15 feet at 9th level and 20 feet at 15th level).

The conduit may not utilise this ability if restrained or grappled and must have a line of sight to their destination.


Warp Shield (Su):

Upon reaching 3rd level doubles who enter the conduits dimension can envelope themselves with a dimensional shield when entering combat.

Any double gains a +4 bonus to their AC against attacks of opportunity provoked either by moving or initiating a bull rush. This bonus to armour class increases by +1 at 8 level and every 5 levels thereafter (+5 at 8th level, +6 at 13th level and finally +7 at 18th level).


Dimensional Pocket (Su):

Upon reaching 4th level the conduit gains access to a small pocket dimension between the normal planes of existence.

Once per turn the conduit may, as a free action, move any one item within their hands into a dimensional pocket, accessible only to them. The dimensional pocket may hold a total weight of 10 pounds per level (to a maximum of 200 pounds at 20th level).

Additionally once per turn a single item may, as a free action, be retrieved from the dimensional pocket by the conduit. The retrieved item emerges within the conduits hands. If the conduit has no free hands they may not retrieve items from the dimensional pocket.

If a conduit’s dimensional pocket is suppressed, by an antimagic field for example, it will become temporarily inaccessible to the conduit. Items which offer links to extra dimensional spaces, such as a bag of holding, may not be placed into a dimensional pocket.


Riftweave Weapon (Su):

Beginning at 4th level the conduit’s doubles gains the ability to, as a free action, summon forth a single riftweave weapon whenever they activated.

The double may summon one weapon they are proficient with to a free hand (if they have no free hands the ability fails). If they choose to summon a projectile weapon, it comes with 10 bolts, cartridges, arrows, bullets, or whatever serves as the most appropriate projectile.

Weapons summoned by this ability gain a +1 enchantment bonus to their both attack and damage rolls. Additionally for every 4 further levels the conduit gains within this class the bonus provided by this ability increases by +1 (+2 at 8th level, +3 at 12th level, +4 at 16th level and +5 at 20th level).

Weapons summoned by this ability are made of riftweave, a trans-dimensional material which can mimic the form of metal and wood yet has the appearance of raw solidified energy. Riftweave weapons are considered magic for the purposes of overcoming damage reduction and also extend into the ethereal realm, functioning normally against any creatures present there.

The summoned weapon (and all projectiles summoned with it) persist only while the chosen double is in play, after which they vanish.


Void Keeper (Su):

At 5th level the conduit observes the rifts and weaves of the infinite dimensions and can interpret their motions, allowing them to act against methods of extradimensional travel in their locality.

Any creature within 20 feet of the conduit who attempts to use a method of extradimensional travel has a 10% chance of their action failing. The conduit may opt to suppress this ability as a free action if they so choose.

Forms of movement hindered by a this ability include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities.

Later at 8th levels and every three level beyond (until 17th level) the chance of such abilities failing increases by 10% (20% at 8th level, 30% at 11th level, 40% at 14th level and finally 50% 17th level).


Worlds Collide (Su):

Upon reaching 6th level the conduit may, Once per encounter when activating a double, pull them into their dimension with such force that a rift between the worlds detonates as 20 foot emanation centred upon the doubles location.

All other creatures and unattended objects within this area must overcome a reflex save (DC = 10 + half the conduits class level + half the chosen doubles character level) or pushed back 5 feet, knocked prone and sustain 1d6 force damage for each character level the chosen double possesses.

A creature who successfully overcomes this save suffers only half the full damage and is neither pushed back or knocked prone. Creatures with evasion (and improved evasion) may deploy that ability, as normal, against this effect to lessen or avoid the damage it inflicts.

Using this ability expends the move action of the chosen double as they take time to steady themselves after such a turbulent entry into the conduits dimension.

Only a double called to temporarily replace the conduit (and not those summoned using the Endless Worlds ability) may be targeted by this ability.


Dimensional Grasp (Sp):

A conduit who reaches 7th level may, as a standard action, cast the dimensional anchor spell as though they were a wizard with a caster level equal to their dimensional conduit class level.


Beyonder (Sp):

A conduit who reaches 9th level understands how to safely traverse the rifts linking differing planes of existence, time and space.

Once per day the conduit may, as a standard action, cast either the plain shift or teleport spells as though they were a wizard with a caster level equal to their dimensional conduit class level.

Unlike the either of these spells however the conduit is not required to physically touch creatures to transport them and may instead target creatures up to 30 feet away as a ranged touch attack. Targeted creatures are still permitted saving throws and allowed the opportunity to use any spell resistance they may have as normal.

You may utilise this ability twice per day upon reaching 13th level and a third time at 17th level.


Endless Worlds (Su):

A conduit who attains 10th level learns to draw their doubles into the world without substituting their own involvement. The conduit may, once per encounter, summon one of their doubles into any free space within 30 feet of their current position as a standard action. The Double may then immediately act as normal, returning to its home dimension upon concluding its actions.

Later at 15th level the conduit may use this ability to summon two of their doubles and finally upon reaching 20th level they may summon a third double.

Summoned doubles appear wearing no armour or possessing any items (including spell books, spell components and holy symbols) of their own. Instead they emerge in clothing forged from riftweave, which offers a +1 Enchantment bonus to armour class for every 4 character levels the double possesses. Each double may also opt to emerge wielding a single weapon forged from riftweave as if the conduit had utilised the riftweave weapon ability for each double.

If a double summoned in this way sustains 1 or more hit points of damage whilst within the conduits dimension their immediately return to their home dimension. Unlike a double who takes the conduits position none of the excess damage flows over to the conduit when a summoned double is struck.

All doubles have a fleeting existence within the conduits home dimension and thus may not extend their time here by any means. Any attempts to grant further actions to either a double or the conduit (even through the manipulation of time) immediately fail.


Between Worlds (Su):

Starting at 13th level the conduit learns to survive and travel within the space between dimensions. Once per hour the conduit may, as a swift action, become ethereal for 1 round.

This ability does not extend to the conduits doubles, who do not appear in an ethereal state. The conduit however will remain ethereal so it’s therefore possible for a conduit to become ethereal, activate a double (who emerges in a non-etherial state) before returning once more – still in ethereal form.

If the conduit should move or find themselves further than 30 feet from their original location whilst in ethereal form this ability will immediately end.


One of Many (Su):

Starting at 16th level the conduit learns to act as an intermediary between the infinite versions of them self and their doubles, sharing experiences, motivation, insight and tactical suggestions. As a result a double receive a +2 insight bonus to all their attack rolls and saving throws for the duration of their existence within the conduits dimension. Later at 19th level this bonus increases to +4.


Dimensional Unity (Su):

At 20th level the conduit has learned to meld their many selves into a seamless dimensional confluence, allowing their many doubles to take action in the blink of an eye.

Once per day the conduit may, as a full round action, activate all their doubles - one after the other – as if using their dimensional double ability a number of times equal to their total number of doubles.

Each of the conduits doubles may only be used once and may only perform a single move or standard action instead of a full round action.

The intense strain of performing this action causes the conduit to become fatigued upon conclusion of the final doubles action. This effect persists until the end of the encounter.

kanachi
2012-08-06, 04:08 AM
Magic User Dimensional Conduit

Dimensional conduits have no fixed path involved in the unlocking of their secrets. As a result the following class represents a conduit who chooses to learn the art of spell craft at the expence of their martial skill. Apart from where detailed the two versions of the class function identically.

Both classes can be multiclassed together at no experience penalty. Additionally the following aspects of both classes stack together:


The quantity and level of the doubles the conduit may bring into play.
The conduit’s special class features


All other aspects of the two classes including base attack bonus, saves and spell progression act as they normaly would if multclassed together.

The Dimensional Conduit (Spell Casting Version):


GAME RULE INFORMATION

The Dimensional Conduit has the following game statistics.

Abilities: Unlike a martial conduits these magic users have an ability which demands their focus, Charisma. Though the conduit will often rely upon the powers of their doubles they should not neglect their own abilities and thus should pursue a good strength score to prove them with an offensive option. Dexterity and Constitution scores will also provide a conduit with improved defence and resilience against incoming attacks. Intelligence should not be neglected as it allows a conduit to bolster their skills.

Alignment: Any.

Hit Die: d6

Starting Age: As rogue.

Starting Gold: As cleric.

Class Skills:
The Dimensional Conduit's class skills (and the key ability for each skill) are:
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (The planes) (Int), Knowledge (Arcana) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Speak Language, Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).


Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Dimensional Conduit
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Doubles|Double Level

1st|
+0|
+0|
+0|
+2|Dimensional double|
1|
1

2nd|
+1|
+0|
+0|
+3|Dimensional guidance (+1), Planar lore|
1|
2

3rd|
+2|
+1|
+1|
+3|Rift stride (10-feet), Warp shield (+4)|
1|
3

4th|
+3|
+1|
+1|
+4|Dimensional pocket, Riftweave weapon (+1)|
2|
3

5th|
+3|
+1|
+1|
+4|Void keeper (10%)|
2|
4

6th|
+4|
+2|
+2|
+5|Worlds collide|
2|
5

7th|
+5|
+2|
+2|
+5|Dimensional Grasp, Dimensional guidance (+2)|
2|
6

8th|
+6/+1|
+2|
+2|
+6|Riftweave weapon (+2), Void keeper (20%), Warp shield (+5)|
3|
6

9th|
+6/+1|
+3|
+3|
+6|Beyonder, Rift stride (15-feet)|
3|
7

10th|
+7/+2|
+3|
+3|
+7|Endless worlds (1 double)|
3|
8

11th|
+8/+3|
+3|
+3|
+7|Void keeper (30%)|
3|
9

12th|
+9/+4|
+4|
+4|
+8|Dimensional guidance (+3), Riftweave weapon (+3)|
4|
9

13th|
+9/+4|
+4|
+4|
+8|Between worlds, Warp shield (+6)|
4|
10

14th|
+10/+5|
+4|
+4|
+9|Void keeper (40%)|
4|
11

15th|
+11/+6/+1|
+5|
+5|
+9|Endless worlds (2 doubles), Rift stride (20-feet)|
4|
12

16th|
+12/+7/+2|
+5|
+5|
+10|Riftweave weapon (+4), One of many (+2)|
5|
12

17th|
+12/+7/+2|
+5|
+5|
+10|Dimensional guidance (+4), Void keeper (50%)|
5|
13

18th|
+13/+8/+3|
+6|
+6|
+11| Warp shield (+7)|
5|
14

19th|
+14/+9/+4|
+6|
+6|
+11|One of many (+4)|
5|
15

20th|
+15/+10/+5|
+6|
+6|
+12| 5 World Step, Endless worlds (3 doubles), Riftweave weapon (+5)|
6|
15
[/table]

Class Features
All of the following are class features of the Dimensional Conduit.


Weapon and Armour Proficiencies: A dimensional conduit is proficient with all simple weapons and a single martial weapon of their choice. Conduit's are proficient with light armor and shields (except tower shields). A conduit can cast any of the spells upon the conduit spell list (see below) while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a conduit wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (as most do). A multiclass conduit still incurs the normal arcane spell failure chance for arcane spells received from other classes.


Spells:
A conduit casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the conduit spell list given below. They can cast any spell they know without preparing them ahead of time the way a cleric or wizard must. When a conduit gains access to a new level of spells, they automatically know all the spells for that level listed on the conduit’s spell list. Essentially, their spell list is the same as their spells known list.

To cast a spell, a conduit must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1stlevel spells, and so forth). The Difficulty Class for a saving throw against a conduit’s spell is 10 + the spell’s level + the conduit’s Charisma modifier.

Like other spellcasters, a conduit can cast only a certain number of spells of each spell level per day. However a conduit casts her spells by using the spell slots given in the Dimensional Double class feature entry “Doubles and Spells (and Psionics)”. Essentially both the conduit and any of her spell casting doubles share the same pool of spell slots.

Upon reaching 5th level, and at every 5 levels thereafter (10th, 15th and 20th), a conduit can choose to learn a new spell, taken from the sorcerer/wizard spell list, in place of one that they already know. In effect, the conduit "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A conduit may only swap a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a cleric or a wizard, a conduit need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their allotment of spells per day for that spell level.


Conduit spell list:
0-Level Conduit Spells:
Amanuensis*, Daze, Ghost Sound, Light, Message, Minor Disguise*, Prestidigitation, Touch of fatigue.

1st-Level Conduit Spells:
Appraising Touch*, Benign Transposition*, Cheat*, Comprehend Languages, Confusion (Lesser), Dimension Hop*, Disguise Self, Distract Assailant*, Endure Elements, Erase, Expeditious Retreat (Swift)*, Identify, Lightfoot*, Master’s Touch*, Obscure Object, Phantom Threat*, Reality Rift (Lesser)**, Serene Visage*, Silent Image, Snake’s Swiftness*, Summon Monster I, True Strike, Undetectable Alignment, Unseen Servant, Ventriloquism, Weapon Shift*.

2nd-Level Conduit Spells:
Baleful Transposition*, Bear’s Endurance, Blur, Bull’s Strength, Cat’s Grace, Darkvision, Eagle’s Splendour, Fly (Swift)*, Fox’s Cunning, Invisibility (Swift)*, Minor Image, Mirror Image, Misdirection, Owl’s Wisdom, Scare, Snake’s Swiftness (Mass), Speak to Allies*, Summon Monster II, Tongues, Wraithstrike*.

3rd-Level Conduit Spells:
Anticipate Teleportation*, Avoid Planar Effects*, Blink, Dimension Step*, Dispel Magic, Displacement, Fly, Major Image, Nondetection, Reality Rift**, Summon Monster III, Unluck*.

4th-Level Conduit Spells:
Attune Form*, Detect Scrying, Dimension Door, Globe of Invulnerability (Lesser), Invisibility (Greater), Minor Creation, Perinarch*, Phantasmal Killer, Scramble Portal*, Scrying, Spell Enhancer*, Summon Monster IV.

5th-Level Conduit Spells:
Contact Other Plane, Dismissal, Fly (Mass)*, Mage’s Private Sanctum, Major Creation, Persistent Image, Planar Tolerance*, Reality Rift (Greater)**, Sending, Summon Monster V, True Seeing.

6th-Level Conduit Spells:
Dispel Magic (Greater), Forceful Hand, Globe of Invulnerability, Interplanar Telepathic Bond*, Make Manifest*, Permanent Image, Repulsion, Summon Monster VI, True Seeing.

7th-Level Conduit Spells:
Banishment, Dimensional Lock, Ethereal Jaunt, Planar Bubble*, Plane Shift, Project Image, Scrying (Greater), Summon Monster VII, Teleport (Greater), Teleport Object.

*: spells found outside the SRD (See the spell compendium).
**: new spells detailed below.


Reality Rift (Lesser)

Conjuration (Creation)
Level: Conduit 1.
Components: V, S.
Casting Time: 1 standard action.
Range: Close (25 ft. + 5 ft./2 levels).
Target: 5-ft. cubic space.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

Drawing your hands slowly apart from one another you shatter reality in a 5-ft. cubic space. A small swirling rift fills this area striking out at all whom enter.

Upon casting this spell you may select a single 5-foot cubic space and fill it with a dimensional rift. Any creatures either within this space at the time of casting or who enter it for the duration of the spell immediately sustain 1d6 damage. A creature may only sustain the damage inflicted by this spell once each round.

The caster of this spell may only form a rift in a space which they have a line of sight to.

Each caster may only have 1 reality rift (of any size) in play at any point in time. Producing a new rift immediately winks any other rift they may have created from existence.

A caster may only form a rift if they have moved no further than 5 feet from their starting position at the beginning of their turn. Additionally casting this spell prevents the caster from moving for the rest of their turn. This does not exhaust the move action however, it simply prevents them from using this action to move.

For every two caster levels beyond 1st, the rift deals an additional 1d6 points of damage: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 at 9th level or higher.


Reality Rift

Conjuration (Creation)
Level: Conduit 3.
Components: V, S.
Casting Time: 1 standard action.
Range: Close (25 ft. + 5 ft./2 levels).
Target: 10-ft. cubic space.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

Drawing your hands slowly apart from one another you shatter reality in a 5-ft. cubic space. A small swirling rift fills this area striking out at all whom enter.

Upon casting this spell you may select a single 5-foot cubic space and fill it with a dimensional rift. Any creatures either within this space at the time of casting or who enter it for the duration of the spell immediately sustain 1d6 damage for every 2 caster levels the caster possesses. A creature may only sustain the damage inflicted by this spell once each round.

The caster of this spell may only form a rift in a space which they have a line of sight to.

Each caster may only have 1 reality rift (of any size) in play at any point in time. Producing a new rift immediately winks any other rift they may have created from existence.

A caster may only form a rift if they have moved no further than 5 feet from their starting position at the beginning of their turn. Additionally casting this spell prevents the caster from moving for the rest of their turn. This does not exhaust the move action however, it simply prevents them from using this action to move.


Reality Rift (Greater)

Conjuration (Creation)
Level: Conduit 5.
Components: V, S.
Casting Time: 1 standard action.
Range: Close (25 ft. + 5 ft./2 levels).
Target: 10-ft. radial space.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

Drawing your hands slowly apart from one another you shatter reality in a 5-ft. cubic space. A small swirling rift fills this area striking out at all whom enter.

Upon casting this spell you may select a single 5-foot cubic space and fill it with a dimensional rift. Any creatures either within this space at the time of casting or who enter it for the duration of the spell immediately sustains 15d6 damage. A creature may only sustain the damage inflicted by this spell once each round.

The caster of this spell may only form a rift in a space which they have a line of sight to.

Each caster may only have 1 reality rift (of any size) in play at any point in time. Producing a new rift immediately winks any other rift they may have created from existence.

A caster may only form a rift if they have moved no further than 5 feet from their starting position at the beginning of their turn. Additionally casting this spell prevents the caster from moving for the rest of their turn. This does not exhaust the move action however, it simply prevents them from using this action to move.




Feats

General feats
{table=head]Name|Prerequisites|Benefit

Bridging the Void | Knowledge (The Planes) 8 ranks | Gain a double

Dimensional Alertness | The ability to bring at least 1 dimensional double into play | +1 initiative and spot for each double you have

Dimensional Soul | 1 or more level in the Conduit character class | Gain up to 4 effective conduit levels with regard to your dimensional doubles

Fate of Many | The ability to bring at least 1 dimensional double into play, Knowledge (The Planes) 8 ranks | Increase the level of 1 double
[/table]

Bridging the Void


Prerequisite: Knowledge (The Planes) 8 ranks.

Benefit: You gain the ability to draw forth a dimensional double. This ability functions identically to the Conduit’s dimensional double class feature except it only provides the character with a single double whose level is always equal to half the creature’s character level (rounded down).

Special: You may take this feat multiple times, each of which grants you 1 access to 1 additional double.

If the creature should take class levels in the Dimensional Conduit class the double provided by this racial ability will function just like any other double the Conduit has formed a link with (essentially giving the conduit an additional double to draw upon, albeit one of significantly lower level).

This feat may not be selected by a creature who is themselves a double.


Dimensional Alertness


Prerequisite: The ability to bring at least 1 dimensional double into play.

Benefit: You receive a +1 initiative and +1 spot bonus for each double you are able to draw into play.


Dimensional Soul


Prerequisite: 1 or more level in the conduit character class.

Benefit: You may advance the quantity and level of your Dimensional Double class feature as if you were a conduit of up to 4 levels greater than your existing conduit level. Your effective conduit level for calculating this adjustment may not exceed your total character level. However, if your total character later level should increase you may apply any unused effective conduit levels this feat allows.

For example, a 5th-level Conduit / 3rd-level Fighter who selects this feat would increase their effective conduit level from 5th to 8th level when calculating the total number and level of their doubles (since they have a total of 8 character levels). If they should later gain an additional fighter level, they would gain the remainder of the bonus, and their effective conduit level would thus increase to 9th level.

This feat does not grant you any further class features (or advancement within them) provided by the Conduit class.

Special: You may select this feat multiple times, each time increasing your maximum effective conduit level by an additional 4 levels (following the above rules).


Fate of Many


Prerequisite: Knowledge (The Planes) 8 ranks, The ability to bring at least 1 dimensional double into play.

Benefit: You may select a single dimensional double you are able to bring into play. You may advance the chosen doubles character level by 1 provided that doing so will not cause the double to exceed your own character level.

Special: You may select this feat multiple times, applying it to the same or different doubles as you see fit.


Feats for Doubles:

The following feats are for use by a conduits doubles and require them to expend their own allowance of feats (rather than the conduits) in order to generate the listed effects. These feats can be distinguished by the [Double] tag which prevents them from being selected by any creature who is not a Conduits double.

These feats are worded from the doubles perspective as they are intrinsic to them, not the conduit.

Feats for Doubles
{table=head]Name|Prerequisites|Benefit

Body of Intermediate Knowledge | Your conduit must have medium armour proficiency, Knowledge (Arcana) 6 ranks | Proficiency with medium armour and you may cast spells within it

Body of Laborious Knowledge | Your conduit must have heavy armour proficiency, Knowledge (Arcana) 8 ranks | Proficiency with heavy armour and you may cast spells within it

Body of Light Knowledge | Your conduit must have light armour proficiency, Knowledge (Arcana) 4 ranks | Proficiency with light armour and you may cast spells within it

Gift from Beyond | The ability to cast 1st Level spells, Knowledge (The Planes) 4 ranks | Enter play with a spell effect

Rift Smith | When called upon by your conduit any riftweave weapons you call upon appears with its enchantment bonus increased by +1 | Riftweave weapon enchantment bonus increases by 1

Riftweave Duellist | Your conduit must have the Riftweave Weapon class feature, Two Weapon Fighting feat | Create two one handed riftweave weapons instead of one.
[/table]

Body of Intermediate Knowledge [Double]


Prerequisite: Your conduit must have medium armour proficiency, Knowledge (Arcana) 6 ranks.

Benefit: You gain proficiency with medium armour and may cast arcane spells whilst wearing such armours.


Body of laborious Knowledge [Double]


Prerequisite: Your conduit must have heavy armour proficiency, Knowledge (Arcana) 8 ranks.

Benefit: You gain proficiency with heavy armour and may cast arcane spells whilst wearing such armours.


Body of Light Knowledge [Double]


Prerequisite: Your conduit must have light armour proficiency, Knowledge (Arcana) 4 ranks.

Benefit: You gain proficiency with light armour and may cast arcane spells whilst wearing such armours.


Gift from Beyond [Double]


Prerequisite: The ability to cast 1st Level spells, Knowledge (The Planes) 4 ranks.

Benefit: When called upon by your conduit you may enter play with one of the following spells active upon you. These spells are gifted to you by powers unseen during your dimensional transit and thus do not expend either your own or your conduits spell casting resources.


Bear’s Endurance
Blur
Bull’s Strength
Cat’s Grace
Eagle’s Splendour
Fox’s Cunning
Mage Armour
Owl’s Wisdom
Resist energy
Shield



Rift Smith [Double]


Prerequisite: Your conduit must have the Riftweave Weapon class feature.

Benefit: When called upon by your conduit any riftweave weapons you call upon appears with its enchantment bonus increased by +1.

Even a riftweave weapon may not provide an enchantment bonus which exceeds +5. If the application of this feat should result in a weapon surpassing this limit the weapon instead substitutes this +1 bonus for a +1d6 bonus to damage from one of the following forms of energy: Acid, Cold, Electricity or Fire.

If you were brought into play by your conduits Endless Worlds class feature any riftweave armour you are wearing also has its enchantment bonus increased by +1.

Riftweave armours may not provide an enchantment bonus which exceeds +5. If the application of this feat should result in your armour surpassing this limit the armour instead substitutes this +1 bonus for a Acid resistance 10, Cold resistance 10, Electricity resistance 10 or Fire resistance 10.



Riftweave Duellist [Double]


Prerequisite: Your conduit must have the Riftweave Weapon class feature, Two Weapon Fighting feat.

Benefit: When called upon by your conduit you may opt to summon two riftweave weapons rather than one. Each weapon emerges within one of your hands, ready for use.





Hievarlan (New Race)


http://biowarestore.com/media/catalog/product/cache/2/image/9df78eab33525d08d6e5fb8d27136e95/a/r/art-litho-me-prothean-zoom_9.jpg

"In my dimension I was a prince, with power over millions. The rulers of other peoples would come, bow before the splendour of our dynasty and there swear to both live and die at our command." - Kivay Vigil



The Hievarlan are exiles from a dimension ravaged by an unknown catastrophe. They began emerging into the campaigns dimension little over a 4 years ago and have here found a world utter different to their own.

The world within the Hievarlans dimension was inhabited by races with a much reduced level of technological or social evolution and thus, as a result the Hievarlan Empire emerged. Their vastly superior technology and organised civilisation allowing them to quickly bring all the worlds races under their direct control subjugate them to serve as their empire as unseen slaves.

Hievarlans now find themselves within a world where they must rub shoulders, or even seek aid from, those whom once served them. Most find the adjustment difficult and have been forced to reflect upon the misdeeds of their people. Some travel and adventure as a means of righting these wrongs, yet fear they may never overcome such guilt.


Personality:
Almost all Hievarlan enjoyed a life of extreme privilege within their now lost home dimension. They are all too aware that the races they must now rub shoulders with, or even seek aid from, are the dimensional equivalents of those they enslaved a millennia ago. This knowledge leads them to often feel awkward and apprehensive around other races or even around others of they own kind.

Most Hievarlan were raised to believe that the lesser races hungered for the purpose and guidance which their world spanning dominion imposed. They were taught that, if left to their own nature, such races would dissolve into anarchy and strife – allowing their more primitive natures to enact themselves. As a result of such an upbringing a Hievarlan will at times mistrust the motives of the free peoples they encounter, some even fearing their retribution if they should ever learn the full truth.

Many Hievarlan are humbled by their new place within the world and most see the ruination of their own world as punishment for their misdeeds. Some seek to pay penance for the crimes of their people and may even see the hardships they endure as some form of dimensional justice being served.

Not all Hievarlan are so willing to shed their old ways however and many still view the subservience of other races as a birth right. These individuals may at times work with other peoples but the experience normally leaves a bad taste in their mouths, especially if they are forced to treat them as equals. Such Hievarlan enjoyed the most privileged of upbringings and can, as a result be intensely racist.

Hievarlan who wish to sever themselves from their old ways will often shed their racial name and instead refer to themselves as Rifters, Void Kind, Extradimensionals or even Riftlings (A common and sometimes derogatory term which other races have label them with).

Though still struggling to find the correct ways to assert themselves upon the world most Hievarlan delight in self expression. They adore debating fine art, science and philosophy. Hievarlan society centred upon a concept of emotional openness and they therefore enjoy conversing with others on a personal level. This desire to be close with others, yet uncertainty if such familiarity is acceptable amongst other races can make them appear nervous or even shy. Such introvert behaviour is however is contrary to their desire and in time, once they have discovered their place within the world, they will emerge from their shells and surprise others with their assertive and emotionally charged behaviour.

Physical Description:
A typical Hievarlan is tall, slender, athletically built and moves with a graceful precision. They have an otherworldly beauty and effortlessly refined appearance which can be quite captivating.

They almost universally stand at exactly 6 feet in height and their weight also varies very little from one individual to the next, with males weighing approximately 120 to 150 pounds and females between 100 to 130 pounds.

They have four eyes, each with 2 sets of eyelids and an unusual dual pupil arrangement, giving them a slightly broader field of view than a human. Though one might expect this arrangement to grant them a keener sense of vision than other races the benefits are in act quite few, beyond a greater range of facial expression. They do however have the ability to see in conditions of low light, an ability which served them well when their forefathers set about subduing those races that dwelt in areas of poor illumination.

They have broad domed heads, banded by thin plates which provide a small amount of additional protection to the top of their skull. These plates range in colour from blue to brown to purple and evolve a soft gradient from one colour to the next upon reaching sexual maturity. Some Hievarlan emblazon their skull plates with ornate imagery during times of celebration, festival or mourning.

Hievarlan have blue skin which ranges from dull grey tones to vibrant florescence. The underside of their chins and forward portion of their necks are highly sensitive to touch and range in colour from dull brown to a deep lustful red. These portions of a Hievarlan’s body are deemed erogenous and thus to touch or allow the touching of such regions is deemed to be highly provocative.

Image of a female Hievarlan:

http://fc06.deviantart.net/fs71/i/2012/086/b/3/danta_female_prothean_by_slotgolden-d4u3r2g.jpg

Image of a male Hievarlan:

http://th03.deviantart.net/fs71/PRE/i/2012/070/7/4/jaavik_by_cameli36-d4sgrfq.jpg


Relations:
Hievarlan’s come from a dimension where they were the singular dominant force in the entire world, having subjugated all lesser races beneath their rule. Since their exodus however, many have been forced to adjust to a world where they are few in number and lack any true social or political power. Most emerged as refugees and only survive today due to the kindness of races whom served them as slaves within their own dimension.

This vast shift in perspective has utterly smashed the social delusion many Hievarlan enjoyed, that they alone were capable of true civilised behaviour and social order. Whilst some Hievarlan still view themselves as superior beings, most have been profoundly humbled by their fall from grace and feel deeply ashamed for the actions of their people.

Hievarlan are by nature extremely expressive with one another but find it difficult to assert this nature upon members of other races they encounter. Most have therefore chosen to keep a low profile and only after many years of adjustment find themselves able to display these qualities with others.

Hievarlan are extremely few in number and emerged from their dimensional rifts scattered across all regions of the world. Many perished in transit or shortly thereafter after. As a result the idea of assembling any form of new Hievarlan society or political movement is seen as pure fantasy by most. In reality few Hievarlan will ever even come into contact with another of their species and any attempt to increase their number would take several generations at least.

Most races view the Hievarlan as harmless drifters and refugees, but some may find their apparent sudden emergence highly suspicious. As a result the often derogatory term “Riftling” has entered the vocabulary of many.

Those who learn the truth of their people are often horrified and as such many Hievarlan find themselves ostracised from society and mistrusted. Others may even seek to enact vengeance upon them for the many crimes of their people. Fortunately few have such knowledge, but most Hievarlan live with the fear that they may one day be discovered. Others simply can’t bare the guilt and will throw themselves at the mercy of any they encounter (such individuals often have short life spans).

Old Hievarlan society:
The Hievarlan society of old revolved around the separation of other races into two distinct social groupings, the Varikar and Ikar and. Varikar loosely translates as “Those whom Bestow” whilst Ikar simply means “Gift”. Essentially both groups served the Hievarlan as slaves, though the Varikar enjoyed tasks and positions of greater privilege.

Hievarlan would commonly use the promise of ascending into the ranks of the Varikar as a method of encouraging obedience amongst Ikar. Those races whom performed well and offered the greatest contributions to society could find their status elevated, an event which was forcibly celebrated across the entire empire. Conversely any Varikar who became lazy or who no longer offered great benefit to society could find themselves demoted, an event which saw their population systematically scattered amongst members of the Ikar, who were often all too eager to celebrate the fall from grace of those who once enjoyed a status beyond their own.

This method of social organisation, racial competition and the application of divide and rule tactics enabled the Hievarlan to fool many Varikar and Ikar into not only maintain a level of obedience but also into increasing their overall productivity.

Hievarlan roughly translates as “Sheppards of the World”, a self proclaimed position which they came to wholeheartedly believe. Most saw it as their moral duty to guide the lives of the world’s uncivilised races by channelling their talents in productive service to the empire. It could be argued that many such races did indeed find profit from or even come to enjoy their inclusion within the empire, however many others did not.

Few Hievarlan engaged with those of lesser races and most were encouraged (or even forced) from doing so by the Hievarlan rulers. This ruling class would closely monitor and acted against those who Hievarlan who displayed an excessive level of compassion or interest for Varikar and Ikar. Many members of such races were often used to even route out such Hievarlan in return for personal elevation or reward.

Those Hievarlan who discovered the truth would at times assist small numbers of Varikar and Ikar in forming resistance movements, but few ever gained any real traction. On occasion a Hievarlan successfully assisted a small number of Varikar and Ikar in escaping the empire, normally by travelling to remote regions of the globe where they could live in relative freedom.

Hievarlan’s are deeply emotional beings, who enjoy intense conversation and acts of personal expression. Those with a particular love for the arts may have taken an Elf or Xeph as dance, sculpture or art tutors and relationships would at times blossom as a result. Such practices were later frowned upon the Hievarlan ruling class, who would periodically release scientific studies warning others of the “traitorously manipulative nature of elves” or the “possessive mind controlling powers of the xeph”.

The core threat to the Hievarlan empire was deemed to be its own people who were restricted from visiting Varikar and especially Ikar living districts in case they should grow to sympathise with their plight. Most Hievarlan only encountered such peoples as silently submissive slaves or vocal advocates of the empires splendour.

In order to unite the empire as a whole the Hievarlan ruling elite concocted the myth of the Kalivash, an entirely fictitious rival empire whom were supposedly seeking to destroy Hievarlan society and all those races whom served it. Horror stories of their atrocities would regularly circulate throughout the empire and at times secret elements of the Hievarlan military would even assault their own people in order to perpetuate the myth.

Alignment:
The majority of Hievarlan’s enjoyed a care free and whimsical life of self indulgence, where all their amusement were satisfied by a simple request. Their delight in art, music and conversation has lead them to view the world as a vast canvas upon which they may present themselves and, as a result, most have become strongly chaotic in nature. However, the ruling classes who oversaw the organisation and structure of the empire often separated themselves from such fanciful behaviour and became true supporters of ridged structure and social order. This great disconnect between the ruling classes and the majority of Hievarlan represents the empires greatest sucsess – in fooling its own people.

Most Hievarlans would like to perceive themselves as kind and sensual beings, but the recent exposure (and their apparent ignorance) of their empires true nature has led many to question their own morality. Most exist in a state of denial or depression, struggeling to find purpose or meaning in their lives as a result. Those whom supported the empires purpose or who are unable to except the truth may be driven to somehow rebuild the empire or reassert their position of racial dominance and can be utterly vile as a result.

Religion:
Both religions and the pursuit of a connection to the divine world was outlawed by the Hievarlan ruling class, as such pursuits risked uncovering the true nature of the empire. These religious practices were demonised as primitive behaviours which only the most savage Ikar could find pleasure in.

Having emerged from their world many Hievarlan have tentatively begun to search the divine pantheon for answers and as a result almost all faiths are being explored. Most Hievarlan are uncertain how to even go about seeking such answers and will often question those they encounter about their faiths and may even participate in a broad range of prayers before finding one god whom best matches their beliefs.

Language:
Hievarlan have their own language which, within their world was as widely used as the common tongue, indeed all other races were expected to understand it. This was made all the more socially divisive however due to the innate complexity of their language, which less linguistic peoples often struggled to use correctly.

Names:
Hievarlan enjoy diversity and have, even if they are unaware, absorbed many aspects of other cultures into their own. As a result the range of names and naming systems which Hievarlan employ are truly vast and rarely restrictive. It’s quite common for a Hievarlan to have names which would draw question from other races, such as a combination of an Elven fore name and Dwarfen house name.

Adventurers:
Hievarlans find themselves within a world where they must confront the evils of their peoples past, which many have been truly horrified to learn. Most seek answers or some form of catharsis which may help ease their burdened souls and thus commonly enter a life of adventure. Some travel and adventure as a means of righting the wrongs of their people and view their sacrifice as a worthy penance which they must rightfully endure.

Hievarlan Racial Traits:
* Medium size

* -2 Wisdom: A Hievarlan is unfamiliar with this world and find it difficult to adjust to its ways, they at times do not know how best to enact themselves.

* Humanoid (Extraplanar) type.

* 30' movement.

* Deeply Expressive: A Hievarlan view the entire body as an expressive tool which allows them to convey the depth of their emotions, this nature can make their body language quite easy of other to discern and thus makes them poor liars. A Hievarlan receives a -4 penalty to all bluff skill checks but receives a +2 bonus to all sense motive and gather information skill checks. Their love of conversation and self expression lets them converse with others more easily and in turn interpret when those around them are attempting to deceive.

* Dimensional Double: Once a Hievarlan attains its second hit dice it learns of its dimensional double still trapped within the world they were cast out from. This feature functions identically to the Conduit’s dimensional double ability except it only provides the Hievarlan with a single doubles whos level is always equal to half the Hievarlan character level. If the Hievarlan takes class levels in the Dimensional Conduit class the double provided by this racial ability will function just like any other double the Conduit has formed a link with (essentially giving the conduit an additional double to draw upon, albeit one of significantly lower level).

Importantly a Hievarlans doubles do not have access to this class feature and thus do not have doubles of their own.

* Finding Ones Place in the World: Upon attaining their 6th hit dice a Hievarlan’s natural persona and need for self expression begins to surface. As a result they receive a +2 racial bonus to their Charisma.

* From a Place Beyond: A Hievarlan finds itself within the campaigns dimension through a combination of advanced technology and magical manipulation. They have seen the dimensional weave unfold and thus have a greater understanding than most of the planer boundaries. As a result a Hievarlan receives a +4 bonus to all Knowledge (The Planes) skill checks.

* Low-light Vision: A Hievarlan can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.

* Rift Walker: A Hievarlan connection with the inter-dimensional weave allows them to slip through small rifts in the structure of reality as a method of rapid transport. Once per encounter a Hievarlan may, as a swift action, teleport up to 10 feet to a space they have line of sight to.

* Technologically advanced: The Hievarlan were the dominant race in their dimension. They achieved this through a substantially superior level of technology to anything possessed by "lesser" races. Even though the dimension which the Hievarlan now find themselves within is not as backward technologically, they do still receive a +4 racial bonus to all craft and use magic device skill checks.

* Unatural Beauty: A Hievarlan moves with a grace which seems to fluently bend each motion and expression into the next. Their intensely expressive body language and inner passion for deep meaningful conversation coupled with their general otherworldly appearance draws the eye. Many can’t help but fall for these qualities, even if the Hievarlan themselves had no such intension. Any physically compatible creature of the appropriate gender (or sexual persuasion) will have their dice rolls effected by 2 (either as a penalty or a bonus) whenever interacting with the Hievarlan in a manner through which their innate beauty may sway them. This ability does not alter the emotional state of those who have already encountered the Hievarlan and have thus developed a dislike for them, it only effects a creatures initial reaction to them.

* Weapon Familiarity: Hievarlan treat the Voiderlan (see below) as a martial weapon instead of an exotic weapon.

* Automatic Languages: Common and Hievarlan. Bonus Starting Languages: Abyssal, Aquan, Auran, Celestial, Gith, Ignan, Infernal and Terran.

* Favored Classes: Conduit.

* Level Adjustment: +1.


Hievarlan Exile Racial Traits:

A Hievarlan Exile represents a Hievarlan who has been entirely severed from their home and thus do not have access to some racial abilities which other Hievarlan enjoy. They are however slightly better adapted to the world they find themselves within and have found their feet more quickly when dealing with other races. None the less they still struggle to come to terms with the dramatic change they have experienced and carry the past with them, as all Hievarlan do, at all times.

If a player wishes to avoid the level adjustment which regular Hievarlan experience this is one way of doing so.


* Medium size

* -2 Wisdom, +2 Charisma: A Hievarlan Exile is unfamiliar with this world and find it difficult to adjust to its ways, they at times do not know how best to enact themselves. Unlike other Hievarlan their lack of a continued bond with their home dimension has forced them to engage with the world more proactively resulting in a quicker emergence of their natural charisma, grace and charm.

* Humanoid (Extraplanar) type.

* 30' movement.

* Deeply Expressive: A Hievarlan Exiles view the entire body as an expressive tool which allows them to convey the depth of their emotions, this nature can make their body language quite easy of other to discern and thus makes them poor liars. A Hievarlan Exile receives a -4 penalty to all bluff skill checks but receives a +2 bonus to all sense motive and gather information skill checks. Their love of conversation and self expression lets them converse with others more easily and in turn interpret when those around them are attempting to deceive.

* From a Place Beyond: A Hievarlan Exile finds itself within the campaigns dimension through a combination of advanced technology and magical manipulation. They have seen the dimensional weave unfold and thus have a greater understanding than most of the planer boundaries. As a result a Hievarlan Exile receives a +4 bonus to all Knowledge (The Planes) skill checks.

* Low-light Vision: A Hievarlan Exile can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.

* Technologically advanced: The Hievarlan Exile were the dominant race in their dimension. They achieved this through a substantially superior level of technology to anything possessed by "lesser" races. Even though the dimension which the Hievarlan Exile now find themselves within is not as backward technologically, they do still receive a +4 racial bonus to all craft and use magic device skill checks.

* Unatural Beauty: A Hievarlan Exile moves with a grace which seems to fluently bend each motion and expression into the next. Their intensely expressive body language and inner passion for deep meaningful conversation coupled with their general otherworldly appearance draws the eye. Many can’t help but fall for these qualities, even if the Hievarlan Exile themselves had no such intension. Any physically compatible creature of the appropriate gender (or sexual persuasion) will have their dice rolls effected by 2 (either as a penalty or a bonus) whenever interacting with the Hievarlan Exile in a manner through which their innate beauty may sway them. This ability does not alter the emotional state of those who have already encountered the Hievarlan Exile and have thus developed a dislike for them, it only effects a creatures initial reaction to them.

* Weapon Familiarity: Hievarlan Exiles treat the Voiderlan (see below) as a martial weapon instead of an exotic weapon.

* Automatic Languages: Common and Hievarlan. Bonus Starting Languages: Abyssal, Aquan, Auran, Celestial, Gith, Ignan, Infernal and Terran.

* Favored Classes: Conduit.



Voiderlan (New Weapon)


http://fc00.deviantart.net/fs35/f/2008/295/d/5/d5ff06fbefa809a46af8fcd5cebb8d19.jpg


Rules:
Voiderlan (Exotic Weapon)
{table=head]Two-Handed Melee Weapon/Ranged Weapon|Cost|Dmg (S)|Dmg (M)| Critical| Range Increment| Weight| Type

Voiderlan|
500gp|
d6|
d8|
19-20/x2|
60 ft.|
6lb|
(see text)

Crystal Orb (10)|
5gp|
-|
-|
-|
-|
1lb|
-
[/table]

Details:
The voiderlan is a long bladed staff with a thin cavity running through its middle. A sophisticated trigger mechanism built within a guarded hand grip. Once activated the voiderlan launches a single sharp crystal shard from the weapons end at high velocity.

These crystal shards are broken from a single larger crystal orb which is loaded into the weapon, as a full round action which provokes attacks of opportunity. This action requires the wielder to use two hands.

Once a shard has been fired, the mechanism immediately readies another and ejects a fine crystal residue from a slot at the weapons side. A single crystal orb provides the weapon with a total of 10 shards after which point its remains are immediately ejected.

A crystal orb which has yet to be entirely depleted may only be extracted from the weapon as swift action, however doing so immediately break the crystal into a fine powder which is hence forth unusable. This action requires the wielder to use two hands.

The voiderlan may be wielded in a way which allows its owner to transition seamlessly between melee and ranged combat. Whilst used as a melee weapon is can be used to either slash or thrust at ones foes, however at range its shards merely strike as Piercing weapons.

Normally, operating a voiderlan requires two hands. However, it is possible to can shoot, a voiderlan with one hand at a -4 penalty on attack rolls. You can shoot a voiderlan with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. You must always wield a voiderlan with two hands in melee combat.

Hievarlans (See above) treat the Voiderlan as a martial weapon instead of an exotic weapon.

God Imperror
2012-08-06, 06:52 PM
Anointed Heritor

http://www.raymondswanland.com/Images/Illustration%20Gallery/Ardneh.jpg

I learned the way of the sword by listening to stories. I practice the way of the sword by being part of stories.

The anointed heritors follow a path of tradition and oral history that goes back to the ancestral heroes. Those heroes from the dawn of time are shrouded and mysteries, not many facts remain of the heroes. And everything that is left is subject to interpretation by the anointed heritors.

Nowadays is hard to tell what are the heroes. They might be lesser deities from times past that even after loosing most of their followers keep some of their former power by being attracted to the heritors. They might be myths that have gained power due to the believes of generations. They could be just inspiring stories that keep the anointed heritors goings. Whatever they are it is impossible to tell, as the written documents are scarce and date several hundreds of years latter than the theoretical time of the heroes, and oral tradition focuses in their practices rather in where did they come from.

Adventures: Anointed heritors most of the time adventure in order to get closer to their patron hero. By adventuring they also expand the area of influence of the ancestral heroes, some truly dedicated even join the ranks of the ancestral heroes themselves.

Characteristics: The most important abilities of anointed heroes are the heroes that they chanel, through them they get access to several varied skills and abilities. Its abilities are also supported by the guidance of ancestral heroes, helping the anointed heritors in moments of need.

Alignment: Characters of any alignment can become anointed heritors as there are heroes of several alignments and mentalities.

Religion: Religion is not normally an important part of anointed heritor's life, those who chose to follow the path of a deity normally revere warrior deities specially those with portfolios that include fate or strategy. Some anointed heritors choose to revere the ancestral heroes as if they were deities.

Background: Most anointed heritors start they career studying the deeds of heroes. They will unravel the misteries of their chosen heroes life. Training to emulate their fighting style soon they will become experts and draw some of the true essence of the ancestral hero being partially indistinguishable from their patron hero. By continuing the legend of their chosen hero they empower both themselves and the hero. Once they are able to chanel the essence of a hero they can learn new paths following the steps of other heroes and eventually combining their styles to form a unique legend.

Races: As every race has heroes characters of any race can become anointed heritors. Races with a distinct trait for story telling and oral tradition have more anointed heritors as their ancestral heroes are better known.

Other Classes: Anointed heritors work well with companions of other classes and races. He might be awed the stealth of rogues and their ability to finish enemies with a single strike, maybe he feels atracted to the heroic ideals of a paladin or he admires the powers of spell casters over reality.

Role: Anointed heritors are generalist, depending on their ancestral heroes they can work on different roles. Mostly mundane in their abilities they can fall in the middle ground between skillfull characters such as rogues or rangers and more martial characters such as fighters or paladins. Chosing on hero or another would make the anointed heritor strive more to a role or another, as he progresses in his career he is able to fill more roles. Regardless of their particular strengths anointed heritors as a whole tend to have strong personalities and be good spokesmen.

Adaptation: Heroes are porpuselly left ambiguious and open, every anointed hero can have a different view of the ancestral heroes to fit their backstory and personality. Some anointed heritors may start following an ancestral hero because it was a great figure in the history of its nation, or perhaps due to him willing to be like the hero. Depending on the campaign the heroes might be renamed or even with the collaboration of the DM new heroes can be created.

In certain campaign settings the heroes might not be as nice or distant as the anointed heritor might believe, they can be mysterious entities, remnants of once living beings trapped beyond life and death. In those cases the "heroes" actively seek to be channeled by the anointed heritor for they receive sustenance through the offerings and can once more experience something similar to live.

In other cases perhaps the anointed heritors are more literally descendants of the heroes. As sorcerers that draw their power from the remains of the blood of dragons in their veins the anointed heritor is an special member of its race for his fore bearers were heroes.

Or in a more malicious setting heroes the anointed heritors might trap the souls of heroes of he past and use them to channel their nefarious powers.

GAME RULE INFORMATION
Anointed Heritor's have the following game statistics.
Abilities: Charisma determines most of their abilities potency and uses. Most anointed heritors are martial characters, strength, dexterity and constitution become important depending on their fighting style.
Alignment: Any.
Hit Die: d8
Starting Age: As bard
Starting Gold: As sorcerer

Class Skills
The Anointed Heritor's class skills (and the key ability for each skill) are...
Concentration (Con), Craft (Int), Decipher Script (Int), Gather information (Cha), Knowledge (history) (Int), Knowledge (Local) (Int), Knowledge (Nobility and royalty) (Int), Listen (Wis), Perform (oratory) (Cha), Search (Int), Spot (Wis) plus any skill that the anointed heritor receives from patron hero.
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Anointed Heritor
{table=head]Level|Base Attack Bonus|Fort Save*|Ref Save*|Will Save|Special|Heroes|Offerings|boons

1st|
+0|
+0|
+0|
+2|Patron Hero, Anointed Guidance|0|0|0

2nd|
+1|
+0|
+0|
+3|Anointment|0|0|0

3rd|
+2|
+1|
+1|
+3|Ancestral Channeling (one hero)|1|0|0

4th|
+3|
+1|
+1|
+4|Offerings (maximum lvl 1)|1|1|0

5th|
+3|
+1|
+1|
+4|Ancestral Skills|2|1|0

6th|
+4|
+2|
+2|
+5|Anointment, Boons (one)|2|2|1

7th|
+5|
+2|
+2|
+5|Anointed recovery (move action)|3|2|1

8th|
+6/+1|
+2|
+2|
+6|Ancestral feat (one), Offerings (maximum lvl 2)|3|3|1

9th|
+6/+1|
+3|
+3|
+6|Ancestral tactics 1/day|4|3|1

10th|
+7/+2|
+3|
+3|
+7|Ancestral channeling (two heroes), Anointment|4|4|1

11th|
+8/+3|
+3|
+3|
+7|Ancestral guidance (Initiative)|5|4|1

12th|
+9/+4|
+4|
+4|
+8|Offerings (maximum lvl 3), boons (two)|5|5|2

13th|
+9/+4|
+4|
+4|
+8|Anointed recovery (swift action)|6|5|2

14th|
+10/+5|
+4|
+4|
+9|Anointment|6|6|2

15th|
+11/+6/+1|
+5|
+5|
+9|Anointed recovery (full round)|7|6|2

16th|
+12/+7/+2|
+5|
+5|
+10|Ancestral feat (two), Offerings (maximum lvl 4)|7|7|2

17th|
+12/+7/+2|
+5|
+5|
+10|Ancestral Guidance (3 skills)|8|7|2

18th|
+13/+8/+3|
+6|
+6|
+11|Ancestral tactics 2/day, Anointment, boons (three) |8|8|3

19th|
+14/+9/+4|
+6|
+6|
+11|Anointed recovery (superior)|9|8|3

20th|
+15/+10/+5|
+6|
+6|
+12|Ancestral channeling (three saints), Ancestral exaltment, Offerings (maximum lvl 5)|9|9|3
[/table]
*See the patron hero ability below.

Class Features
All of the following are class features of the Anointed Heritor.

Weapon and Armor Proficiencies: An annointed heritor is proficient with all simple weapons, plus the associated weapon of its patron hero. Anointed heritors are proficient with light armor and shields (except tower shields).

Patron Hero (Ex): Through study and dedication you learn a bit of the ancestral heroes. Your study focus on one hero, perhaps it was the most interesting as a child or you have a blood connection to the chosen hero. You learn to emulate the general of its basic fighting stile and skills. At 1st level choose an ancestral hero from the lists of ancestral heroes available to the Anointed Hero, even if you cannot fully channel it you gain its associated skill as class skill, its associated weapon proficiency and the associated good save progression (fortitude or reflex), regardless of any hero that you might channel you keep the weapon proficiency, the save progression and the class skill. In addition if you are not channeling any hero you gain the first ability of your patron hero. If somehow your ancestral channeling gets suppressed you gain the benefit of this class ability.

Anointed Guidance (Ex): You have learned several facts of the lives of heroes before you, you know where they succeed and where they failed, it is harder for you to miss something for you count with the experience of heroes of ages past. Starting at 1st level at the beginning of every encounter you gain one guidance point per class level to a maximum equal to your Charisma bonus (minimum half your level). While you have guidance points you gain a +2 bonus to Listen, Search and Spot checks. At 11th level you gain a +2 bonus to initiative checks. At 17th level while you have guidance points you gain a +2 bonus to three skills of your choosing, in which you have to have at least one rank, you can choose 10 with those skills, even under conditions where taking 10 would normally be impossible (some skills, like use magic device, specifically disallow you to take 10, you cannot use this ability to take 10 with those skills). In addition if those skills are selected through your ancestral skill class feature you can choose 10 with them, unless it would normally be impossible.

Anointment (Ex): Some heroes focused on precise strikes of the sword, some others were able to parry hits that would have severed their heads. Maybe they had a special technique or perhaps they were just gifted, regardless you have a special knack for following those heroic movements and using them at he right time. At second level you gain two anointed abilities selected from the list below every four levels thereafter you can choose an additional ability.



Anointed Attack (Ex): Before making an attack roll you can spend 1 guidance point to gain an insight bonus on the roll equal to your Charisma modifier. Anointed Attack does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). Because this ability provides an insight bonus, it does not stack with itself.


Anointed might (Ex): Before making a damage roll you can spend 1 guidance point to gain an insight bonus on the roll equal to your Charisma modifier. Anointed might does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). Because this ability provides an insight bonus, it does not stack with itself.


Anointed Protection (Ex): Before determining the exit of an enemy's attack roll you can spend 1 guidance point to gain an insight bonus to AC to your Charisma modifier. Anointed Protection does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). Because this ability provides a insight bonus, it does not stack with itself.


Anointed inspiration (Ex): Before making an skill check you can spend 1 guidance point to gain an insight bonus on the roll equal to your Charisma modifier. Anointed inspiration does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). Because this ability provides an insight bonus, it does not stack with itself.


Anointed Reach (Ex): Before making an attack roll you can spend 1 guidance point to gain 5 feet reach. Anointed Reach does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). This ability doesn't stack with itself.
Special:You must have 6 levels in the anointed heritor class before selecting this anointment.


Anointed Ardor (Ex): Before making a roll to confirm a critical hit you can spend 1 guidance point to gain an insight bonus on the roll equal to your Charisma modifier. Anointed Ardor does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). Because this ability provides an insight bonus, it does not stack with itself.
Special:You must have 6 levels in the anointed heritor class before selecting this anointment.


Anointed Technique (Ex): Before making an opposed bull rush, disarm, feint, grapple, overrun, sunder or trip check you can spend 1 guidance point to gain an insight bonus on the roll equal to your Charisma modifier. Anointed Technique does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). Because this ability provides an insight bonus, it does not stack with itself.
Special:You must have 6 levels in the anointed heritor class before selecting this anointment.


Anointed Grace (Ex): Before making a save roll you can spend 1 guidance point to gain an insight bonus on the roll equal to your Charisma modifier. Anointed Grace does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). Because this ability provides an insight bonus, it does not stack with itself. This ability doesn't stack with divine grace nor with any similar ability that doesn't stack with divine grace.
Special:You must have 6 levels in the anointed heritor class before selecting this anointment.


Anointed Opportunist (Ex): Before making an attack of opportunity you can spend 1 guidance point to gain an insight bonus on the attack roll and damage roll equal to your Charisma modifier. Anointed Opportunist does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). Because this ability provides an insight bonus, it does not stack with itself.
Special:You must have anointed attack and anointed might before selecting this anointment.


Anointed Reduction (Ex): Before determining the damage caused by an enemy's damage roll you can spend 1 guidance point to gain an insight bonus to Damage Reduction equal to your Charisma modifier. Anointed Reduction does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). Because this ability provides a insight bonus, it does not stack with itself.
Special:You must have anointed defense before selecting this anointment.


Anointed initiative (Ex): Before making an initiative roll you can spend 1 guidance point to gain an insight bonus on the roll equal to your Charisma modifier. Anointed initiative does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). Because this ability provides an insight bonus, it does not stack with itself. You can use this ability while being flat footed.
Special:You must have 10 levels in the anointed heritor class before selecting this anointment.


Anointed Resistance (Ex): Before making a save roll you can spend 1 guidance point to on a successful save not take damage from spells or effects that normally do half damage on a successful save. Anointed Resistance does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). This ability doesn't stack with evasion nor mettle.
Special:You must have anointed grace before selecting this anointment.


Anointed Intervention (Su): Before using an ability granted by an ancestral hero you can spend 1 guidance point to to use it without incurring its normal waiting time. Anointed hero does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend), but most ancestral's heroes abilities do require actions.
Special:You must have 18 levels in the anointed heritor class before selecting this anointment.


Anointed hero (Su): Before using an ability granted by an ancestral hero you can spend 1 guidance point to gain an offering point. Anointed hero does not require an action, and you can use it as often as you wish during your turn or others' turns (provided that you have guidance points to spend). Offering points acquired in this manner lasts until the start of your next turn. Investing offering points can be done as part of an action (if the action takes an immediate or swift action) or as a swift action otherwise.
Special:You must have 10 levels in the anointed heritor class before selecting this anointment.


Anointed heritage: You might gain any [heritor] feat as a bonus feat. An anointed heritor must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Special:If you select this anointment at level 2 you can select 1st level only [heritor] feats. You cannot select this anointment more than three times.


Ancestral Channeling (Su): Anointed heritors strive to achieve perfection, soon they can not only do some simple heroic deeds but in the same manner of the ancestral heroes did before them they can realize feats of true power. This draw them closer to the heroes, and most anointed heritors believe that they are in fact channeling their souls into reality. At third level you can only channel your patron hero, but you can learn new heroes at every odd level. Once you are channeling a hero you gain its associated skill as class skill and its abilities. You can make offerings and boons with the heroes that you channel as described below. At 10th level you can channel two heroes at once and at level 20th you can channel three heroes at once. Ancestral heroes are bound to your soul and they cannot be targeted or expelled by any means except by using the ancestral repentance class ability, described below, nor can they be suppressed except by an antimagic field or similar effect.
To channel a hero you must perform a private ritual every morning, this is similar to a wizard preparing spells and you can do so only once per day after a good night's rest. You must anoint yourself with clean water and oils while meditating for an hour to be able to channel heroes.


All powers granted by heroes are supernatural in origin, even if they replicate spells, powers or abilities that are not normally considered magical.
Supernatural abilities are magical and thus suppressed in an antimagic field.
Supernatural abilities cannot be dispelled.
Unless they deal damage supernatural abilities affect incorporeal creatures normally. A supernatural ability has a 50% chance not to affect an incorporeal target if the source of the ability is corporeal.
Using a supernatural ability does not provoke attacks of opportunity unless otherwise noted.
Using a supernatural ability is a standard action unless otherwise noted.
Some of the supernatural abilities granted by heroes provide constant benefits once activated. If the duration of a particular effect is not stated or implied by the ability description assume it constant. In case those abilities get suppressed they can be resumed as a free action.
Supernatural abilities don't have somatic or verbal components, but certain requirements might apply to the use of individual granted abilities.
Supernatural abilities are neither arcane nor divine. Thus no spell failure applies to the use of hero-granted abilities by an armored anointed heritor, even when those abilities mimic spells.
An anointed heritor shows no outward sign when using a granted ability, unless the ability description specifies that he must concentrate, or the use of the ability would be obvious based on its description (such as becoming a werewolf)
When subjected to a supernatural ability that requires a saving throw but has no obvious effect, the target feels a hostile force or tingle but does not necessarily know the source or the nature of the attack.
Effects created by the anointed heritor's supernatural abilities end when the anointed heritor uses again the ability that caused them (there cannot be two identical effects at once being caused by a single anointed heritor), if the anointed heritor switches his offering points from (or to) the ability that caused the effect, the anointed heritor stops channeling the hero that granted them, or if the anointed heritor dies while channeling.
The difficulty class for a saving throw against a hero's granted abilities is 10 + 1/2 anointed heritor level + anointed heritor's Cha modifier.
Abilities that duplicate feats grant the benefit of the feat even if the anointed heritor doesn't qualify for the feat. Abilities granted by heroes that duplicate feats cannot be used for meeting prerequisites.


Offerings (Su): At some points annointed heroes receive a whisper of inspiration from their heroes, in those moments they are able to do feats as if they had been doing those for they whole life, through offerings from the ancestral heroes anointed heritors can reach their true potential. You gain access to a small reserve of offerings, which can be invested into your ancestral heroes abilities to increase their power. Your offerings reserve's size is shown on the table above. Your character level determines the maximum quantity of offerings that you can invest in any single ability, at 4th level you can invest up to one offering point in abilities, every four levels thereafter you can invest an extra offering point to a maximum of 5 offering points at level 20. As a swift action, you can reallocate your offerings investments in your ancestral hero abilities every round.

Ancestral Skills (Ex): As distinctive as heroes combat capabilities their heroic deeds of skill are not far behind, soon the anointed heritors learn to tap into the memories and deeds of their forebearers to emulate them. Whenever you start channeling a hero, or more, you can designate a number of class skills (gained from levels in the anointed heritor class) or the associated skills from any hero that you are channeling equal to your charisma bonus (if any). For the duration of the channeling you can make skill checks using your anointed heritor level in place of the number of ranks you have in that skill (even if the number is 0). You can make "trained only" checks but you can't take 10 using ancestral skills (you need to have actual ranks to take 10).

Boons (Su): Some of the abilities available to the ancestral heroes are not something that most people could dream off but the anointed heritor can reach to the heroes and access to some of their knowledge. You can get a boon from any hero that you are channeling. Unlike offerings boons are almost permanent and last for as long as you channel the ancestral hero. At 12th level and again at 18th level you gain an additional boon.

Anointed recovery (Su): As the ancestral heroes inhabit your body you become harder to stop and prone to realize heroic deeds more often. You can expend a move action to recover one guidance point. You can expend as many move actions as you have, earning an equal number of guidance points. At 13th level you can choose to expend a swift action to recover one guidance point. At 15th level you can expend a full round action to recover half your guidance points (rounded up). At 19th level you recover two guidance points per expended move action (or swift action).

Ancestral feat (Ex): Your soul infused with the essence of heroes before you is able to emulate abilities not normally accessible through the ancestral heroes abilities. You gain a bonus feat. The ancestral heroes are known for their heroic deeds, you cannot choose a feat with the following descriptors [divine], , [metamagic], [metapsionic], [psionic item creation feats] or [wild]. You must meet the prerequisites for this feat. Additionally if you choose any [heritor] feat you can use the effective ranks granted by your ancestral skills ability as if they were true ranks (only for the purpose of meeting prerequisites). Whenever you start channeling a new hero you can choose to change your bonus feat to any other feat for which you meet the prerequisites. At 16th level you gain a second bonus feat that you can also choose to change whenever you change your channeled heroes.

Ancestral tactics (Su): Your mastery of the ancestral heroes allows you to switch and channel different heroes if it would fit the situation. You can change your ancestral heroes, ancestral skills and ancestral feats picking new choices. Using ancestral repentance takes 10 minutes and provokes attacks of opportunity. You can use this ability 1/day at 9th level and 2/day at 18th level.

Ancestral exaltment (Su): At the end of the journey the hero cannot only inspire itself but inspire those around himself to become heroes. With a enormous effort of will you can briefly enlighten one creature with one of the heroes that you are currently channeling so the target benefits from its effects. At 20th level as a full round action you can choose one of your ancestral heroes, you are still considered to be channeling said hero, and the effects of its abilities on you don't end when you use ancestral exaltment but you cannot use them until the end of this ability. One target, that you designate and is not further than 30 feet away, gets the benefits of channeling the hero. The target gets a WILL safe if unwilling (DC 10+1/2 anointed heritor level + CHA bonus) but otherwise can use the heroes abilities as normal during its next turn. The effects of this class ability last until the start of your next turn, and no abilities initiated by a hero while being channeled during the ancestral exaltment can last further, for example, if the hero shared is Nightthirster the creature that receives its abilities can use black candle but the darkness effect would last until the start of your next turn.


http://www.raymondswanland.com/Images/Illustration%20Gallery/Tyranny.jpg
[I]I am all those before me.

Feats for the Anointed heritor*
*some feats have associated hero skills as prerequisites, for selecting those feats a character has to have that certain number of skill ranks in the particular associated ability of the hero (for example if a character wants to get heroic bondage (Nightthirster) he needs to have 6 ranks in Hide

Heritor feats
All Heritor feats have the patron hero ability as a prerequisite. Thus they are limited to characters with levels in the Anointed heritor class. Additionally high level Anointed heritors may benefit easily from [heritor] feats using its ancestral feat class ability.

Heroic Master [Heroic]
Prerequisite: ability to channel a hero, knowledge (history) 9, hero's associated skill 6
Benefit: You permanently bond yourself to a hero. You cannot stop channeling said hero, it still counts as a channeled hero. You gain a boon point that you can invest in your permanently bond hero's abilities.
Special: You may take this feat a second time, you still need to meet the associated skill requirement. This feat may not be selected with the ancestral feat class feature, nor with similar abilities that grant temporary feats.

Dual patronage [Heritor]
Prerequisite: Patron hero class feature, knowledge (history) 4
Benefit: You can select another ancestral hero as a secondary patron hero, you gain its associated class skill, its associated weapon proficiency and a +2 bonus to its associated save. In addition you consider your secondary patron hero as your patron hero when qualifying for feats.
Special: You may select this feat only as a 1st level character.

Heroic channel [Heritor]
Prerequisite: Patron hero class feature, ability to channel a hero, knowledge (history) 8
Benefit: You learn how to channel a new Ancestral hero.
Special: You can take this feat up to three times.

Multiple channel [Heritor]
Prerequisite: Patron hero class feature, ability to channel two heroes at once, heroic channel (3), knowledge (history) 15
Benefit: You learn how to channel an extra additional hero at the same time.

Darkest storm [Heritor]
Prerequisite: Patron hero class feature, ability to channel two heroes at once, ability to channel Nightthirster and Storm cloak, hide 9, move silently 9
Benefit: If you channel Nightthirster and Storm cloak at the same time you gain an offering point that you can invest in either heroes' abilities. In addition any creature damage by your lightning bolt ability is considered flanked by you until the start of your next turn.

Wolfsteed [Heritor]
Prerequisite: Patron hero class feature, ability to channel two heroes at once, ability to channel Windrider and Moonwolf, ride 9, handle animal 9
Benefit: If you channel Windrider and Moonwolf at the same time you gain an offering point that you can invest in either heroes' abilities. In addition your Palemare ability and your Wolf spirit ability combine. You can now summon a Wolf (it becomes Large if you are medium, though it doesn't gain any bonus to STR, CON or Natural armor it gets a penalty of -2 to DEX and a -1 to AC and attack due to its size increase) that gains the benefits of both your Palemare and your Wolf spirit abilities.

Truebearer [Heritor]
Prerequisite: Patron hero class feature, ability to channel two heroes at once, ability to channel Godspeaker and Truthseeker, truespeak 9, sense motive 9
Benefit: If you channel Godspeaker and Truebearer at the same time you gain an offering point that you can invest in either heroes' abilities. In addition if you use utterance on any enemy that opposes your alignment, and if you beat the truespeak DC by 10 you can use the utterance as a swift action instead than a standard action.

Shadow forged [Heritor]
Prerequisite: Patron hero class feature, must have selected Nightthirster as a patron hero, hide 4
Benefit: You gain the ability to see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Special: You may select this feat only as a 1st level character.

Stormborn [Heritor]
Prerequisite: Patron hero class feature, must have selected Storm cloak as a patron hero, move silently 4
Benefit: Even in a storm, the winds whipping around you seem to leave you unaffected. You ignore the penalties associated with ranged attack rolls and Listen checks due to high winds (see page 95 of the Dungeon Master’s Guide). Actions that are impossible in high winds (such as using ranged attacks in winds above 50 mph) are still impossible.
Special: You may select this feat only as a 1st level character.

Heartfire [Heritor]
Prerequisite: Patron hero class feature, must have selected Dancing fire as a patron hero, Iaijutsu focus 4
Benefit: You can project a radiant aura. Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action. In addition whenever you make a Iajitsu focus check the enemy may become dazzled, for a round, unless it makes a WILL save (10 + 1/2 char level + cha modifier)
Special: You may select this feat only as a 1st level character.

Saddlebound [Heritor]
Prerequisite: Patron hero class feature, must have selected Windrider as a patron hero, Ride 4
Benefit: You can take 10 on ride checks, even if you are rushed or threatened. If either you or your mount fails a Reflex save while mounted, you can attempt a Ride check to succeed on the saving throw anyway. The save is successful if your Ride check result is equal to or greater than the spell’s save DC. (Essentially, you can substitute your Ride check result for your Refl ex save if the former is higher.) You can attempt this substitution once per round for either yourself or your mount. If both you and your mount fail a Reflex save against the same effect (for example, a fi reball spell or dragon breath that catches you and your mount in its area), your Ride check result applies to both your save and your mount’s save.
Special: You may select this feat only as a 1st level character.

Feral charm [Heritor]
Prerequisite: Patron hero class feature, must have selected Moonwolf as a patron hero, Handle animal 4
Benefit: Using your Savage ability you can befriend two wolfs. This wolfs function as followers (see Leadership feat description on DMG 106) and have a friendly actitude towards you. Use your effective leadership score to determine the highest level of followers to determine the HD of the wolves. If a wolf dies you can attract another one by expending two hours in any region where wolfs are found.
Special: You may select this feat only as a 1st level character.

Swordknack [Heritor]
Prerequisite: Patron hero class feature, must have selected Swordmaster as a patron hero, Martial lore 4
Benefit: You gain any first level maneuver from any discipline of your choosing. You can use this maneuver once every five rounds. In addition you gain any fist level stance of your selected discipline.
Special: You may select this feat only as a 1st level character.

Insidious smile [Heritor]
Prerequisite: Patron hero class feature, must have selected Laughing fool as a patron hero, bluff 4
Benefit: You can fascinate a single creature with your stories and lies. You make a Bluff check, and the target can negate the effect with a Will saving throw equal to or greater than your check result. If the saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to your words for up to 1 round per level you possess. While fascinated, the target’s Spot and Listen checks suffer a –4 penalty. Any potential threat allows the fascinated creature a second saving throw against a new Bluff check result. Any obvious threat automatically breaks the effect. You must concentrate, as if casting or maintaining a spell. This is a spell-like, mind-affecting charm ability.
Special: You may select this feat only as a 1st level character.

Battleraised [Heritor]
Prerequisite: Patron hero class feature, must have selected Battlelord as a patron hero, Perform (weapon drill) 4
Benefit: You gain proficiency with all martial weapons.
Special: You may select this feat only as a 1st level character.

Godblessed [Heritor]
Prerequisite: Patron hero class feature, must have selected Godspeaker as a patron hero, Truespeak 4
Benefit: You can name the Ancestral Heroes your patron deities. In addition you can use scrolls, wands, and other devices with spell completion or spell trigger activation as a cleric of one-half your anointed heritor level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a cleric, actual cleric levels and these effective cleric levels stack.
Special: You may select this feat only as a 1st level character.

Birdlistener [Heritor]
Prerequisite: Patron hero class feature, must have selected Swiftwing as a patron hero, 4
Benefit: You can make one Spot check and one Listen check each round as a free action. Listen and Spot are always class skills for you. You also gain a +2 bonus on initiative checks.
Special: You may select this feat only as a 1st level character.

Inner fury [Heritor]
Prerequisite: Patron hero class feature, must have selected Wrath as a patron hero, Intimidate 4
Benefit: When you charge, make a full attack, or cast a spell that either targets an enemy or includes an enemy in its area, you gain the frightful presence ability for that round. Each enemy within a 20-foot radius of you must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for 1 minute. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to your frightful presence for the next 24 hours. This is an extraordinary morale effect.
Special: You may select this feat only as a 1st level character.

Dauntless [Heritor]
Prerequisite: Patron hero class feature, must have selected Truthseeker as a patron hero, Sense Motive 4
Benefit: You cannot be intimidated. (Attempts to use the Intimidate skill against you always fail.) In addition you are immune to fear effects, magical or otherwise.
Special: You may select this feat only as a 1st level character.

Fallingstar [Heritor]
Prerequisite: Patron hero class feature, must have selected Meteor Angel as a patron hero, Tumble 4
Benefit: You can execute a charge by simply dropping from a height of at least 5 feet above your opponent. For example, a ledge 10 feet above the floor of a cavern would suffice for jumping on a Medium-sized creature, while a ledge 15 feet high is required for a jumping on a Large creature. You can't jump from more than 30 feet above your opponent, nor can you effectively use fallingstar while under the influence of a fly or levitate spell or effect, as you have to hurl yourself down on your foe. If you hit, you can choose either to deal double damage with a melee weapon or natural attack or to attempt a trip attack. You are treated as one size category larger than normal if you try to trip your opponent with the fallingstar. After you attack, you take falling damage as normal for the distance you jumped. You are entitled to a Tumble check (DC 15) to take less damage, as if you had fallen 10 feet less than you actually did. If you fail this Tumble check, you fall prone 5 feet from your opponent.
Special: You may select this feat only as a 1st level character.

Dragon's blood [Heritor]
Prerequisite: Patron hero class feature, must have selected Roaring Dragon as a patron hero, Knowledge (arcana) 4
Benefit: You gain the benefits of draconic heritage as described in races of the dragon, you add the dragon's associated skill to your anointed heritor class skills. Additionally you can treat your anointed heritor level as sorcerer level for selecting [draconic] feats, and you may choose [draconic] feats as [heritor] feats.
Special: You may select this feat only as a 1st level character.

Stone foundation [Heritor]
Prerequisite: Patron hero class feature, must have selected Rockshield as a patron hero, Balance 4
Benefit: As long as you stand on earth you gain a +4 bonus on checks to resist being moved from your square (such as bullrushing checks, this bonus doesn't apply to effects that comply you to move, such as a command spell).
Special: You may select this feat only as a 1st level character.

God Imperror
2012-08-06, 07:31 PM
http://www.raymondswanland.com/Images/MagicTheGathering%20Gallery/Banefire.jpg
Hear my desire. Fear my fire.

Ancestral Heroes

Nightthirster
Background: Every community fears death, the end, the abyss, the final embrace. The stories of the Nightthirster are grit and dark, for his tales are tales of fear and death. Shrouded in darkness with silent steps the Nightthirster is never clearly depicted, and might be one of the most alien of the ancestral heroes. Not all the stories of the Nightthirster are sad though, death comes to all, and many celebrate the deaths of tyrants, conquerors or other unlikable characters.
Associated skill: Hide
Associated weapon: Shortbow
Associated save: Reflex
Abilities:
Night's caress: This is exactly like the rogue sneak attack ability. You deal 1d6 extra damage, plus another 1d6 per offering point invested.
Shadow shroud: You don't leave a trail and you cannot be tracked by scent. Any offering point invested grants you a cumulative 10% chance of deflecting ranged attacks.
Black candle: You can use darkness as a supernatural ability once every five rounds with a CL equal to your Anointed Heritor level. Each offering point invested increases the effective spell level by one to determine the light spells that it can counter.
Boons
Night's caress: You become more precise with your sneak attacks, you can reroll any result of 1 on the dice. Any offering point invested increases the range at which you can use your night's caress sneak attack by 10'.
Shadow shroud: You gain a bonus on saves towards divination spells equal to your CHA bonus additionally if you make a save against a divination spell you are automatically aware of it. Any offering point invested allows you to snatch any projectile weapon that gets deflected by your shadow shroud to a maximum of one per offering point invested, thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.
Black candle: As long as you are at least 10' away from shadows you can attempt Hide checks while being observed, just as if you had cover or concealment for the purpose of this determination. Any offering point invested grants you a +1 on Hide checks and Move silently checks while you are at least 10' from shadows.

Stormcloak
Background: Storms have always been a constant through recorded history and it is understandable that the tribes of old revered them as holy symbols. The Stormcloak might be a lightning god of ages past or just a common trait of the gods of tempest. In stories he always appear cloaked in stormy clouds and releasing lightning bolts over its enemies.
Associated skill: Move Silently
Associated weapon: Javelin
Associated save: Fortitude
Abilities:
Storm breath: You can breath water as well as air. For every offering point invested you can hold your breath for an additional round.
Steam mist: You can use obscuring mist as a supernatural ability but it covers an area with 10' feet radius it lasts for only a minute and once it gets dispelled or dispersed you have to wait five rounds before using it again. You can expand the cloud 5' per offering point invested.
Lightning bolt: You can infuse ammunition with electricity. Any ranged weapon you fire deals an extra 1d6 of lightning damage plus 1d6 extra damage per offering point invested.
Boons
Storm breath: You don't need to breath for a minute, before using this ability again you need to wait five rounds with one less round per offering point invested.
Steam mist: Any enemy lost in your mist must attempt a WILL safe or become shaken, any point of offering invested increases the DC by one.
Lightning bolt: As a standard action you can make your bolt ricochet to an adjacent target after striking. If you invest offering points it can ricochet to a creature farther away, 5' per offering point invested.

Dancing Fire
Background: Most stories were told around campfires. Not only stories but homes and communities were built around the access to fire. Fire could be revered in itself or as a symbol. Dancing Fire stories always start and end with fire for it is a symbol of ineffable perfection, of personal progress and healing.
Associated skill: Iaijutsu focus
Associated weapon: Rapier
Associated save: Fortitude
Abilities:
Phoenixian embrace: Whenever you attack an enemy character you recover 2 HP. For every offering point invested in this ability you recover two additional HP.
Rising ember: You gain the benefit of the quick draw feat, additionally investing offering points in this ability grants you a +1 bonus to initiative.
Inspiring dance: You can inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be within 30 feet and able to see you. The effect lasts for as long as you dance (you expend a move action every round), and you must wait five rounds before using it again. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Investing offering points in this ability increases the bonuses and the duration by 1.
Boons:
Phoenixian embrace: You and an ally (no further than 30 feet away from you) receive the healing of phoenixian embrace. You gain fire resistance 5 for every offering point invested in this ability.
Rising ember: You can seath any one weapon that you have drawn with a swift action. You gain a +2 bonus to iaijutsu focus per offering point invested.
Inspiring dance: The extra damage of your inspiring dance becomes half fire and half divine power (in case of an odd number round it up for fire damage, and down for divine damage), that is not subject to reduction. For every offering point invested the affected allies gain an extra 1d6 of damage (half fire, half divine).

Windrider
Background: When the first communities started animals contributed to the labor. One of the most revered through history was the horse. Windrider's stories are tales of speed, courage and loneliness. He rides a horse faster than the wind itself, a horse that might ride through ages and time.
Associated skill: Ride
Associated weapon: Lance
Associated save: Reflex
Abilities:
Bloodhound: You gain track as a bonus feat. For every offering point invested you gain a +2 bonus to survival checks.
Rider: You gain mounted combat as a bonus feat. Investing offering points in this ability grants extra uses of the feat, one per point.
Palemare: You can summon a light war horse (see MM I pg. 274) or a war pony (see MM I pg. 277) if you are small. For every offering point invested you gain a +2 to ride checks.
Boons:
Bloodhound: You gain scent as an extraordinary ability within 15 feet. If you invest offering points in this ability it range is extended by 5 feet per point.
Rider: While mounted you gain the benefit of trample feat. Investing points in this ability confers your mount a +1 to hit when using its trample attack per offering point invested.
Palemare: Your mount gains the benefit of a paladin's special mount of your effective anointed hero level. If you invest offering points the speed of your mount increases by 5 feet per point invested.

Moonwolf
Background: The inner beast has haunted stories since ages of old. The vile needs inside each living being can turn a creature mad. The Moonwolf is a hunter in tune with its feral self, it can turn into a wolf and call for nature's aid. Stories of the Moonwolf sometimes tingle with nostalgia, missing the wild hunt.
Associated skill: Handle animal
Associated weapon: Battleaxe
Associated save: Fortitude
Abilities:
Savage: You gan Wild empathy as a Druid or Ranger of your Anointed Heritor level. Investing offering points in this ability grants you a +2 bonus to Handle animal checks per point invested.
Wolfskin: You can use Aspect of the wolf (spell compendium) as an spell-like ability with a caster level equal to your anointed heritor level. You must wait five rounds before using this ability again. While you use your wolfskin ability you gain a +2 bonus to survival checks per offering point invested.
Wolf spirit: You can summon a wolf (see MM I pg. 283). For every offering point invested you gain a +2 to ride checks. For every point invested your wolf spirit gains +1 bonus to hit.
Boons:
Savage: You are permanently under the effect of a speak with animals spell effective caster level equal to your Anointed Heritor level. If it gets dispelled you can resume it as a swift action. While adjacent to your wolf spirit you gain a +2 dodge to AC per offering point invested.
Wolfskin: You can use Bite of the werewolf (spell compendium) as an spell-like ability with a caster level equal to your anointed heritor level. You must wait five rounds before using this ability again. While you use your wolfskin ability you gain DR 1/Silver for every offering point invested.
Wolf spirit: Your wolf gains the benefit of a ranger's animal companion of your effective anointed hero level. If you invest offering points your wolf spirit gains a +1 bonus to trip checks per point invested.

Swordmaster
Background: Swordmaster is the archetypal hero. Swormaster is simple, easy to grasp, he confronts the dark overlord, he leads, and he triumphs. There is always hope in the path of the Swordmaster even when fighting the hulking giant he does so with confidence and courage.
Associated skill: Martial lore
Associated weapon: Shortsword
Associated save: Reflex
Abilities:
Sublime sword: You gain weapon focus with any weapon that you are proficient, or with any associated weapon of any Ancestral Hero that you might be channeling, this weapon is considered your sublime sword. In addition you treat said weapon as a discipline weapon for every martial discipline. You gain +1 bonus to hit per offering point invested as long as you are using your sublime sword.
Commanding aura: You and your allies within 20 feet gain +2 to attack while flanking. This bonus increases by one per offering point invested.
Fast pace: You or one of your allies within your commanding aura can move up to your respective maximum speeds as move action, you can only use this ability once every five rounds. If you invest offering points in this ability your target ignores one square of difficult terrain per offering point invested.
Boons:
Sublime sword: You gain any single maneuver, you must meet the initiator level requirement though you don't need to meet any other prerequisites, selected from the discipline from which you choose the first level maneuver through Sublime sword ability, you can make a Martial lore check instead of any skill check requested by the maneuver, you can use this maneuver once every five rounds. In addition you gain +1 bonus to damage per offering point invested as long as you are using the sublime sword.
Commanding aura: None of your allies, yourself included, within your aura is considered flanked unless you all are flanked. Similarly none of you are considered flat footed unless you all are flat footed. Investing offering points increases the range of your aura by 5 feet.
Fast pace: The targets of your fast pace ability also gain freedom of movement while they move. For every offering point invested you can select an extra target.

Laughing fool
Background: Oh, the Laughing Fool. If there is a weird hero it is the Laughing Fool, never invited to parties and banquets but always there. Tales of the Laughing Fool are as many as his pranks. His motives are always hard to tell, but he seems to defeat his opponents with wits, disguise and surprise. And whatever he is trying to achieve he is on his way.
Associated skill: Bluff
Associated weapon: Cutlass (see Stormwrak)
Associated save: Reflex
Abilities:
Changing visage: You can use disguise self as the spell as a full round action, the effects of this ability last until you choose to dismiss it (free action). For every offering point invested in this ability creatures need to interact with you an extra round before being entitled to a Will save to recognize the illusion.
Mask of unknown: You are constantly under the effect of undetectable alignment if anyhow this effect gets dispelled you can renew it as a free action, this last for as long as you channel the laughing fool. You ignore any alignment prerequisites when choosing feats (not prestige classes). For every offering point invested you gain a +2 to bluff checks.
Surprise attack: You gain improved feint as a bonus feat even if you don't meet the prerequisites. Once every five rounds you can feint as a swift action. For every offering point invested you gain a +2 to hit after the feint.
Boons:
Changing visage: You can alter the magical aura of yourself and any item that you carry as if using magic aura. If the item leaves your possession it loses this property in five rounds. For every offering point invested in this abilty you can gain a +1 bonus to any single ability related to your current disguise. For example if you disguise as a tough bouncer you can gain a bonus to intimidate, while disguising as a witty investigator could grant you a bonus to gather information.
Mask of unknown: You chan choose to change your effective alignment as a free action, in addition you aren't harmed by spells or abilities that harm those with opposed alignment or that rely in alignment for doing damage. You gain 2hp per offering point invested in this ability every time that you are targeted by any spell or ability that relies on alignment.
Surprise attack: Whenever you feint that target becomes flat footed until the start of its next turn. Opponents that can't be caught flat-footed, such as characters who have uncanny dodge, cannot be affected by this ability. For every offering point invested when you attack flat footed targets you gain a +1 bonus to confirm critical hits.

Battlelord
Background: Stories are written by the victors. Warriors of old expanded tales of conquest and plunder. The Battlelord is the epitome of the conqueror. He never accepts a defeat, he never stops, his strikes tear the ground and make the heavens cry. Not all stories agree if he is a hero or a villain but they all conclude that he is strong.
Associated skill: Perform (Weapon drill)
Associated weapon: Any Martial
Associated save: Fortitude
Abilities:
Battle power: You gain power attack as a bonus feat. In addition you might treat your anointed heritor levels as fighter levels in order to qualify for [fighter] feats. You might treat [fighter] feats as [heritor] feats. For every offering point invested in this ability you gain 2 temporary HP (up to a maximum of twice the penalty taken) when using battle power. This temporary HP last until the beginning of your next turn.
Spell cutter: Once every five rounds as an immediate you can replace a reflex save against a spell with a perform (weapon drill) check, as this is a skill check you don't automatically fail on a one. The DC for the check is the same that the original effect would have. Investing offering points in this ability grants you a bonus on perform (weapon drill) equal to the number of points invested.
Combat resolve: You can fight without penalty while disabled or dying, you still die if you reach -10 HP. If you are below 0HP you gain a +1 insight bonus to STR per offering point invested in this ability.
Boons:
Battle power: When using your battle power ability you gain +1 to damage per every 5 points of penalty that you take to your base attack bonus. For every offering point invested in this ability you might apply one point of the penalty to AC instead of to BAB (up to a maximum of the penalty taken) when using battle power. This penalty last until the beginning of your next turn.
Spell cutter: You can use your spell cutter ability against abilities that grant a save but are not spells or spell like abilities (such as a dragon's breath attack). Investing offering points in this abilities grant allies (but not yourself) a +1 per offering point invested to saves against the effects that you successfully "cut" with spell cutter.
Combat resolve: If you are killed by hit point damage (you end below -10 HP) you don't die for a round (If at the end of your next turn you are still below -10 HP you die). You gain fast healing 2 while below 0 hp per offering point invested in this ability.

Godspeaker
Background: Stories of the Godspeaker are more recent than those of most Ancestral Heroes. Several anointed heritors believe that it was one of their own who became the hero known as the Godspeaker through faith and dedication to the ancestral heroes. Stories of the Godspeaker focus on the power of words and knowledge.
Associated skill: Truespeak
Associated weapon: Warhammer
Associated save: Fortitude
Abilities:
Lore: You have a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the anointed heritor's class level in place of the bard level. For every offering point invested in this ability you gain a +1 to any knowledge check made for identifying creatures.
Voice of the gods: Choose a 1st level utterance from the lexicon of the evolving mind, you can make truespeak checks to use that utterance as normal. For every offering point invested in this ability you gain a +2 to truespeak checks.
Forbidden knowledge: You can use omen of peril as the spell with a chance of receiving an accurate answer of 70%. You cannot use this ability again until the event of the omen has taken place. Investing offering points in this ability increases the chances of a good answer by 4% per offering point invested.
Boons:
Lore: You gain knowledge devotion as a bonus feat. For every offering point invested when making a knowledge check to identify a creature you learn some of the strengths and vulnerabilities of the creature as per the know opponent spell, you learn a strength or a vulnerability (your choosing) per point invested.
Voice of the gods: Choose an additional 1st or 2nd level utterance from the lexicon of the evolving mind, you can make truespeak checks to use that utterance as normal. For every offering point invested in this ability you gain an additional +1 (total of +3) to truespeak checks.
Forbidden knowledge: Once every five rounds, as an immediate action you can gain +5 competence bonus to any skill check. You gain +1 to knowledge (religion) per offering point invested in this ability.

Swifttalon
Background: The wind carries stories on raven wings. An ancestral culture believed that birds were responsible for the knowledge on the world. Stories of bird-like gods probably inspired the legend of Swifttalon for its stories are filled with inventive discoveries.
Associated skill: Knowledge (nature)
Associated weapon: Claws
Associated save: Reflex
Abilities:
Talons: You are constantly under the effect of a claws of the beast power, in effect you gain two claw attacks, those claw attacks deal damage appropriate for your size (1d4 for medium creatures, 1d3 for small creatures). Investing offering points in this ability increases the damage die of your claws as if you had invested more power points when manifesting this power, increasing the damage one step in the table of page 84 from the expanded psionic handbook.
Hatchling: You can summon a bird to aid you, this can be an eagle (see MM I pg. 274), a hawk (see MM I pg. 273), an owl (see MM pg. 277), or a raven (see MM I pg. 278). The bird can communicate with you through sensations (as if you shared an empathic link, see familiar sidebar PHB pg. 53). The Hatchling doesn't gain HD but it is considered to have as many HD as your anointed heritor's level for the purpose of effects related to the number of Hit Dice. You and your Hatchling gain +1 to spot and listen checks while adjacent.
Eagle's eye: You can use bend perspective as the mystery with a range of 25 feet. Once the effect ends, before using this ability again you have to wait for five rounds. For every offering point that you invest in this ability you can use it to see 5 feet further.
Boon:
Talons: You can make iterative attacks with one of your claws. For every offering point invested you gain a +1 to attack rolls when using the claws.
Hatchling: You can communicate with your hatchling as if you shared a language. Other creatures cannot understand the communication without magical help. For every offering point invested in this ability you increase the intelligence of your hatchling by 1.
Eagle's eye: You can use share husk as the spell (spell compendium) but only with your hatchling, once the effect ends you have to wait for five rounds before using it again. For every offering point invested in this ability you can start this ability from 5 feet further (instead of touch).

Wrath
Background: Wrath is simply and blind, drenched in red few things stop the primal ancestral hero. Believed to be one of the oldest, if not the oldest, Wrath doesn't care much for himself or for those who stand on his way. Tales of Wrath are simple and always leave bloodshed.
Associated skill: Intimidate
Associated weapon: Greataxe
Associated save: Fortitude
Abilities:
Primal speed: You gain +10 feet to your land speed. Every offering point invested in this ability increases your land speed by 5 extra feet.
Wild charge: You gain pounce, becoming able to make a full attack at the end of a charge. If you invest offering points in this ability you gain +1 bonus to AC against attacks of opportunity that you provoke while you charge.
Wrath: This ability functions as the barbarian's rage class feature, but the rage only lasts for 5 rounds and you have to wait five rounds after ending it before using it again. Every offering point invested in this ability grants you a +1 bonus to WILL saves while your Wrath ability is in effect.
Boons:
Primal speed: You ignore the first 10 feet of difficult terrain as if you had the scout's flawless stride class feature. For every offering point in this ability you ignore 10 extra feet of difficult terrain.
Wild charge: You are constantly under the effect of a crab walk spell. For every offering point invested in this ability you can make an extra attack at the end of the charge (from those normally available to you) using the bonuses provided by crab walk.
Wrath:You do not become fatigued after using your wrath ability. Investing offering points in this ability increases the duration of your wrath, one round per offering point invested.

Truthseeker
Background: Wherever there is evil the Truthseeker brings good. Wherever there is evil the Truthseeker brings evil. Wherever there is chaos the Truthseeker brings law. Wherever there is law the Truthseeker brings chaos. Stories of the Truthseeker are always convuloted he seems to always be in the loosing side. His ulterior motives are hard to tell for he has appeared only a few times through history but some anointed heroes believe that he ultimately is a champion of balance.
Associated skill: Sense Motive
Associated weapon: Greatsword
Associated save: Fortitude
Abilities:
Know foe: You can detect opposition, if you are evil, you can detect good as the spell at will, if you are good, you can detect evil as the spell at will, if you are lawful neutral, you can detect chaos as the spell at will, if you are chaotic neutral, you can detect law as the spell at will. If you are neutral you can choose one alignment to detect. Investing offering points in this ability grants you a +2 bonus to sense motive check.
Smite opposition: You add your Charisma bonus (if any) to your attack rolls against creatures with an alignment opposed to yours. Additionally Once every five rounds you can make a smite attack as a standard action, dealing 1 extra point of damage per two anointed heritor level. These bonuses apply only against creatures whose alignment opposes at least one component of yours—a lawful good anointed smites chaotic and evil foes (any creature whose alignment includes either chaos or evil), while a chaotic good anointed heritor smites lawful and evil foes. If you are neutral, you can choose to oppose law, chaos, good or evil, this alignment must be the same that you can detect with know foe. If you accidentally smite a creature of the wrong alignment, the smite has no effect. Investing points in this ability increases the damage that you deal by 2 points per offering points invested.
Turn undeath: You can turn undead as a cleric, your effective cleric level is your anointed heritor level -3. You can use this ability once every ive rounds, you might not use to power [divine] nor [devotion] feats. Investing offering points in his ability grants you a +2 to knowledge (religion) checks per offering point invested.
Boons:
Know foe: You are surrounded by a zone of truth aura that extends 10 feet from you. For every offering point invested your zone of truth aura extends 5 feet further.
Smite opposition: Your smite attack counts as good if you are smiting evil, lawful if you are smiting chaos, evil if you are smiting good, and chaotic if you are smiting law. For every offering point invested in this ability your smite ignores 1 point of DR (except of DR/- or DR/Epic) that your target might have.
Turn undeath: Your turn attempts are considered greater turnings as if you had the sun domain. For every offering point in this ability you gain a +1 bonus to turning checks.

Meteor Angel
Background:
Associated skill: Tumble
Associated weapon: Partisan
Associated save: Reflex
Abilities:
Sting: This is exactly like the scout skirmish ability. You deal 1d6 extra damage, plus another 1d6 per offering point invested.
Light steps: You can fly up to 10 feet (good maneuverability) as a move action once per round. You must end the flight solidly supported or you fall. For every offering point you can move 10 feet further when using light steps.
Comet strike: You gain the benefits of flyby attack feat. You gain +1 to attack while flying per offering point invested in this ability.
Boons:
Sting: After moving you may use your charisma modifier instead of your Strength or Dexterity modifier on attack rolls. For every offering point invested in this ability you gain +1 to AC when moving.
Light steps: When using your light steps ability you fly with perfect maneuverability. For every offering point invested in this ability you gain a +2 bonus to tumble checks.
Comet strike: . You gain the benefits of the improved flyby attack feat, in addition if you can normally make more than one attack, due to multiple natural weapons or a high enough base attack bonus you can make two attacks (of those available to you) as a standard action when using comet strike. In addition you gain +1 to damage while flying per offering point invested.

Roaring Dragon
Background:
Associated skill: Knowledge (arcana)
Associated weapon: Bite
Associated save: Reflex
Abilities:
Dragon Hold: You gain the benefits of the improved grapple feat. For every offering point invested in your dragon hold you gain a +1 to your bite attacks.
Roaring Maw: You gain a bite attack. This bite attack deals 1d6 (if you are medium). Investing offering points in this ability increases the damage by 1d6 per offering point.
Multifaceted skin: Once every five rounds, as an immediate action, you can cover your skin with the colors of true dragons, gaining energy resistance (you can choose to resist, fire, cold, electricity or acid) 5, plus an extra 5 points of energy resistance by offering point invested in this ability.
Boons:
Dragon Hold: You gain the benefits of improved grab when making attacks with your bite attack, in addition if you grapple an enemy with your bite attack you can, as a standard action, deal bite damage every round. For every offering point you can grab a creature one size bigger using dragon hold.
Dragon Maw: You gain a breath weapon attack. This breath weapon deals 2d6 fire damage in 15ft cone or 30ft line (choose each time you use this ability). Investing offering points in this ability increases the damage by 1d6 per offering point.
Multifaceted skin: After using multifaceted skin you deal +1 point of damage (the damage type is the one that you resisted with multifaceted skin) for every 5 points of damage resisted. In addition you can make your dragon maw breath weapon do the same damage as the damage resisted. This effect lasts for a round, plus one extra round per offering point invested, multiple uses of this ability do not stack.

Rockshield
Background:
Associated skill: Balance
Associated weapon: Spiked shield
Associated save: Fortitude
Abilities:
Shieldbearer: You may make an off-hand attack with your shield while retaining the shield’s AC bonus for that round. For every offering point invested in this ability you gain +1 to attack and +1 to shield AC.
Wall of rock: Once every five rounds as an immediate action, you can grant an AC bonus to an adjacent ally equal to your shield’s AC bonus + 4. You apply this bonus in response to a single melee or ranged attack that targets your ally. For every offering point invested in this ability adjacent allies gain +1 to AC.
Fast shield: While fighting defensively, or using combat expertise, you do not take the standard penalties to Attacks of opportunity. In addition you apply your shield bonus to your touch AC. For every offering point invested in this ability you gain +1 on checks or rolls to resist bull rush, disarm, grapple, overrun or trip attempts against you.
Boons:
Shieldbearer: If you hit with your shieldbearer ability, you momentarily distract your opponent, who cannot make attacks of opportunity until the start of your next turn. For every offering point invested the target of your shieldbearer ability takes a -1 on attack rolls, until the start of your next turn, unless he targets you with those attacks.
Wall of rock: Once every five rounds you can protect, yourself or an ally, from the next attack. All variable numeric effects of the next power, psi-like ability, spell or spell-like ability that affects you (or your ally) before the end of your next turn is decreased to its minimum possible. Investing offering points in this ability grants you and your adjacent allies a +1 on reflex saves.
Fast shield: Enemies that hit you in melee provoke attacks of opportunity, you cannot make more attacks of opportunity that you are normally allowed and you take a -5 on the attack roll. For every offering point invested in this ability you lessen the penalty on the attack roll by 1.

Magicsoul
Background:
Associated skill: Autohypnosis
Associated weapon: Heavy pick
Associated save: Fortitude
Abilities:
Power of spirit: Choose any 1st level psionic power you can use it with a manifester level equal to half your anointed heritor level (minimum 1), in addition you gain 2 power points. For every offering point invested in this ability you gain 1 additional temporary power point.
Magic attack: Once every five rounds you can use magic missile as the spell, with a caster level equal to your anointed heritor level. For every offering point invested in this ability you gain +1 on checks to beat the SR with your Magic attack.
Focus: You can recover your psionic focus as a move action instead of a standard action. For every offering point invested in this ability you gain +2 to Autohypnosis checks.
Boons:
Power of spirit: Choose any 1st or 2nd level psionic power you can use it with a manifester level equal to half your anointed heritor level. For every offering point invested in this ability your manifester level when manifesting powers granted by power of spirit increases by 2.
Magic attack: Once every five rounds you can use battle ram as the spell, with a caster level equal to your anointed heritor level. For every offering point invested in this ability you gain +1 to damage with magic attack.
Focus: You can expend your psionic focus to recover one guidance point. For every offering point invested in this ability you recover an additional guidance point when using this ability.

Legendcraft
Background:
Associated skill: Disable device
Associated weapon: Light Hammer
Associated save: Reflex
Abilities:
Crafter eyes: You gain trapfinding as a rogue, in addition you can make disable device and open lock checks untrained. Investing offering points in this ability grants you a +2 bonus on disable device checks and open lock checks per offering point invested.
Sense magic: You can use a detect magic effect as the spell, at will with a range of 10 feet. For every offering point invested in this ability the range of your sense magic ability increases by 10 feet.
Artisan's touch: You can use master's touch once every five rounds, it lasts for a minute or when you drop the item. For every offering point invested in this ability the hardness of your selected item increases by 2.
Boons:
Crafter eyes: You can make disable device checks or open lock checks as a swift action. Investing offering points in this ability increases your reflex save by 1 and your AC by 1 to resist attacks made by traps.
Sense magic: As a standard action you can make a touch attack that deals no damage but has a chance to temporarily suppress a magic item that the target might have. Unless you choose a specific item held or worn by the target (such as “the sword he holds” or “his bracers”), you affect magic items in the following order: shield, armor, helmet, item in hand, cloak, stowed or sheathed weapon, bracers, clothing, jewelry (including rings), and anything remaining.
To suppress the item, you must succeed on an anointed heritor level check (1d20 + your anointed heritor level) against a DC of 11 + the magic item's caster level. Success means that the item's magical properties are suppressed for 1 minute. For every offering point invested in this ability the item is suppressed for another minute.
Artisan's touch: When you use your Artisan's touch ability if you use it on a weapon you can apply Weapon Augmentation, Personal as the infusion, it lasts for a minute or for as long as you hold the weapon. If you use it on a shield you can apply Armor Augmentation, Lesser as the infusion, it lasts for a minute or for as long as you hold the shield. Investing offering points in this ability expands its duration by 1 minute per offering point.

Illfather
Background:
Associated skill: Heal
Associated weapon: Scythe
Associated save: Fortitude
Abilities:
Poisoner:You never risk poisoning yourself when applying a poison. For every offering point invested in this ability the DC for resisting the effects of any poison you apply increases by one.
Resistant: You are immune to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy). Investing offering points in this ability grants you a +2 bonus to heal skill checks.
Final caress: Once every five rounds as a standard action you can force any poisoned creature adjacent to you that has not yet attempted its saving throw against the poison's secondary effect must do so immediately. (This takes the place of the saving throw at the end of the normal poison duration.) Investing offering points in this ability allows you to use it further, extending its range 5' per offering point invested.
Boons:
Rotting blood:You can exude a poisonous blood as an immediate action, this works as an injury poison that deals 1 point of attribute damage, selected when you start channeling Illfather, as primary damage and 1d4 of that attribute as secondary damage 10 rounds later. You can coat any one weapon you are holding as part of the action to exude it. You are immune to your own poison, other creatures must make a fortitude save DC (10 + 1/2 your anointed heritor level + your charisma modifier). For every offering point invested in this ability increase by 1 the primary damage of your Rotting blood and 1d4 its secondary damage.
Resistant Once every five rounds when you succeed on a fortitude save against a poison you heal a number of hit points of damage equal to your Charisma bonus. Investing offering points in this ability grants you a +1 bonus to saves against poisons.
Final caress: When using your Final caress ability if the secondary effect of the poison deals damage it deals an extra point of damage per die of damage it normally would deal (i.e. if it would normally deal 3d6 it now deals 3d6+3). Investing offering points in this ability allows you to use it 1 more target, as long as they are in range, per offering point invested.

Steamflogger
2012-08-06, 11:56 PM
The Visionary

http://www.postavy.cz/obrazky/giacomo-giamba-87043.jpg

Our quenchless thirst for knowledge
Our urge to change and grow
Our need to expand the nation
Made us rise from the depths below


Da Vinci. Tesla. Sun Tzu. Aristotle. These are no mere tinkers, inventors, artists or philosophers, but rather individuals whose contributions and ideas shaped the very fate of their respective societies, and the effects of these ideas are still felt worldwide to this very day. They are the visionaries.

Adventures: A visionary adventures for the same reasons any other scholar leaves the safety of academia. To make new discoveries, secure grants or even flee those that would persecute them for their revolutionary thoughts.

Characteristics: Individually, the visionary is rather unimpressive compared to a mighty barbarian or reality warping wizard. But on a larger scale, the visionary can topple armies, conquer new lands, and improve the standard of living for entire nations.

Alignment: From half-crazed theorists to the greatest logical minds, the visionary runs the entire gamut of alignments.

Religion: Visionaries can be found in any religion that promotes societal, intellectual or technological growth, but are often persecuted by those that do not.

Background: A visionary is born, not made. They cannot help the flow of ideas, cannot stop the observations. What they can do, however, is ignore them. Or rarely, embrace them. Those that do leave their mark on history.

Races: Dwarves and elves, with their long life spans and deep rooted traditions, generally lack the urgency to become visionaries. Humans, halfings and gnomes, however, have the spark of ingenuity far too often for the older races' comforts, but it is these rare sparks that will ignite the fires of change, whether or not the world is ready for it.

Other Classes: The opinions a visionary has about classes and individuals depends entirely on their personal philosophy.

Role: The creation of new sciences and philosophies puts a visionary in the position of dealing with interested nobles, priests, and other officials, whether they like it or not. More martially inclined visionaries may be able to outfit their party with new and incredible weaponry, lending them an edge when the situation calls for violence.

Adaptation: It is the campaign setting that must deal with the visionary, not the other way around. If the setting cannot take the stress of new weapons, architectural styles and art being introduced, it probably cannot contain a visionary.

GAME RULE INFORMATION
Visionary's have the following game statistics.
Abilities: Visionary s value intelligence above all else, with the other mental attributes close behind. The physical attributes vary from visionary to visionary, but those with a higher constitution and dexterity generally survive long enough to actually accomplish something.
Alignment: Any
Hit Die: d4
Starting Age: As cleric.
Starting Gold: As aristocrat.

Class Skills
The visionary treats all skills as class skills, even skills that do not yet exist in his or her setting. This does not allow the visionary to invest skill points into restricted skills (such as the force skills from star wars d20).

Skill Points at First Level: (10 + Int modifier) x 4
Skill Points at Each Additional Level: 10 + Int modifier

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

1st|
+0|
+0|
+0|
+2|Brilliance 1, Innovation, Paradigm, Sphere of Influence|
+1

2nd|
+1|
+0|
+0|
+3|Class Ability|
+1

3rd|
+1|
+1|
+1|
+3|Brilliance 2|
+2

4th|
+2|
+1|
+1|
+4|Class Ability|
+2

5th|
+2|
+1|
+1|
+4|Brilliance 3|
+3

6th|
+3|
+2|
+2|
+5|Class Ability|
+3

7th|
+3|
+2|
+2|
+5|Brilliance 4|
+4

8th|
+4|
+2|
+2|
+6|Class Ability|
+4

9th|
+4|
+3|
+3|
+6|Brilliance 5|
+5

10th|
+5|
+3|
+3|
+7|Class Ability|
+5

11th|
+5|
+3|
+3|
+7|Brilliance 6|
+6

12th|
+6/+1|
+4|
+4|
+8|Class Ability|
+6

13th|
+6/+1|
+4|
+4|
+8|Brilliance 7|
+7

14th|
+7/+2|
+4|
+4|
+9|Class Ability|
+7

15th|
+7/+2|
+5|
+5|
+9|Brilliance 8|
+8

16th|
+8/+3|
+5|
+5|
+10|Class Ability|
+8

17th|
+8/+3|
+5|
+5|
+10|Brilliance 9|
+9

18th|
+9/+4|
+6|
+6|
+11|Class Ability|
+9

19th|
+9/+4|
+6|
+6|
+11|Brilliance 10|
+10

20th|
++10/+5|
+6|
+6|
+12|Grandmaster|
+10[/table]

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

Weapon and Armor Proficiencies: The expert is proficient in the use of all simple weapons and with light armor but not shields.

1st: Paradigm (Ex):
The visonary's outlook on life, or paradigm, governs the nature of his or her innovations and abilities. Every visionary must decide at 1st level which paradigm governs his or her life. Choosing a paradigm provides a visionary with access to a number of abilities and bonuses, as well as decreasing the cost of a single kind of innovation. The following paradigms are available to the visionary:

Great Artist


http://www.myhero.com/images/Artist/Rembrandt/g1_u28680_Rembrandt4.jpg
"Of course you will say that I ought to be practical and ought to try and paint the way they want me to paint. Well, I will tell you a secret. I have tried and I have tried very hard, but I can't do it. I just can't do it! And that is why I am just a little crazy."
-Rembrandt

The great artist is a master of the masterpiece, or artistic innovation. A Great artist may add their intelligence modifier on all perform checks. In addition, she gains the bardic music ability as a bard of her level.

Finally, the great artist halves the gold cost of any masterpiece she creates. This reduction in price applies before determining how long it takes to create the masterpiece.


Master Tactician


http://transenter.com/wp-content/uploads/2012/03/SunTzu.jpg
"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved."
-Sun Tzu

The master tactician is a master of the doctrine, or military innovation. A master tactician may add their intelligence modifier on all attack rolls. In addition, she gains proficiency with all martial weapons, medium armor, heavy armor, and all shields including tower shields. Furthermore, whenever she gains a visionary level, the Master tactician gains an additional +4 hit points, as if her constitution score was 8 points higher.

Finally, the master tactician halves the gold cost of any doctrine she creates. This reduction in price applies before determining how long it takes to create the doctrine.


Prime Architect


http://sancheztaffurarquitecto.files.wordpress.com/2008/10/walter-gropius3.jpg
"If your contribution has been vital there will always be somebody to pick up where you left off, and that will be your claim to immortality."
-Walter Gropius


The prime architect is a master of the monument, or architectural innovation. The prime architect may add her intelligence modifier to her reputation score for the purpose of determining her sphere of influence. Furthermore, she may multiply her brilliance by 150%, but only for the purposes of structures she plans personally.

Finally, the prime architect halves the gold cost of any monument she creates. This reduction in price applies before determining how long it takes to create the monument.


1st: Sphere of Influence (Ex): The visionary has a reputation score, as detailed in Unearthed Arcana (here (http://www.d20srd.org/srd/variant/campaigns/reputation.htm)). However, the visionary's reputation is worth far more then simple recognition. Any of the visionary's innovations exist solely within the visionary's sphere of influence, unless otherwise stated. This sphere of influence has a radius of x^2 kilometers, where x is the visionary's reputation score.

This radius can fluctuate based on cultural or geographic borders, and it's exact shape is up to the visionary, but it must roughly adhere to these guidelines. Notably, if at least half town or city (or quarter, for a metropolis) falls within the radius, the entire city is considered to be within the radius. Otherwise, the entire city is considered to be outside the sphere of influence.

This sphere is usually centered around a workshop, gallery or government building, but any place of special significance to the visionary can be used.

Finally, the visionary can create additional spheres of influence. By spending at least one month practising her art, the visionary can create an additional sphere of influence. The visionary must remain within the same city or significant area for the entire duration of this month. At the end of the month, a new sphere of influence is created centred in the area most significant to the visionary's work.

For the purpose of determining it's radius, treat the visionary's reputation as 1, plus one for each month that has passed since the sphere was created, to a maximum of the visionary's actual reputation.

There is no limit to the number of spheres of influence a visionary can create, and creating these spheres is often the prime motivator behind the visionary's adventures.

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Steamflogger
2012-08-07, 09:32 AM
Innovations

Doctrines
http://i.telegraph.co.uk/multimedia/archive/01631/painting_1631798c.jpg
A doctrine is a military innovation, a composition of principals that apply to combat and life. A doctrine consists of 3 parts: The form, the function, and the field.

The form is the requirement the user must fulfil to use the doctrine. This may be either a weapon group, a customized grouping of up to 3 weapons, or a specific battlefield role (such as a combat engineer, medic, or saboteur). As long as the user wields a required weapon or is taking action appropriate for the required role, she may benefit from the doctrine. Other forms are possible, for example, a form could require wielding a 1 handed weapon with nothing in the off hand, at the dungeon master's disgression.

The field is a secondary requirement that must be filled in order to use the doctrine. This is the situation the user must be in to benefit from the style. Usually, this requirement must be fulfilled by the foe, rather then the user. A field can be any of the following: A weapon group the foe must be using a weapon from, a type or subtype the foe possesses, a specific aspect of combat or a specific aspect of a battlefield role the user must be preforming, a specific faction or nation the foe must belong to, or a specific environment the user must be in.

Other fields are possible, such as a doctrine designed to counter another, a doctrine that only works against a specific class, or any other relatively confining restriction, at the dungeon master's digression. In the case of fields or forms that are very specific In the case of fields that target a type, any type may be chosen except for outsider and humanoid. A specific subtype must be chosen in either of these cases.

For example, a doctrine could be created to benefit siege engineers, but only against buildings and forces built by dwarves. A doctrine used for guerrilla warfare could require that it's practitioners use blowpipes, shortbows and handaxes would only be useful in a jungle environment. Or, a doctrine that requires light blades could only function on opponents using the same.

Finally, each doctrine requires a function. The function is the most important part of the doctrine, because it determines what it does, rather than how it does it. A function provides it's benefits on any round in which both it's form and field are satisfied. The doctrine grants a number of benefits equal to it's brilliance. Each individual bonus granted by the doctrine may be a competence, circumstance or insight bonus, with benefit having it's bonus type chosen when the doctrine is created.

Choose a number of abilities below equal to the doctrine's brilliance. Each ability may be taken multiple times.

{table=head]Ability|Benefit


Affinity|+2 bonus on to a specific skill. Each time this ability is taken, it applies to a different skill.

Attack|+1 bonus on attack rolls. This ability may be taken no more then 3 times.

Defence|+1 bonus to armor class. This ability may be taken no more then 3 times.

Endurance|You gain X^2 temporary hit points, where X is the number of times this ability has been taken, at the beginning of each round. These temporary hit points last 1 round. This ability may be taken no more than 3 times. These temporary hit points only exist to absorb damage caused by the field, and otherwise are treated as if they did not exist.

Power|+1 bonus on damage rolls. This ability may be taken no more then 3 times.

Resilience|+2 bonus on saving throws against a specific descriptor, such as fear, fire, or language-dependant. Each time this ability is taken, it applies to a different skill.

Riposte|You may make one additional attack of opportunity per round.

Speed|+2 bonus on initiative checks. This ability may be taken no more then 3 times.

Teamwork|When you use the aid another action you grant an additional +1 bonus. This ability may be taken no more then 4 times.

Technique|+2 bonus to a specific combat manoeuvre (such as bull rush, disarm or sunder). Each time this ability is taken, it applies to a different skill.[/table]

Creating a Doctrine
A doctrine costs 100gp*brilliance^2 to develop. An existing doctrine can have it's brilliance increased (and have new abilities chosen) by paying the difference in cost between the new and original doctrines. A doctrine takes a number of days equal to it's brilliance to create, plus one day for every 1000gp in it's cost.

Using a Doctrine
No matter how many doctrines a character knows, a character can only gain the benefits of a single doctrine at a time. Changing what doctrine the character benefits from is a free action that can be taken once per round, on the beginning of the user's turn.

A doctrine grants its benefits only with it's form against it's field. For example, a doctrine that granted bonuses on attack rolls and armour class, would only grant it's benefits on attack rolls with the form against the field. If that doctrine required light blades against light blades, then a character wielding a short sword and battleaxe would not receive the bonus on attack rolls with the battleaxe, nor would they receive the bonus to armor class against a character wielding the same who attacks with the battleaxe. In the case of affinity, speed and teamwork, the benefits apply whenever the user is in combat against or in the field.

Learning a Doctrine
Any character within a visionary's sphere of influence may learn a doctrine, as long as they are able to find teacher and pay the costs associated. A doctrine is learned in pieces by investing skill points into it. For each skill point invested in the doctrine, a character gains a single ability granted by the doctrine. The character may choose which ability they gain, but the ability must be one offered in the doctrine. For example, if a character learns a doctrine that features the attack ability twice, they could select the attack ability no more then twice.

A character must find a teacher to learn a doctrine. Finding a teacher is easy within the visionary's sphere of influence, and can be done without a gather information check in 1d10x10 minutes. For each skill point invested in a doctrine, a character must spend (new skill rank)x10gp, and spend a number of hours training with the master equal to the gold cost. It is nearly impossible to find a teacher outside the visionary's sphere of influence.

A character cannot have more ranks in any one doctrine then their base attack bonus. A visionary is treated as having full ranks in every doctrine they have created.

Sample Doctrine
Raven's Claw
Brilliance 4
Form: Light blade weapon group
Field: Shadowy Illumination
Affinity (Move silently)
Riposte 1
Speed 2

New Feat
Student of the Masters
Prerequisites: 13 Intelligence, Knowledge (History) 2 ranks.
Benefits: You gain two skill points for each current and future hit die that you possess that may only be used to learn doctrines. If you permanently lose the a hit die you lose it's associated skill points. Furthermore, you may treat your base attack bonus as one point higher for the purposes of learning doctrines.


Masterpiece
http://www.arthistoryguide.com/images/187.jpg
A masterpiece is an artistic innovation, a piece of the artist's soul brought into the physical world.

A masterpiece can be used to spark political movement, control the favour of the upper class, or otherwise control the populous. There are 3 primary kinds of masterpieces.

Composition

A composition is any masterpiece of performance art, whether that be a speech, poetry, play or symphony. A composition has an audience, a target, and a message.

The audience is the intended audience of the composition. This can be as wide as an entire social class or country, or as narrow as a specific individual. The target is the group that the composition aims to change the audience's opinion of. The target can be anything, from a social group to an idea. Finally, the message is what the visionary wants the audience to think about the target. The message can be anything, but must fit within (3+Brilliance^2) words.

Finally, when writing the composition the visionary must make a perform check with a -10 penalty. Anyone who listens to or watches the composition for at least 1 minute must make a will save against this perform check, applying modifiers to their will save as if they were using sense motive to oppose a bluff check (http://www.d20srd.org/srd/skills/bluff.htm). Anyone who fails their will save has their attitude shifted one level towards the intent of the message. For every 10 points the listener failed their save by, their attitude shifts one level further. Individuals who do not fall within the target audience may still be convinced, but receive a bonus on their save, from +5 to +20, at the dungeon master's digression.

Unless the majority of a population fails their saves, any changes made to the attitudes of the target fades over (brilliance) months. Individuals who oppose the message may take action against the visionary, and overusing this innovation can be dangerous.

For example, if a composition encourages youths to rise up against the current regime, any youth who fails their saves would react to individuals and actions supporting this action as friendly rather then indifferent, and have a unfriendly reaction towards individuals an actions opposing this goal.

A visionary can attempt to hide the message in her work. Anyone analysing the composition may make a sense motive check opposing the visionary's perform check, but the analyst takes a penalty on their sense motive check equal to the bonus they would have gained if they were opposing a bluff check (unbelievable, far fetched messages are less likely to be discovered then reasonable ones). Hiding the message in this way grants the listeners a +5 bonus on their saving throw, as the message is less clear.

Creating a Composition
A composition costs 10gp*brilliance^2 to develop. Unlike some other innovations, a composition cannot be updated after it has been released. Writing a composition takes one day for every minute it takes to perform.

Using a Composition
Bards and other performers ensure the spread of a composition throughout the visionary's sphere of influence. All the visionary needs to do is write the composition and make the work known, either through performing it themselves or getting someone else to perform it.

Derjuin
2012-08-07, 02:21 PM
Dark Vessel

http://images.wikia.com/wowwiki/images/a/a8/Emberscar_the_Devourer_Art.jpg

Boldly you sought the power of flame. Now you shall witness it firsthand! ~ Firelord Magmus

Earth can be shaped, molded...you cannot! You are useless! Your kind has no place in my master's world. ~ Earthlord Obsidion

Dark Vessels are magicians, whether of inborn talent or learned skill, that have little to no respect for balance in the world. They seek to rearrange their world at their own whims or a hidden master's, and as they grow more powerful, can change it with a simple touch. Early in their career, they gain the ability to completely subsume an elemental and gain its abilities. Usually they specialize in an element to master - the most powerful of them attain the rank of Elemental Lord, signifying their absolute mastery over the element. Most Dark Vessels use pseudonyms, usually transliterated names from the elemental language that matches their mastery.

Adventures: Dark Vessels adventure to gain power and expand their influence. Usually this means they gain a flock of like-minded individuals they can direct, or they destroy and corrupt as much as they can. Some choose to be defilers, setting fire to forests and sinking islands, while others use more subtle approaches.

Characteristics: Dark Vessels are specialized in their elemental mastery, and can handle excursions to elemental planes with ease. Depending on their choice of mastery, they can also excel at melee or ranged combat.

Alignment: Almost all Dark Vessels are evil, as dominating the elements in such a reckless way leaves little for good intentions. Those few that are not evil are certainly of a neutral bent, though they can be either lawful or chaotic. Those lawful Dark Vessels see the elements as a right, while the chaotic ones tend not to care about them either way and use them when it is convenient.

Religion: While Dark Vessels tend not to be very religious in their quest for power, those that are revere deities of power, death, or destruction. They almost never join the ranks of the supplicants of elemental deities - it is considered an affront to the deity to attempt to control their element as the Dark Vessels do.

Background: Dark Vessels are typically made up of fanatic cultists with a lust for power, with the skill and devotion to excel. Those diplaying the skill and intentions are often approached by cults looking to recruit them for greater elemental beings, those that are outside the power of the Vessel to control. It is not often that these cults are known amongst the general populace except in terror.

Races: Races strongly gifted in magic without a penchant for doing good may find themselves with many Dark Vessel candidates among them. Those that are easily swayed by promises of power may also have an elemental cult within them that harbors Dark Vessels.

Other Classes: Dark Vessels most often work well with other "loner" classes - evil or neutral clerics of evil gods, rogues, or sorcerers. Wizards may see them as forcing magic with a hammer instead of working it with a quill, though they also may admire them for their devotion. Dark Vessels are almost always incompatible with Paladins or good-aligned Clerics, as their philosophies differ largely. Druids and other nature spellcasters are the exact opposite of a Dark Vessel and will clash often.

Role: Dark Vessels inflict damage, control enemies, and can handle certain types of traps. They are somewhat good at dealing with people through lies and propaganda.

Adaptation: Dark Vessels manipulate the elements to their benefit, forcing them to bow to their will or even consuming them in rituals. This can be changed to demons, spirits, or other forces, typically intelligent ones with some will to resist.

GAME RULE INFORMATION
Dark Vessels have the following game statistics.
Abilities: A Dark Vessel's Charisma score affects its damage, ability to manipulate its element and subsume an elemental, and several other things. It is paramount to its effectiveness, while Dexterity and Constitution keep the Dark Vessel alive longer.
Alignment: Any Evil, Lawful Neutral, True Neutral or Chaotic Neutral.
Hit Die: d4
Starting Age: As cleric.
Starting Gold: As cleric.

Class Skills
The Dark Vessel's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Forgery (Int), Hide (Dex), Knowledge (arcana) (Int), Knowledge (the Planes) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

DARK VESSEL
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Corruptions
1st|
+0|
+2|
+0|
+2|Essence Bolt (1d6), Enslave Elemental|0
2nd|
+1|
+3|
+0|
+3|Subsume Elemental (Resistance), Drawn Power (1st)|0
3rd|
+1|
+3|
+1|
+3|Essence Bolt (2d6), Inflict Corruption|1
4th|
+2|
+4|
+1|
+4|Drawn Power (2nd)|1
5th|
+2|
+4|
+1|
+4|Essence Bolt (3d6), Elemental Path|2
6th|
+3|
+5|
+2|
+5|Subsume Elemental (Traits), Drawn Power (3rd)|2
7th|
+3|
+5|
+2|
+5|Essence Bolt (4d6)|3
8th|
+4|
+6|
+2|
+6|Planar Tear, Drawn Power (4th)|3
9th|
+4|
+6|
+3|
+6|Essence Bolt (5d6), Dominate Elemental (temporary)|4
10th|
+5|
+7|
+3|
+7|Drawn Power (5th), Elemental Adept|4
11th|
+5|
+7|
+3|
+7|Essence Bolt (6d6)|5
12th|
+6/+1|
+8|
+4|
+8|Subsume Elemental (Elemental Ability), Drawn Power (6th)|5
13th|
+6/+1|
+8|
+4|
+8|Essence Bolt (7d6), Corrupting Touch|6
14th|
+7/+2|
+9|
+4|
+9|Core Shatter, Drawn Power (7th)|6
15th|
+7/+2|
+9|
+5|
+9|Essence Bolt (8d6), Elemental Lord|7
16th|
+8/+3|
+10|
+5|
+10|Drawn Power (8th)|7
17th|
+8/+3|
+10|
+5|
+10|Essence Bolt (9d6), Dominate Elemental (permanent)|8
18th|
+9/+4|
+11|
+6|
+11|Drawn Power (9th)|8
19th|
+9/+4|
+11|
+6|
+11|Essence Bolt (10d6), Obliterate|9
20th|
+10/+5|
+12|
+6|
+12|Essence Bolt (11d6), Elemental Ascendant|10[/table]

Class Features
All of the following are class features of the Dark Vessel.

Weapon and Armor Proficiency: Dark Vessels are proficient with all simple weapons and light and medium armor. While they are able to cast spells, the nature of their magic does not cause them to suffer failure chances.

Essence Bolt (Su): Dark Vessels first learn to command the elements by shaping raw energies into a damaging bolt. As a standard action, the Dark Vessel may launch a bolt up to 100 ft away that inflicts 1d6 damage for every 2 levels he has (up to 11d6 at level 20) with a ranged touch attack. The type of damage inflicted is chosen at the time of use; it can either be acid, fire, cold, or electric. While the Dark Vessel has an elemental subsumed (see below), the bolt has the following additional effects if its type matches the subtype of the elemental:

{table=head]Element|Type|Effect
Air|Electric|Inflicts an additional 1 point of damage per die to living creatures
Fire|Fire|Inflicts an additional 1 point of damage per die to nonliving creatures
Water|Cold|Reduces the victim's movement speed by 5 feet for 1 round
Earth|Acid|Ignores 10 points of hardness when attacking objects
[/table]

Enslave Elemental (Su): After shaping an Essence Bolt, Dark Vessels learn to utilize the same energies to summon and bind an elemental to their service. This elemental is a Small elemental (http://www.d20srd.org/srd/monsters/elemental.htm) (air, earth, fire, or water, your choice) that functions as a familiar (http://www.d20srd.org/srd/classes/sorcererWizard.htm#sorcererFamiliar), where the Dark Vessel's sorcerer or wizard level is equal to his Dark Vessel level. While enslaved, the elemental provides the Dark Vessel with increased resistance to harsh elements in the form of a permanent Endure Elements (http://www.d20srd.org/srd/spells/endureElements.htm) spell. The Dark Vessel does not lose XP if his elemental dies because it was Subsumed by his own ability. Unlike other familiars, the act of calling and binding an elemental is easier than attuning oneself to a creature, and thus can be done as a full round action. However, the Dark Vessel, no matter how powerful he is, can only have one elemental enslaved at a time.

Subsume Elemental (Su): At 2nd level, Dark Vessels learn how to absorb an elemental into their body, gaining the abilities of the elemental without diminishing their personalities. When a Dark Vessel first learns how to do this, they gain magical power and resistance from the elemental absorbed. A Dark Vessel cannot subsume an elemental with Hit Dice greater than twice his Dark Vessel levels.

At 2nd level, the Dark Vessel gains the following benefits when bound to an elemental of the Air, Fire, Water, or Earth subtypes:

{table=head]Elemental Subtype|Benefits
Air|+1 Dodge AC/4 levels, Electric resistance 5
Fire|+1 Will save/4 levels, Fire resistance 5
Water|Spell Resistance equal to 1/2 Dark Vessel level +10, Cold resistance 5
Earth|+2 HP per level, Acid resistance 5[/table]

At 6th level, the Dark Vessel gains the traits of the Elemental type while he has an elemental subsumed.

At 12th level, the Dark Vessel gains immunity to the damage type associated with the elemental's subtype(s) he has subsumed (Air subtype = electricity, Fire subtype = fire, Water subtype = cold, Earth subtype = acid). In addition, he may gain a single (Ex) or (Su) ability* that elemental had for the duration.

When an Elemental is subsumed within the Dark Vessel's body, it is considered destroyed. In order to subsume an Elemental, the Dark Vessel must first pacify it in some way (wounding it severely, dominating it, or enslaving it). It must not be actively engaged in combat of any kind, and he must be within 10 feet of the elemental. He must then take a full round to concentrate and attempt to absorb the elemental. The DC is equal to 10 + 1/2 the Dark Vessel's class levels plus his Charisma modifier, and is a Will save for the elemental. If the elemental fails its save, it is absorbed instantly into the Dark Vessel and ceases to exist, instead granting its essence to the Dark Vessel for 24 hours. When a Dark Vessel has subsumed an elemental, his body's appearance changes to mirror the type of elemental he has subsumed.

*Spellcasting, or supernatural versions of any spells with expensive material components or XP costs, are not legal targets with this ability.

Drawn Power (Su): Whenever the Dark Vessel has an elemental subsumed within his body, he gains the ability to cast certain spells as spell-like abilities. At 2nd level, he is able to use these spell-like abilities 1/day each. Whenever the Dark Vessel gains new spell-like abilities, he can use all previous levels of spell-like abilities once more per day, up to a maximum of 3/day (for example, when the Dark Vessel gains the ability to use 2nd level spell-like abilities, he can use his 1st-level spell-like abilities 2/day; when he gains access to 3rd, he can use all 2nd-level spell-like abilities 2/day, and all 1st-level spell-like abilities 3/day). The Dark Vessel's caster level is equal to his class level.

SPELL-LIKE ABILITIES GRANTED

1st level (gained at 2nd Dark Vessel level):
{table=head]Elemental|Spells gained
Air|Obscuring Mist, Protection from Chaos/Evil/Law/Good
Fire|Burning Hands, Smoke Ladder (Complete Arcane, p122)
Water|Animate Water (Complete Arcane, p96), Color Spray
Earth|Magic Stone, Shield[/table]

2nd level (gained at 4th Dark Vessel level):
{table=head]Elemental|Spells gained
Air|Wind Wall
Fire|Pyrotechnics
Water|Fog Cloud
Earth|Soften Earth and Stone[/table]

3rd level (gained at 6th Dark Vessel level):
{table=head]Elemental|Spells gained
Air|Stinking Cloud
Fire|Fireball
Water|Water Breathing
Earth|Stone Shape[/table]

4th level (gained at 8th Dark Vessel level):
{table=head]Elemental|Spells gained
Air|Air Walk, Dimension Door
Fire|Fire Shield, Wall of Fire
Water|Wall of Ice, Control Water
Earth|Stone Skin, Spike Stones[/table]

5th level (gained at 10th Dark Vessel level):
{table=head]Elemental|Spells gained
Air|Empowered Lightning Bolt
Fire|Summon Monster V (fire elemental only)
Water|Cone of Cold
Earth|Indomitability[/table]

6th level (gained at 12th Dark Vessel level):
{table=head]Elemental|Spells gained
Air|Control Weather
Fire|Disintegration
Water|Acid Fog
Earth|Flesh to Stone[/table]

7th level (gained at 14th Dark Vessel level):
{table=head]Elemental|Spells gained
Air|Teleport, greater
Fire|Emerald Flame Fist (Spell Compendium, p79)
Water|Ice Claw (Spell Compendium, p118)
Earth|Maw of Stone (Spell Compendium, p140)[/table]

8th level (gained at 16th Dark Vessel level):
{table=head]Elemental|Spells gained
Air|Whirlwind
Fire|Giant Size (Complete Arcane, p109-110)
Water|Horrid Wilting
Earth|Earthquake[/table]

9th level (gained at 18th Dark Vessel level):
{table=head]Elemental|Spells gained
Air|Reaving Dispel (Spell Compendium, p169-170), Elemental Swarm (air elementals only)
Fire|Maw of Fire* (see Spell Compendium, p140 for Maw of Chaos), Elemental Swarm (fire elementals only)
Water|Obedient Avalanche (Spell Compendium, p148-149), Elemental Swarm (water elementals only)
Earth|Imprisonment, Elemental Swarm (earth elementals only)[/table]

*Similar to Maw of Chaos, only it inflicts Fire damage, has the [Fire] subtype, and does not affect creatures with the [Fire] subtype.


Inflict Corruption (Su): The Dark Vessel's use of elemental magic is not a natural thing, and often causes corruptions in victims or recipients of it. These corruptions are often beneficial for the Dark Vessel and his allies, and potentially devastating for his victims. At 3rd level, and every odd level afterwards (and again at 20th level), the Dark Vessel may choose a new Corruption to add to his repertoire. Up to three times per day, when the Dark Vessel uses a spell-like ability that targets a single creature, attacks with a melee weapon or unarmed strike, or uses Essence Bolt, he may choose to add a Corruption to his attack. Multiple attacks (such as from high base attack bonus) only risk corruption once. Victims that take damage or suffer an effect from the ability or attack must make an additional Fortitude save (DC = 10 + 1/2 Dark Vessel level + his Charisma modifier) or suffer the corruption. Corruptions are considered Alteration spell effects with indefinite duration; each instance of a corruption can only afflict a creature once, though it may suffer multiple corruptions. A creature already corrupted becomes slightly resistant to further corruptions; for each corruption a creature has, it gains a +1 bonus to its Fortitude save to resist suffering another. A corruption cannot reduce an ability score below 1 with the exception of the Twisted Body corruption.

CORRUPTIONS

{table=head]Corruption|Prerequisites|Effect
Stiffened Muscles|-|+2 Str, -2 Dex, 1/2 movement speed
Weakness|-|-2 Str
Feeblemind|-|-2 Int, Wis, Cha
Mana Attuned|Feeblemind|+4 Int, Wis or Cha, -4 Con, +1 CL on all spells
Agony|5th level|Strenuous activity results in taking 1d6 damage
Blink Warp|5th level|Each minute, make Will save (DC 10 + 1/2 Dark Vessel level) or teleport 100 ft in random direction
Elemental Might|7th level, Stiffened Muscles|+4 Str/Dex/Con, Vulnerability to one element (overrides immunity), gains elemental type but no benefits from it
Shield of Corruption|7th level|+1 AC per corruption on victim
Thin and Nimble|9th level|+6 Dex, -1/2 weight, -8 all Str checks
Cursed Blood|9th level|1/2 HP healed from spells, deals 2d6 damage to melee attackers
Insanity|9th level, Feeblemind|Each day, must make Will save (DC 10 + 1/2 Dark Vessel level) or be confused for that day
Impotence|11th level, Blink Warp|-3 all CL checks
Frenzy|11th level, Elemental Might|Victim becomes Frenzied when engaged in combat
Dyssomnia|11th level|Once per hour, victim must make Will save (DC 10 + 1/2 Dark Vessel level) or fall asleep for 1 minute
Unholy Aura|13th level|+6 deflection AC, -4 Cha, creatures with 5 HD or more have initial attitude of unfriendly, creatures with less are shaken and hostile
Poisonous Hands|13th level, Cursed Blood|Victim's touch is poisonous (http://www.d20srd.org/srd/spells/poison.htm), rots food instantly and poisons water
Living Mana Battery|15th level, Mana Attuned|Victim's touch drains wands of all charges instantly, grants +1 Int per item destroyed for 1 hour
Scaled Skin|15th level, Stiffened Muscles|+5 natural AC, -6 Dex, -4 Cha
Sulfurous Breath|15th level|Victim can spit acid, dealing 4d6 acid damage at 15 feet range with a ranged touch attack; -20 to Diplomacy checks
Corrupted Tissue|17th level|Victim gains Fast Healing 10, but each round it heals from Fast Healing it takes 2 Dexterity damage
Extremely Thin|17th level, Thin and Nimble|+10 Dex, -6 Str, -4 Con, 1/10th weight, cannot take 10 on Str/Con skills
Regression|19th level|Each day, victim gains stacking +2 Str, -2 Dex/Int/Wis/Cha; stops when any score reaches 1
Twisted Body|19th level, Corrupted Tissue|Each conjuration (healing) spell or day of natural healing victim receives also causes 1 point of wisdom drain; victim becomes a Chaos Beast at 0 wisdom
Wild Magic|20th level|Victim must roll 1d10 on table below before casting any spell
Twilight's Call|20th level|After 1 day, victim gains Pseudonatural (http://www.d20srd.org/srd/epic/monsters/pseudonaturalCreature.htm) template and becomes permanently confused, cannot be stopped unless killed
[/table]

Wild Magic:
{table=head]Roll|Effect
1|Automatically fail Concentration checks to cast in melee
2|Spells always take at least a Standard action to cast
3|Damage dice for spells and spell-like abilities capped at 1/2 caster level
4|50% miss chance with all spells
5|Damaging spells heal instead of damage (regardless)
6|Healing spells damage instead of heal (regardless)
7|Healing dice for spells and spell-like abilities capped at 1/2 caster level
8|Must roll Concentration check to cast the spell
9|Spell costs 2 spell slots instead of 1
10|Spell is reflected onto the caster[/table]


Elemental Path (Su): At 5th level, a Dark Vessel begins down the path to ascension. He must choose an elemental subtype (air, fire, water, or earth). He is able to influence naturally occurring elements of that type. By concentrating for 1 round, the Dark Vessel can crudely shape up to 5 cubic foot of loose earth, change the direction of a slow, shallow river, increase or decrease the speed of winds in the area by up to 10 feet, or snuff out or cause a fire to spread up to 20 feet away. In addition, he may use this ability to make a special ritual circle 10 feet in diameter which any Elemental suffers a -2 penalty on its saves against his Subsume Elemental and Dominate Elemental abilities.

Planar Tear (Su): At 8th level, a Dark Vessel can tear a small hole through planar walls into one of the elemental planes, creating an effect that imbues the area with elemental power. The area changes to roughly match the energy imbued in the area: an area imbued with fire energy becomes charred and smells of carbon, while an area imbued with water energy becomes damp and slippery; an area imbued with air energy becomes brighter, clean and slightly foggy (not enough to impair vision), while an area imbued with earth energy feels more cramped, becomes dusty and any walls or objects nearby take on a hewn stone appearance. This effect has a radius of 20 feet and functions similarly to a Desecrate (http://www.d20srd.org/srd/spells/desecrate.htm) spell with a duration of 1 hour per Dark Vessel level.

Creating the tear is a full round action, and enhances the area with a specific elemental subtype (air, fire, water, or earth, chosen at the time of use). All Charisma checks as part of turn attempts against elementals of the same subtype take a -3 profane penalty, and every elemental creature of the same subtype entering an empowered area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An elemental of the correct subtype summoned into such an area gains +1 hit points per HD. Within the area, elementals that are turned only run in fear for half the duration (5 rounds) and cannot be destroyed outright.

Dominate Elemental (Su): Beginning at 9th level, once per day a Dark Vessel can attempt to Dominate an elemental as if by a Dominate Person (http://www.d20srd.org/srd/spells/dominatePerson.htm) spell. The DC for this ability is equal to 14 + his Charisma modifier and is a Will save. At 17th level, the duration of this ability becomes permanent and has a DC equal to 19 + his Charisma modifier. The Dark Vessel may only have one elemental dominated at a time.

Elemental Adept (Su): At 10th level, the Dark Vessel becomes adept at manipulating elemental energies and can change the shape of his Essence Bolt into a 30' cone, a 60' line, or a 15' radius area. When shaped in such a way, the Essence Bolt requires a Reflex save (DC = 10 + 1/2 Dark Vessel levels + his Cha modifier) instead of a ranged touch attack, and victims take half damage on a successful save.

In addition, while the Dark Vessel has an elemental subsumed that matches the elemental subtype chosen with Elemental Path, he gains a bonus to damage with his Essence Bolt equal to the subsumed elemental's total Hit Dice, plus another bonus effect:

{table=head]Element|Bonus
Air|Fly speed of 60 ft. with perfect maneuverability
Fire|Can teleport from one fire to another if each are within 200 feet of each other as a swift action
Water|Can walk on water at his normal speed and can swim at twice his land speed
Earth|Can move into the earth as if he had the Earth Glide ability[/table]

Corrupting Touch (Su): Beginning at 13th level, the Dark Vessel may corrupt with a simple touch. Three times per day, the Dark Vessel can make a melee touch attack against a creature to inflict them with a corruption, or touch the ground or an object touching the ground to produce the effects of his Planar Tear ability as a swift action.

Core Shatter (Su): At 14th level, whenever the Dark Vessel strikes a creature with an Essence Bolt whose damage type opposes the victim's elemental subtype (water opposes fire and earth opposes air), it suffers additional damage equal to half the Essence Bolt's original damage, as if it had vulnerability to that type. If the creature already has vulnerability to that damage type, it instead suffers double damage from the Essence Bolt.

Elemental Lord (Su): At 15th level, the Dark Vessel gains the ability to manipulate the elemental energies within his body to augment his powers or create new effects. To do so, he must subsume an elemental that matches the subtype chosen with Elemental Path and then suppress the effects of the Subsume Elemental ability for a short time. He can use any one of the following effects once per round as a free action:

{table=head]Effect|Description|Suppression time
Empower|Causes the next spell-like ability or Essence Bolt to deal 50% more damage|5 rounds
Maximize|Causes the next spell-like ability or Essence Bolt to deal maximum damage|6 rounds
Quicken|Causes the next spell-like ability or Essence Bolt to be usable as a swift action|1 minute
Elemental Barrier|Grants immunity to electricity, acid, cold and fire for 5 rounds|2 minutes
Second Wind|Heals the Dark Vessel for half of his maximum hit points|1 hour
Expel|Removes energies from the Dark Vessel as full round action with check|Expels elemental energies[/table]

The Dark Vessel must wait until the absorbed elemental is unsuppressed again before using another ability presented above. If he chooses to use Expel, he can summon, bind and absorb another elemental. Unlike other options, Expelling an elemental requires a check against a DC equal to 25 + the Hit Dice of the subsumed elemental. The Dark Vessel gets a bonus on this check equal to his Class levels and his Charisma modifier.

Obliterate (Su): At 19th level, the Dark Vessel can strike with such force that anything barring complete immunity cannot stop his elemental prowess. Creatures cannot make use of Improved Evasion against his elemental attacks, spell-like abilities and Essence Bolt, and all of his abilities that inflict elemental damage (electricity, fire, cold, and acid damage) ignore Resistance and Resist Energy spells and effects. In addition, as a full round action, the Dark Vessel may unleash a volley of four Essence Bolts. These bolts may be aimed at a single creature or multiple creatures. He may use Elemental Adept to change any of them into cones, lines, or area effects.

Elemental Ascendant: At 20th level, the Dark Vessel ascends and becomes the perfect fusion of elemental and flesh. He retains his old type, but may choose to be considered either his original type or an Elemental for the purposes of effects of spells. He may still be resurrected as if he were his original type (if it was capable of being resurrected). In addition, whenever the Dark Vessel uses his Essence Bolt to inflict damage that is the same type as the elemental subtype that he has subsumed (air, fire, water, or earth correspond to electricity, fire, cold, or acid, respectively), it automatically bypasses immunity and creates an area identical to a Planar Tear where it strikes.

GuyFawkes
2012-08-14, 01:02 PM
The Persona

http://1.bp.blogspot.com/-T19x2eVKclw/UDz655G8TcI/AAAAAAAAACs/uOFw4FEgMbQ/s1600/MP.jpg


"I gather you've heard of the tale of the good ol' Dr. Jekyll and big bad Mr. Hyde? What they never told you about was the story of the few others that shared that body with the two of 'em." - an old storyteller.

Personas are essentially the Jack of all trades type of class, able to adjust to what is needed for the task at hand, mostly through mundane means, though they do exhibit supernatural abilities, and through one of their multitudes of personalities, are able to exhibit arcane magic or psionic powers. And though they are good at dabbling with everything, they also excel at focusing their talents into one particular aspect.

Adventures: Life on the road is almost a given for the Persona, whose life is a but a long series of being rejected, for who they are or what they are capable of. They find comfort in anonymity, and thus travel from place to place. Due to harsh circumstances that they have been through, most try to seek approval from others by trying to achieve great deeds, while others just try to show their superiority over others who have placed them as outcasts and lowlifes.

Characteristics: Personas are capable of filling almost any role in a party. They could very well live up to being the Jack of all Trades of the group, though through choosing the right abilities, they could pretty much excel at one role.

Alignment: Alignments can be as varied between Personas as there are Personas. And even in an individual Persona, some of her other personalities may exhibit a different belief systems from her, and could lean to a different alignment. However, being a Persona means having the will to control the multitude of voices in her head, that means reigning in their actions to the direction she would generally go for.

Religion: Different Personas worship different gods or goddesses, depending on what leanings they have, most probably worshiping the deity who exhibits the ideals that they strive for the most, or those they could see as someone who would understand their situation the most.

Background: Personas tend to come from turbulent and traumatic childhood, such that they develop coping mechanisms to protect themselves. These coping mechanisms may involve creating an outer shell, a persona, that comes out and takes all of the negative experiences and is also a means of outlet to express themselves when their true selves feel they have no power to do so.

Some Personas may develop rather later in life, and not through traumatic experiences. Some actors and players, for example, delve too deep in their subconscious to try to emulate roles that they are playing, and sometimes go beyond the boundary and create a different "self" entirely.

Races: Most intelligent beings can become Personas, most notably humans and their complex social interactions. Having multiple personalities does not equate to being a Persona; it is having enough willpower to reign in these different personalities to use to your advantage. Thus, races with high Wisdom scores tend to produce good Personas.

Other Classes: Most classes tend to be wary of Personas, as they can drastically change their personalities in an instant, and may seem them as unstable and dangerous, but once they are able to go through that prejudice, they could find worthy allies in the Persona.

Role: The Persona can be anybody, and thus she can do any role in the party. Thrown into an existing party, she can tailor her abilities to fit what is most needed of her or what is lacking in the group. Her primary weakness would be at being a primary spell caster, as the class does not focus too much on spells, though she could do a decent job of being a secondary spell caster.

Adaptation: Since Personas are mostly a mundane class, there are not too many things needed to change to adapt it to any campaign setting, though some of their abilities might be flavored differently or removed entirely to fit some settings that do not involve magic or psionics.

GAME RULE INFORMATION
Personas have the following game statistics.
Abilities: Willpower is the most important attribute for a Persona, thus Wisdom is the key ability score for her. Constitution helps to mitigate low Fortitude saves and an average hit die. The third ability score would depend on what role you want to focus in the most.
Alignment: Any.
Hit Die: d8.
Starting Age: As bard.
Starting Gold: As bard.

Class Skills
The Persona's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

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

1st|
+0|
+0|
+0|
+2|Personae, Jack of all Trades

2nd|
+1|
+0|
+0|
+3|Multiple Personalities, Split Personalities (1 effect)

3rd|
+2|
+1|
+1|
+3|Jack of all Trades

4th|
+3|
+1|
+1|
+4|Hypnotic Induction

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

6th|
+4|
+2|
+2|
+5|Hypnosis (suggestion)

7th|
+5|
+2|
+2|
+5|Jack of all Trades

8th|
+6/+1|
+2|
+2|
+6|Overdrive

9th|
+6/+1|
+3|
+3|
+6|Jack of all Trades

10th|
+7/+2|
+3|
+3|
+7|Hypnosis (modify memory), One Mind

11th|
+8/+3|
+3|
+3|
+7|Jack of all Trades

12th|
+9/+4|
+4|
+4|
+8|Split Personalities (2 effects)

13th|
+9/+4|
+4|
+4|
+8|Jack of all Trades

14th|
+10/+5|
+4|
+4|
+9|Hypnosis (psychic reformation)

15th|
+11/+6/+1|
+5|
+5|
+9|Jack of all Trades

16th|
+12/+7/+2|
+5|
+5|
+10|Quintessence

17th|
+12/+7/+2|
+5|
+5|
+10|Jack of all Trades

18th|
+13/+8/+3|
+6|
+6|
+11|Hypnosis (dominate monster)

19th|
+14/+9/+4|
+6|
+6|
+11|Jack of all Trades

20th|
+15/+10/+5|
+6|
+6|
+12|One Mask[/table]

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

Weapon and Armor Proficiencies: The Persona is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Personas are proficient with light armor and shields (except tower shields).

Personae (Ex): The defining ability of the Persona is to switch personalities as easily as switching masks. Personas have experienced multitude of different circumstances both negative and positive to draw on, and an equally numerous personae may be formed, however they generally fall into six distinct archetypes, as detailed below. Each archetype is associated with an ability score, and whenever the Persona switches from one archetype to the other, she switches her Wisdom score with the ability score associated to that archetype. In the case of the Sage archetype, she instead gains a +2 bonus to her Wisdom score. In addition, all skills that have their key ability score the same as the associated ability score of the archetype they are in are treated as trained even without any ranks in them as long as the archetype is in effect.

At 1st level, the Persona can switch freely into any 3 archetype as a standard action for a number of times equal to his original Wisdom modifier per day. This can be any 3 of the 6 archetype per day; once she has switched through 3 archetypes, she can no longer switch to another archetype except between the 3. She can choose different archetypes each day, and this is determined only as soon as she switches into them. At 6th level, she can switch between 4 archetypes, 5 archetypes at 11th, and all archetypes at 16th level. The Persona can stay in an archetype for a number of hours equal to her class level for each instance she switches into a particular archetype. Switching back to normal state (no archetype) does not count as one use of this ability, but shares the same type of action required to shift into an archetype.

Each personality is a different entity on its own, and they may exhibit deviations in their nuances, some more obvious than others. The Persona also cannot remember anything that transpires around her during the time she is in a persona other than her normal self.


The Warrior – The Warrior archetype encompasses all the personae stemming from aggression, rage, anger, ferocity, and hatred. The Warrior is associated with the Strength ability score.

The Trickster – The Trickster defines all personae that exhibit playfulness, deftness, whimsicality, chaos, and adaptability. The Trickster is associated with the Dexterity ability score.

The Braveheart – The Braveheart archetype includes all personae that deal with fortitude, courage, honor, resilience, and the desire to protect. The Braveheart is associated with the Constitution ability score.

The Scholar – The Scholar archetype represents personae that reflect learning, thirst for new knowledge, curiosity, order, and dedication. The Scholar is associated with the Intelligence ability score.

The Sage – The Sage is the embodiment of all personae exhibiting unbending will, steadfast determination, clarity, perseverance, and enlightenment. The Sage is associated with the Wisdom ability score.

The Leader – The Leader archetype deals with all personae showing confidence, decisiveness, tact, cunning, and eloquence. The Leader is associated with the Charisma ability score.

Jack of all Trades (Ex): Along with her different personalities, the Persona gains different abilities that stem from the unconscious retention of skills and abilities of each of the personae within her. At 1st level, and every 2 levels thereafter, the Persona learns one ability from the following list. Some of these abilities can be used by the Persona whether in normal state or switched into an archetype, while other abilities can only be used when switched to a particular archetype. Some abilities have synergies with particular archetypes, making them more potent when used while switched to that archetype, and some have more powerful versions called Overdrives and Quintessence which can be unlocked at higher levels.

Jack of all Trades abilities are affected by the psychic reformation power or similar effects, and you can allocate a new set of abilities afterwards.

AC Bonus (Ex)

When wearing light or no armor and unencumbered, the Persona adds her Wisdom bonus (if any) to her AC. This bonus to AC apply even against touch attacks or when the Persona is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears medium or heavy armor, when she carries a shield, or when she carries a medium or heavy load.

Synergy: Whenever the Persona switches into the Sage archetype, she gains additional +1 bonus to AC at 5th level, and every 5 levels thereafter.

Quintessence: As a standard action, the Persona becomes immune to all attacks that require an attack roll targeted at her until the start of her next turn.

Auras (Ex)

The Persona is able to project minor auras and gains minor auras known as a marshal whose level is equal to her class level minus 5 (minimum of level 1).

Synergy: Whenever the Persona switches into the Leader archetype, she instead is able to project minor auras as a marshal equal to her class level. In addition, she can project major auras and gain additional major auras known with bonuses the same as that of a marshal of her class level.

Battle Adept (Ex)

The Persona treats her base attack bonus as equal to her class level.

Synergy: Whenever she is switched into the Warrior archetype, she gets a +2 bonus to melee attack rolls.

Bonus Feats (Ex)

The Persona gains bonus feats. This ability can be taken multiple times, granting access to one bonus feat each time this ability is taken.

Chameleon (Ex/Su)

The Persona gains a competence bonus to Disguise checks equal to her class level (maximum +10).

Synergy: Whenever the Persona is switched to the Leader archetype, she can study a target she wants to mimic. For each minute she spends studying her target, she gains a +1 bonus to Disguise checks made to mimic that particular target, up to a maximum equal to her Charisma modifier.

Overdrive: The Persona studies one target up to a number of rounds equal to her Charisma modifier. She can copy any extraordinary ability the target makes within this time frame. She needs to be able to see and hear the target as it performs the ability in order for her to copy it. This ability ends as soon as the Persona performs any of the copied ability, or when the time frame is over.

Quintessence: The Persona studies one target up to a number of rounds equal to her Charisma modifier. She can copy any supernatural ability the target makes within this time frame. She needs to be able to see and hear the target as it performs the ability in order for her to copy it. This ability ends as soon as the Persona performs any of the copied ability, or when the time frame is over. The copied ability is considered as a supernatural ability when performed by the Persona.

Exuding Confidence (Ex)

Whenever the Persona fails a Bluff, Diplomacy, or Intimidate check, she can attempt to make another roll. She must take the second roll regardless of the result. This ability can only be used when switched into the Leader archetype.


Grace Under Pressure (Ex)

The Persona can take 10 on any skill check even when under duress, such as in combat situations.

Knack (Ex)

The Persona gains additional skills as class skills. This ability can be taken multiple times, and she gains any 3 skills as class skills each time this ability is taken. In addition, the Persona gains an additional skill point per class level each time this ability is taken.

Lionheart (Ex)

The Persona gains 1 temporary hit point for every class level she has.

Synergy: Whenever she is switched into the Braveheart archetype, she instead gains 2 temporary hit points per class level she has. The Persona gets the full temporary hit point total every time she switches into the Braveheart archetype.

Maneuvers/Stances (Ex)

Upon choosing this ability, the Persona chooses three disciplines. She learns maneuvers and stances and can prepare maneuvers as a warblade whose level is equal to half her class levels (minimum of level 1). This ability can only be used when switched into the Warrior or Braveheart archetypes.

Overdrive: This ability enables the Persona to use one maneuver 1 or 2 levels higher than her current highest maneuver level.

Quintessence: The persona can use one maneuver of 8th or 9th level.

Monster Hunter (Ex)

The Persona can spend a full round action to study a particular target. Next round, and until the end of the encounter, the Persona gains a +2 insight bonus to all skill checks against the target, as well as a +2 insight bonus to attack and damage rolls against the target.

Synergy: Whenever the Persona is switched into the Sage archetype, she gains an additional +2 bonus at 5th level and every 5 levels thereafter.

Overdrive: The Persona takes a standard action instead of a full round action to study the target. In addition, she can apply the bonuses granted by this ability to all creatures with similar type and subtype as the target for a number of rounds equal to her Wisdom modifier.

Quintessence: The Persona takes a swift action instead of a full round action to study the target. In addition, she gains a bonus to his AC and saves against the target equal to half the bonus granted by the Monster Hunter ability for a number of rounds equal to her Wisdom modifier.

Perfect Clarity (Ex)

Whenever the Persona fails a Perception or Sense Motive check, she can attempt to make another roll. She must take the second roll regardless of the result. This ability can only be used when switched into the Sage archetype.

Powers (Ps)

The Persona learns powers and gains power points as a psion whose level is equal to half her class levels (minimum of level 1). She also chooses one discipline and gains the powers granted at appropriate levels. This ability can only be used when switched into the Scholar archetype.

Overdrive: This ability enables the Persona to use one power 1 or 2 levels higher than her current highest power level. Doing so does not cost any power points, however XP costs are paid as normal.

Quintessence: The persona can use a power of 8th or 9th level. Doing so does not cost any power points, however XP costs are paid as normal.

Rage (Ex)

The Persona can fly into a rage as the barbarian ability once per day. She gains additional uses of this ability at 8th and 16th levels. This ability can only be used when switched into the Warrior archetype.

Overdrive: The Persona can instead enter Greater Rage. This ability can only be unlocked at 11th level.

Quintessence: The Persona can enter Mighty Rage. This ability can only be unlocked at the 20th level.

Sacrifice (Su):

The Persona can choose to sacrifice his own life force to channel positive energy into her allies, healing them of their injuries. For every hit point she sacrifices, she can heal 1 hit point of damage for one of her allies. She needs to be able to touch her target for this ability to work. The Persona can use to sacrifice temporary hit points for this ability.

Synergy: Whenever the Persona is switched into the Braveheart archetype, every time she uses this ability, she instead heals 2 hit points of damage for every hit point she sacrifices.

Overdrive: The Persona can heal ability score damage, but must sacrifice 10 hit points for every point of ability score damage removed.

Quintessence: The Persona can choose to sacrifice all of her remaining hit points to raise a fallen comrade, as the resurrection spell. She must have at least 50% of her maximum hit points to be able to use this ability, and the target must have died within Constitution modifier hours for this ability to work. After using this ability, the Persona is at 0 hit points, unconscious and stable.

Sentinel (Ex)

Whenever the Persona is within 30 feet of an ally, she gains fast healing 1.

Synergy: Whenever the Persona is switched into the Braveheart archetype, her fast healing value increases by 1 at 5th level and every 5 levels thereafter.

Overdrive: The Persona can redirect any damage received by any ally within 30 feet to herself for a number of rounds equal to her Constitution modifier.

Quintessence: The Persona instead gains regeneration for a number of rounds equal to her Constitution modifier. In addition, she can reflect any damage dealt by a single source to her or any ally within 30 feet to any enemy within 60 feet once per round.

Skirmish (Ex)

Whenever the Persona moves at least 10 feet, she deals an additional 1d6 points of damage to all attacks made that round. This damage increases by an additional 1d6 for every 4 levels after 1st. This damage is treated as precision damage.

This ability can only be used when the Persona is wearing light armor and is not encumbered.

Synergy: Whenever the Persona is switched into the Trickster archetype, she gains a +1 dodge bonus to Armor Class at 3rd level during any round in which she moves at least 10 feet. The bonus applies as soon as the Persona has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd.

Overdrive: This ability enables the Persona to deal skirmish damage even against creatures normally immune to precision damage. In addition, she can instead choose to sacrifice each die of the additional skirmish damage to stun the target for 1 round per die of skirmish damage sacrificed.

Quintessence: The Persona can make a number of attacks equal to the number of attacks granted by a full attack action, and she can move up to her speed before each attack. She can choose one target for all attacks or a different one for each attack. Each attack gains the full benefit of the skirmish ability, as well as any bonus damage that applies, as long as she moves at least 10 feet before the first attack.

Sneak Attack (Ex)

Whenever the Persona attacks a target who has been denied of its Dexterity bonus to AC, or is flanked, the Persona deals an additional 1d6 points of damage to all attacks made that round. She deals an additional 1d6 damage at 5th level and every 4 levels after that. This additional damage is precision damage, and does not work on targets normally immune to precision damage.

Synergy: Whenever the Persona uses this ability while switched into the Trickster archetype, she instead deals additional sneak attack damage as that of a rogue of her class level.

Overdrive: This ability enables the Persona to deal sneak attack damage even against creatures normally immune to precision damage. In addition, she can instead choose to sacrifice each die of the additional sneak attack damage to deal 1 Con damage to the target per die of sneak attack damage sacrificed.

Quintessence: The Persona can forgo all of the bonus damage from the sneak attack ability to make one death attack against the target. This attack is a standard action, and the target must succeed on a Fortitude save with the DC equal to 10 + 1/2 class level + Dexterity modifier or die. If the target succeeds, it instead becomes staggered for a number of rounds equal to the number of dice of sneak attack bonus damage she has.

Spell Steal (Sp)

The Persona can imitate one arcane spell she has seen in the last round and cast it as a spell-like ability. She must be able to identify the spell with an appropriate Spellcraft check, and she must do this within one round of having seen the arcane spell being cast. The Persona can do this once per encounter, and she can imitate spells up to spell levels known by a wizard one-fourth her class level (minimum of 0-level, cantrips).

Synergy: Whenever the Persona is switched into the Scholar archetype, she can instead imitate spells of up to spell levels known by a wizard half her class level. In addition, she can imitate a spell cast within Intelligence modifier rounds rather than only the previous round, and she can use this ability 2 times per encounter.

Overdrive: The Persona can imitate a spell whose spell level is 1 or 2 levels higher than her current highest spell level allowed.

Quintessence: She can imitate a spell of 8th or 9th level.

Supreme Marksman (Ex)

Upon learning this ability, the Persona can make attacks of opportunity with a bow or crossbow, and does not provoke attacks of opportunity when firing with a bow or crossbow in melee. She threatens out to a range equal to 5 feet per 2 class levels. This ability can only be used when switched into the Trickster archetype.

Overdrive: For a number of rounds equal to her Dexterity modifier, the Persona doubles the range limit for any special ranged attacks or bonuses to ranged attacks, such as precision damage, Point Blank Shot, or the area she threatens with a bow.

Quintessence: For a number of rounds equal to her Dexterity modifier, the Persona can throw or fire a ranged weapon at any target within line of sight, with no penalty for range. In addition, she can apply any special ranged attacks or bonuses to ranged attacks, such as precision damage, Point Blank Shot, and other similar effects.

Technique (Ex)

The Persona can instead use her Dexterity modifier instead of her Strength modifier for attack and damage rolls.

Synergy: Whenever she is switched into the Trickster archetype, she can also use her Dexterity modifier for combat maneuvers such as bull rush, trip, or grapple that usually use the Strength modifier.

Unerring Knowledge (Ex)

Whenever the Persona fails a Knowledge check, she can attempt to make another roll. She must take the second roll regardless of the result. This ability can only be used when switched into the Scholar archetype.

Wild Shape (Su)

The Persona gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. The form chosen must be that of an animal the druid is familiar with, and the new form’s Hit Dice can’t exceed the character’s Persona class levels. The effect lasts for as long as the Persona is switched into the Sage archetype, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the Persona reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Persona's feet.

The Persona loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

The Persona can use this ability more times per day at 8th and 16th level.

At 16th level, the Persona becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (The Persona can’t use this ability to take the form of a plant that isn’t a creature.)

This ability can only be used when switched into the Sage archetype.

Overdrive: The Persona gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level for a number of rounds equal to her Wisdom modifier.

Quintessence: The Persona becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) for a number of rounds equal to her Wisdom modifier. In addition to the normal effects of wild shape, the Persona gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

Multiple Personalities (Ex): At 2nd level, the Persona's different personae continue to grow. Each of the gain their own meaning of "self"; each persona may call itself by a different name, have its own beliefs, identity, and personality distinct from the others. They also develop abilities distinct for each of them according to their personalities, as follows:


The Warrior - she becomes proficient with martial weapons, as well as one melee exotic and one ranged weapon of her choice. This choice must be made upon acquiring this ability, and cannot be changed.
The Trickster - she uses the good Reflex saves progression.
The Braveheart - she uses the good Fortitude saves progression.
The Scholar - she gains an insight bonus to all Intelligence-based skill checks equal to one-fourth her Persona class level (minimum 1).
The Sage - she gains an insight bonus to all Wisdom-based skill checks equal to one-fourth her Persona class level (minimum 1).
The Leader - she she gains an insight bonus to all Charisma-based skill checks equal to one-fourth her Persona class level (minimum 1).

These abilities are active as long as the Persona is switched to the particular archetype they are attributed to.

Split Personalities (Ex): Starting at 2nd level, whenever the Persona switches from one archetype to another, she can choose to ignore 1 mind-affecting effect currently active on her, for as long as she is in an archetype different from the archetype (or normal state) she was in when she suffered that effect. At 12th level, she can ignore 2 mind-affecting effects at a time.

Hypnotic Induction (Ex): At 4th level, the Persona learns to use hypnosis as a means to facilitate quicker switching from one archetype to another. Each day, she can spend a few minutes to undergo the process of hypnotic induction. The Persona has to roll an Autohypnosis check with a DC of 15. If she succeeds, for the rest of the day, she can utter a few keywords to make her switching into archetypes faster, making it as a move action instead of a standard action. If she fails, she can still switch as a move action, but due to errors in the process, she also becomes susceptible to suggestions from outside sources, receiving a -2 penalty to Will saves against mind affecting effects. At 14th level, the Persona takes only a swift action to switch archetypes.

The Persona can also initiate hypnotic induction on any one target she can see, and the target must be able to see and hear the Persona for this to work. As a standard action, the Persona makes a Autohypnosis roll. If the target fails a Will save with the DC equal to the Autohypnosis roll, the target suffers a -2 penalty to AC and Will saves for a number of rounds equal to the Persona’s class level. If a target succeeds on its saving throw against this ability, it is immune to this effect for 24 hours.

At 14th blank, the action required to do this ability is reduced to a move action.

Hypnosis (Ex): At 6th level, the Persona begins to learn different hypnosis techniques. Whenever an enemy is under hypnotic induction, as a move action, she can utter a few key words to make the target obey her commands. The target behaves similar to being under a suggestion spell, but the duration uses the remaining duration of the Hypnotic Induction ability.

At 10th level, the Persona can use this ability to modify her target's memory, as if the target is affected by the modify memory spell. At 14th level, she can use this ability to reformat the target's psyche, as the psychic reformation power. She and the target must pay the XP cost as normal. At 18th level, she can control her target similar to a dominate monster spell, with the duration using the remaining duration of the Hypnotic Induction ability.

The target gains a Will save for all of these effects, with the DC equal to 10 + 1/2 class level + Wisdom modifier.

At 14th level, the Persona can use this ability as a swift action.

Overdrive (Ex): At 8th level, the Persona can channel the very essence of her persona to achieve a heightened level of synergy with a particular ability. The Persona can now use the Overdrive option for certain Jack of all Trades abilities. She must be switched into the archetype that has synergy with the particular Jack of all Trades ability. Using this ability pushes the particular persona over her limit of concentration, sending her back into the Persona's subconscious and immediately reverts her into her normal state at the end of the ability.

Overdrives are activated using the same action as the original ability or through a swift action, unless otherwise noted. Only one Overdrive can be activated each round.

One Mind (Ex): At 10th level, the Persona’s various personae gain awareness of each other’s existence, breaking the boundaries between them. She no longer forgets any events that happen when switching to other personas. In addition, she can gain the benefit of the Multiple Personalities ability of any one archetype she is not currently switched into for a number of times equal to half her Persona class levels per day. Each use lasts for a number of rounds equal to her original Wisdom modifier.

Quintessence (Ex): By 16th level, the Persona unlocks the highest potentials of her abilities. She can now use the Quintessence options for certain Jack of all Trades abilities. As with the Overdrive ability, the Persona must be switched into the archetype that has synergy with the particular Jack of all Trades ability. This is more taxing than the Overdrive ability in that aside from the Persona immediately reverting into her normal state at the end of the ability, she cannot switch into any persona for 1d4 rounds.

Quintessences are activated using the same action as the original ability or through a swift action, unless otherwise noted. Only one Quintessence can be activated each round and only one Quintessence can be active at any one time.

One Mask (Ex): At 20th level, the Persona has full control over his different personalities, being one of them and at the same time being all of them, and she is able to be who she wants to be on a whim. She can now switch into different archetypes as a free action once per round even without having to rely on hypnosis. She also gains immunity to all mind-affecting effects.

In addition, whenever she is switched into an archetype, she gains the benefit of another archetype as if she is switched into that archetype as well, gaining the Multiple Personalities ability of that archetype as well as being able to synergize with and use Overdrives and Quintessence of Jack of all Trades abilities linked to that archetype. She does not, however, gain the bonus of the Personae ability for that second archetype. This second archetype is chosen every time the Persona switches into an archetype.

Tavar
2012-08-15, 06:20 PM
Jack of All Blades

http://th03.deviantart.net/fs26/PRE/f/2008/134/3/f/The_King__s_Treasure_by_soumakyo.jpg

A Jack of All Blades taking his time deciding what style to crush his foes with.

"Jack of all blades, master of none,
Certainly better than a master of one."
- Attributed to

The Jack of All Blades has asked themselves the question "why specialize in a few disciplines?", and found the answers wanting. They do not seek to master any one discipline, but to master the sublime way as a whole.

Adventures: To test themselves. To prove their detractors wrong. For vengeance, love, or duty. The fact that their path is one tied to violence only makes adventuring a more attractive option.

Characteristics: Jacks of All Blades are a varied lot, though it is undeniable that they are focused on combat, and melee combat most of all.

Alignment: Jacks of All Blades favor no single alignment, though many who know of them associate their skills with the more chaotic side of the spectrum, but this is due to the often more flamboyant and obvious nature of those souls. There are plenty of lawful adepts, who tend to change styles based on logical reasoning, rather than feelings.

Religion: They are more inclined to follow martial deities, but it is generally up to the adept in question to follow a god of their choosing.

Background: Jacks of All Blades are the dreamers and wanders of the martial Adepts. Often times they trained at multiple sites, learning much but never quite fitting in with other students.

Races: Any race known for either short attention spans or a desire to be well rounded have a slightly higher predilection for Jacks of All Blades. Being martially inclines is also a plus.

Other Classes: Jacks of All Blades tend to look down on those who are more focused than themselves, most often in a sort of patronizing way. Interestingly, Masters of the Nine are generally looked down upon with something like pity, as if they are missing some truth that the Jacks know. Factotums, Bards, Non-specialized wizards, and theurges of almost all sorts tend to be given more respect. Masters of one, Wizards who have given up more than 2 schools, or other such specialists tend to be looked upon with some small amount of contempt.

Role: As with most Martial Adepts, Jacks of All Blades focus on combat, generally melee combat. Their wide range of options, however, does allow them to branch out into other areas a tad, as the situation calls for it.

Adaptation: Jacks of All Blades work in essentially any setting that allows Tome of Battle and the like.

GAME RULE INFORMATION
Jack of All Blades's have the following game statistics.
Abilities: As a combatant, the physical scores are all important, though the exact priority depends on what you want the Jack to be: an archer needs higher dexterity, while the Two handed fighter needs higher strength. constitution is almost always useful, moreso if you want to be a tank.
Alignment: Any
Hit Die: d8
Starting Age: As Bard.
Starting Gold: As Fighter.

Class Skills
A Jacks' of All Blades class skills are Balance(Dex), Craft(Int), Concentration(con), Heal, Knowledge [Local, History](Int), Listen(Wis), Martial Lore, Spot(Wis), Tumble(Dex)

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

JACK OF ALL BLADES
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Readied|Stances Readied

1st|
+0|
+0|
+2|
+2|Jack of All Trades(2), Master of None, Flexible Arsenal: Martial Proficiency|3|1

2nd|
+1|
+0|
+3|
+3|Flexible prowess: Weapon Focus|3|1

3rd|
+2|
+1|
+3|
+3|Flexible Feat|4|1

4th|
+3|
+1|
+4|
+4|Flexible Arsenal: Martial Proficiency, Flexible Prowess:Weapon Specialization|4|1

5th|
+3|
+1|
+4|
+4|Flexible Training: Enchantments, Quick Draw|5|2

6th|
+4|
+2|
+5|
+5|Jack of All(3), Flash of Inspiration 1/Day|6|2

7th|
+5|
+2|
+5|
+5|Flexible Arsenal: Exotic Proficiency, Flexible Feat|7|2

8th|
+6/1|
+2|
+6|
+6|Quick Focus 1/Day, Flexible Arsenal: Martial Proficiency|7|2

9th|
+6/1|
+3|
+6|
+6|Flexible Prowess: Greater Weapon Focus|8|2

10th|
+7/2|
+3|
+7|
+7|Flash of Inspiration 1/encounter|8|3

11th|
+8/3|
+3|
+7|
+7|Flexible Feat|9|3

12th|
+9/4|
+4|
+8|
+8|Jack of All(4)|10|3

13th|
+9/4|
+4|
+8|
+8|Flexible Prowess: Greater Weapon Specialization|11|3

14th|
+10/4|
+4|
+9|
+9|Quick Focus 2/Day|11|3

15th|
+11/6/1|
+5|
+9|
+9|Flexible Prowess +1|12|3

16th|
+12/7/2|
+5|
+10|
+10|Flexible Feat|12|3

17th|
+12/7/2|
+5|
+10|
+10||13|4

18th|
+13/8/3|
+6|
+11|
+11|Quick Focus 3/Day|13|4

19th|
+14/9/4|
+6|
+11|
+11|Jack of All(5)|14|4

20th|
+15/10/5|
+6|
+12|
+15|Flash of Genuis 1/Day|15|4[/table]

Class Features
All of the following are class features of the Jack of All Blades.

Weapon and Armor Proficiencies: Jacks of All Blades are proficient with all Simple weapons and with light and medium armor, and light and heavy shields.

Jack Of Trades(Ex): Through various sources, Jacks have learned many styles of fighting. They have access to at least all 9 of the disciplines found in Tome of Battle, and can access homebrew ones with permission(See Notes at the Bottom). However, they can only focus on so many different styles at once. At first level, they may focus on two school, at the 6th level in this class 3, at 12th 4, and at 19th 5. In any school currently in focus, a Jack of All Blades is considered to know all maneuvers and stances his initiator level would qualify him for. The discipline skill is temporary added to their class list, with any ranks in the skill doubled, up to (Character level+3), and this new rank can be used to qualify for Flexible Feats. If the skill had max ranks already, the character instead gains an insight bonus to the skill equal to the number of different disciplines they can focus on with this ability.

He may change Focuses by spending 5 minutes meditating, going over weapon forms, or similar exercises to retrieve the knowledge, though this ritual needs to be repeated for multiple disciplines if applicable. This knowledge stays with him until he lets it recede or he changes focus.

In addition, they get a bonus equal to their levels in Jack of All Blades divided by 4 on Martial Lore checks to identify maneuvers due to their extensive experience.

Master of None (Ex):Not all of the common saying is false, as much as Jacks of All Blades would like to deny it. Their far-ranging attention does impede their prowess, to a degree. As such, Jack of All Blades levels count as 3/4 of an initiator level, rounded up, rather than the normal one or 1/2.

Maneuvers and Stances(Ex): Simply having the knowledge isn't enough: a Jack of All Blades must prepare himself for the exertions. A minute of concentration allows him to select which maneuvers he considers readied, up to a maximum shown on the chart above. He is not able to freely pick these without restriction, though, due to his inexpert grasp of the techniques. He may have at most 1 of his highest level maneuvers his initiator level qualifies him for, 2 of the second highest level, and 3 of his third highest, with the rest being unlimited, and there is never a limit to the number of level 1 maneuvers he may ready excepting his normal maximum readied at one time. At level 4 these values increase by 1 (2 of highest, 3 of next highest, 4 of next), and again at level 9. As discussed below, Stances count as maneuvers for these numbers.

The Jack of All Blades has 2 methods of regaining maneuvers in combat. First of all, if he has no maneuvers readied or has just expended his last readied maneuver, then he may spend a swift action, and replenish all of his maneuvers. Alternatively, he may take a Standard Action at any point in time, and replenish a number of his maneuvers at the start of his next turn equal to the highest maneuver level known.

In addition, while most Martial adepts can freely switch between Stances they know, Jacks are not so fortunate, though they make up for this in sheer versatility: they may have a number of stances readied at a time equal to the chart above, all from disciplines currently in focus. He may switch between any of these as normal for a martial adept. Stances are readied or changed along with maneuvers, and count for maneuvers for the purpose of the number of a given level of maneuvers that you can ready.

When Changing focused Disciplines, readied maneuvers do not change, but any maneuver from a school he no longer knows is lost, as the knowledge of it's workings recedes from his mind. He may change his maneuvers readied at any time by spending a minute to reorganize his thoughts.

Flexible Training: During his varied studies, a Jack of All Blades internalizes not just the specific techniques involved, but the weapon play associated with the styles, leading to his flexible arsenal ability. This manifests in the following ways:

Flexible Martial Proficiency(Ex): The Jack of All Blades can chose one martial weapon that is a preferred weapon of any one of the school and be treated as if he is proficient with said weapon. He first gains this ability at Level 1, and gains an additional choice at 4th and 8th Level. These are chosen at the same time as choosing disciplines, and can only be changed if the focus discipline the weapon is tied to is changed. If you chose unarmed Strike, you instead gain the improved Unarmed Strike feat. If one would chose a different simple weapon, you instead gain a total of 2 simple weapons, which do not have to be from the same disciplines.

Flexible Prowess(Ex): The Jack of All Blade's mastery over a weapon extends beyond mere proficiency. At level 2, they gain the bonus feat Weapon Focus for all weapons chosen by the Flexible Martial and Exotic Proficiency abilities.At level 4 they count as having weapon Specialization in these weapons. At Level 9, they count as having Greater Weapon Focus with these weapons as well. At level 13 they count as having Greater Weapon Specialization. At 15th level the bonus to Attack rolls improved by +1. These feats do not count as prerequisites if the prerequisite is at all specified (ie, Weapon Focus (Shortsword) or Weapon Focus(any one melee weapon)). On the other hand, they are available as requirements for the Flexible Feat ability.

Flexible Feat(EX): At 3rd, 7th, 11th, and 16th levels, the Jack of All Blades gain a flexible feat. At the begining of the day, or whenever they use their Quick Focus ability, the Jack of All Blades may change these feats to be whatever they wish, as long as they qualify for them, though in the latter case, they may only change one feat with each use of Quick Focus. These feats may be used to qualify for eachother(ie, combat expertise and Improved Trip), but they may not be used to qualify for feats from other sources, and if they lose prerequisites for the flexible feat then they lose all access to the benefits of the feat. Each level of Jack of All Blades counts as a level of fighter and as having a BaB of +1 for the purpose of qualifying for feats to fill these choices, and only for these feats. These feats may only be selected from the list of Fighter Bonus feats, though any weapon related feat should be considered added to this list if it is not already.

Flexible Enchantments: The largest restriction on the weapons a combatant wields is not the proficiency, but the magical nature of the weapons: a normal sword against a Dragon or Demon is of limited use, and using one in a fight against a highly magical blade can easily end in disaster. At 5th level, the Jack of all Blades begins to find a method past this restriction. By focusing on a weapon they own(in this case, meaning one that either they have legally purchased or one that has been in their possession for over 24 hours), they are able to draw it's enhancements forward, allowing them to apply them to any weapon they are proficient in(including unarmed strikes), with the following restrictions:


The original weapon has it's magic properties surpressed while this effect is active, though it still counts as a magic item for sunder checks and the like.
The Jack of All Blades may only transfer magical properties up to the gp costs show in the chart below, as if he was purchasing the weapon with enhancements. Thus, weapons made from materials such as Cold Iron may have fewer enhanments transfered.
The Enhancements must be legal for the weapon: Vorpal cannot be applied to a Warhammer, and any weapon must first receive the minimum +1 bonus, but the weapon does not need to be masterwork.
Any weapon the Jack of Blades weilds benefits from the transfered enhancements as long as he is proficient with it. If the weapon leaves his hand, it reverts to its normal state.
If the weapon recieving the enhancements has magical properties already, they are overwritten by the new properties.
Spells with a duration less than permanent cannot be transferred: a greater magic weapon spell can only boost one weapon.
While under this effect, the weapon that receives the enhancement bonus and the weapon that gave it count as the same item for purposes of dispel magic's ability to suppress magic items, or Disjunction's ability to destroy them.

Chart, Max Magical Properties transfered in terms of GP.
{table=head]Class Level|Max GP Equivalent transferred
5|3000
6|
7|9000
8|
9|20000
10|
11|38000
12|
13|58,000
14|
15|85,000
16|
17|135,000
18|
19|190,000
20|[/table]

Though many have tried, no one has yet managed this with artifacts and legacy weapons.

Flexible Exotic Proficiency(Ex): At 7th Level, the Jack of All Blades is experienced enough to use even Exotic Weapons. Choosing such a weapon requires him to forgo 2 Marital Proficiency granted by Flexible Training, and it must be a preferred weapon in one of his focused disciplines. Alternatively, you may chose Unarmed strike, in which case you gain the Superior Unarmed Strike feat. If you already have the feat, treat yourself as being one size category larger for the purpose of the feat.

Quick Draw(Ex): At fifth level, the Jack of All Blades gains the Quickdraw feat as a bonus feat.

Flash of Inspiration(Ex): Once per Day at level 6, as a free action Jack of All Blades boosts his initiator level to equal his character level, and may sacrifice any number of readied maneuvers. If he does so, he may select any maneuver with a level equal to the number of readied maneuvers sacrificed that is in his currently focused disciplines and use it, provided he it is legal at the time for him to do so (one could not use this ability to take a standard action attack on someone else's turn, but you could use it to use an immediate action if you had one available). The Jack takes non-lethal damage equal to the level of maneuver used, cannot recover maneuvers for one round, and counts as fatigued until the end of the encounter.

At 10th level this ability is upgraded to be usable once per encounter.

Quick Focus(Ex): As the Jack of All Blades continues his study of the Sublime, he becomes ever more adept changing the way he applies his findings. Once per day at level 8, with additional uses gained at level 14 and 18, he may switch one of the disciplines he has focused as a standard action, and may replace any maneuvers or stances from the changed discipline with the ones from his new area of focus as a move action.

Flash of Genuis(Ex):Once per day at level 20, as a free action a Jack of All Blades may expend 15 readied maneuvers. In doing so, his Initiator level equals his character level for 1 action, and he may use any maneuver he wishes, even ones that are not from Disciplines he has currently focused on. He must be able to chose that discipline as a focus, and he must be able to use the maneuver he chooses, as described in Flash of Inspiration. He counts as fatigued until the end of the encounter, takes non-lethal damage equal to twice the level of maneuver he used, and cannot recover maneuvers for 1 round.


Feats:

All Blades Training
Prerequisites:None
Benefit: This feat reduces the penalty for using non-proficient weapons(including improvised weapons). At level 1, it reduces it to -3. At levels 5, 10, and 15 it is reduced to -2, -1, and finally -0.

This feat also gives a second benefit. At any time, the wielder may decide to forgo the benefit of this feat, and take an additional penalty up to the reduction normally granted by this feat. In this case, he gains a Dodge bonus to AC equal to the attack penalty he received.

This feat counts as Combat Expertise for the purpose of prerequisites. This feat does not grant proficiency with such weapons, and cannot be used to qualify for such feats.

A fighter may select this as a bonus feat.

Master of the Unexpected Maneuver [Tactical]
Prerequisites:3 Flexible disciplines or knowledge of 3 maneuvers or stances of the same level from 3 different Disciplines.
Benefit: This feat gives access to 3 tactical options:

Student of Many Styles: If you use maneuvers from 2 different disciplines over the course of at most 2 rounds, and you are in a stance from a third discipline, you may add the lowest of the stance or either maneuver's level to your AC as a circumstance bonus. If, in the next round, you use a maneuver from a different discipline than the 3 previously used, you may again qualify for it, replacing one of the maneuvers used to calculate the AC bonus with the new one. This may repeat until you use a maneuver from a discipline you have already used, in which case the benefit ceases, and cannot be reactivated for a number of rounds equal to the highest AC bonus granted.
Student of Many Strikes As a full round action, the user of this feat may use up 3 different readied maneuvers, though all three must be applicable to the situation. The User chooses one maneuver to be the initiated one, one to be the overt one, and one to be the covert one. The overt one imposes a penalty equal to one half maneuver's level on the target's AC. The Covert one provides bonus damage equal to its level on the attack, and boosts the user's Initiator level by its level for the purpose of any IL dependent effects for the initiated maneuver, and it can boost the IL past one's HD. All of these effects last only for one attack, and this option can only be used once per target. As a side bonus, the check to identify the maneuver used is raised by the total of the cover and overt maneuvers' levels.
Student of Many StancesOnce per encounter, the user of this feat may maintain 2 stances from different schools at the same time. This effect lasts a number of rounds equal to the number of stances from different schools that the user knows, and afterwards he loses the ability to maintain a stance for twice the level of the highest stance he knows.

A fighter may select this as a bonus feat.




Notes on Jack of All:

The DM has full rights to disallow any homebrew disciplines(or, anything at all). In addition, the DM should consider if they wish any of the styles to be 'Secret methods', or if they fit the campaign(for example, Falling Anvil is normally limited to more comedic games, and Black Rain requires firearms). The Class should ideally not be limited to less than 9 schools. This is a relatively good list of homebrewed schools. (http://age-of-warriors.appspot.com/schools) Balance shouldn't come into play too much, as the limited number of maneuvers the Jack can access at a time should help settle matters. Finally, it should be noted that certain styles have special requirements, such as being possessed by a demon, being certain alignments, or having spell slots or power points. This class does not allow one to ignore requirements, nor does it give expendable resources if the school uses them.

Adaptation: Low Magic/High Wealth Replacement for Flexible Enchantments
The Flexible Enchantments is designed to encourage Jack of All Blades to actually use different weapons, as normally enchanting so many blades is beyond most character's wealth. If the Game is more liberal with loot, or extremely low magic, this ability should likely be replaced with the Following:

Flexible Use (ex): There comes a time when every Jack of All Blades realizes that weapons are not so different from each other, the real difference being how one decides to use them. At 7th level they may preform special combat actions(Trip, Ready against a Charge, and being used in a Grapple) with any weapon they are proficient in, at a -2 penalty. This penalty is lessened to -1 at 11th level, and disappears at 15th level.

Jester of Doom
2012-08-20, 10:50 PM
Mime

http://images3.wikia.nocookie.net/__cb20120724220307/finalfantasy/images/thumb/5/59/195px-Ff6_gogo.jpg/346px-195px-Ff6_gogo.jpg

"My name is Gogo, Mimic Exstrordinarie! The basis-no, the very soul of mimicry is the ability to aptly imitate anything, no matter the situation. Thusly, I will imitate your every move! When you attack, I will attack, when you cast a spell, I will cast a spell. Could you imitate me, you'd certainly win. More likely, it will be curtains for you!" -Famed Mimic Gogo.

The Mime is a class based upun a seemingly simple concept: mimicking the abilities of other classes. As such, their abilities can change drastically from day to day, and even encounter to encounter. This is a class for those who play a fighter and wish they had magic, play a cleric and wish they had sneak attack, and play a rogue and wish they had firebreating.

Adventures: Most mimes adventure simply to witness more skills to learn, others to test the skills they already know, but a large fraction adventure simply to put a roof over their head or right what they percieve as a great wrong.

Characteristics: Mimes have the esoteric ability to mimic actions performed by others, and as they grow in power they develop ever-improving mimicking skills, as well as learning some abilities permanently. In addition, mimes are masters of impersonation, and the most skilled of their kind do such even better than doppelgangers.

Most (but not all) mimes tend to wear heavy, concealing robes, face paint, masks, or anything else that coceals their face, as if no-one knows their face it is all that much harder to recognise them when they are in disguise.

Alignment: Although many would belive they tend towards chaos, the sheer amount of training, devotion and above all focus required to become a mime means that just as many are lawful. Ultimatly, however, the loss of self that results from copying others to the smallest detail, day in, day out, week after week, year after year, leads most mimes to a detached True Neutral.

Religion: Most mimes simply feign devotion to whatever god seems apropriate, with a similarly apropriate level of fanaticism. Very few mimes actually have religious beliefs of their own, and those that do generally worship their true faith only in secret.

Background: Most mimes learn from wandering sages, a few learn from ancient texts, and in some settings secret scools exist, teaching the next generation of infiltrators. A very small amount are self-taught, and those that are almost always posess some strange, supernatural ability that facilitates their abilities.

Races: Most mimes are humans, simply because of their open-mindedness and large population, but the single race most likely to become a mime is probably changelings, followed by half-elves. Dwarves are extremely unlikely to become mimes, as such an extreme level of open-mindedness is somewhat alien to the dwarven mindset, and halflings are also unlikely to become mimes for almost the opposite reason: halflings rarely sum up the devotion to master the art of mimicry. Any race that is unusually intelligent has a natural aptitude for miming.

Other Classes: Monks respect their discipline but are unnerved by their chaotic attitude, divine casters highly distrust mimes as they copy divine magic without any religious devotion, rouges are wary of them as master of deciet and disguise, fighters and other martial classes regard them much as they do rouges, and arcane casters scoff at their pathetic attempts at magic but deeply and horribly fear their ability to send someone's most powerfull spells back at them. Mimes' reactions to other classes vary greatly from mime to mime, but as a general rule, they feel a deep sene of kinship and respect towards the more disciplined classes, (such as monks and psions,) as well as a brotherly attitude towards rogues, ninjas, factotums, and other such classes.

Role: A mime's role in a party greatly depends on the party makeup and their chosen abilities, but as a general rule they fall closest to rouge.

Adaptation: You could take away all spellcasting and Supernatural abilities and just use them for a "master of disguise/infiltrator" type of character, or you could restrict their entry to a secret sect that has mastered some kind of magical ability to memorize and perform viewed tecniques.

GAME RULE INFORMATION
Mime's have the following game statistics.
Abilities: Intelligence is the most important stat for mimes as it effects both their casting and most of their class features. Charisma is useful for most of their skills as well as a few class features, Constitution helps for hit points, incarnum, and rage, Strength helps if you try to fight in melee, and Dexterity is a necesary buff to Armor Class.
Alignment: Any.
Hit Die: d8
Starting Age: As cleric.
Starting Gold: As fighter.

Class Skills
The Mime's class skills (and the key ability for each skill) are...
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha) and 5 additional skills chosen at entry into the class.

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

MIME
{table=head]Level|Base Attack Bonus|Bad Saves|Good Save|Special
1st|
+0|
+0|
+2|Mimic 1/encounter, Spell Mimicking, Copycat's Defense
2nd|
+1|
+0|
+3|Copy Lesser Tecnique
3rd|
+2|
+1|
+3|Reselect Abilities (x1)
4th|
+3|
+1|
+4|Emulate Magic
5th|
+3|
+1|
+4|Copy Lesser Technique
6th|
+4|
+2|
+5|Mimic (standard action)
7th|
+5|
+2|
+5|Mimic 2/encounter
8th|
+6/+1|
+2|
+6|Copy Lesser Tecnique
9th|
+6/+1|
+3|
+6|Reselect Abilities (x2)
10th|
+7/+2|
+3|
+7|Master of Repitition
11th|
+8/+3|
+3|
+7|Copy Moderate Tecnique
12th|
+9/+4|
+4|
+8|Mimic (swift action)
13th|
+9/+4|
+4|
+8|Master of Disguise
14th|
+10/+5|
+4|
+9|Mimic 3/encounter, Copy Moderate Tecnique
15th|
+11/+6/+1|
+5|
+9|Reselect Abilities (x3)
16th|
+12/+7/+2|
+5|
+10|Master of Counterspelling
17th|
+12/+7/+2|
+5|
+10|Copy Greater Tecnique
18th|
+13/+8/+3|
+6|
+11|Mimic (immediate action)
19th|
+14/+9/+4|
+6|
+11|Master of Mimicry
20th|
+15/+10/+5|
+6|
+12|Copy Greater Tecnique, Reselect Abilities (All)[/table]

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

Weapon and Armor Proficiencies: Mimes are proficient with all simple weapons, with light and medium armor, and shields (exept tower shields).

Mimic (Ex): as a full-round action (that voids use of their swift action this turn) a mime may copy every action performed by a target on their most recent turn.
•You must have had full view of the target and been able to clearly see these actions, and they must have occured within the last 6 seconds.
•When you activate this ability, you may repeat every action performed by the target on their last turn, in the same order they performed them in, such as move, then attack, then swift action class feature, or 5ft-step, swift action class feature, full-attack.
•You may not rearrange the order that the copied actions are performed in.
•You may not emulate any abilities that were not activated by the target on that turn.
•You gain modifiers from all class features, feats, base attack bonuses, ability scores, and skill bonuses that modified these actions, but you do not gain any other capacity of these abilities.
•You do not gain access to racial abilities and modifiers other than skill bonuses and feats.
•You may not copy spellcasting or spell-like abilities without the use of the Spell Mimicking ability. The same goes for Psionics.
•You do not gain benefits from any magic items or active spell effects.
•You do gain any modifiers that active abilities such as a barbarian's rage, a bound vestige or an active soulmeld would apply to those actions, but you do not gain any other benefits from those abilities, nor do you gain these benefits for more than one round. Long duration effects whose activation is copied with this ability function normally.
•You may copy supernatural abilities gained by class features such as vestiges or soulmelds.
•You may not copy the binding of a vestige or the shaping of a soulmeld.
•You may copy martial manuvers activated by the target.
•You may not copy any action that takes more than one round.
•You must use the target's ability modifiers, attack bonus, and skill modifiers, even if they are worse than your own.

Example: A mime mimics a 4th level human monk with the cleave feat who just moved 40ft, killed an orc with his unarmed strike, and then attacked another orc with the cleave feat. the mime would gain access to the monk's fast movement, cleave feat, and 1d8 unarmed strike, but none of the monk's other abilities, as they were not activated on the monk's turn. The mime could then, after activating this ability, move and attack as the monk did. He need not move 40ft, (and indeed can't if he is wearing any armor) nor must he move in the same direction as the monk (or even at all). he may then make an attack using the monk's base attack bonus and strength modifiers (even if they are worse than his own). He need not use the monk's unarmed strike, instead using whatever weapon he may have, and if he kills his target he may make another attack (with the monk's modifiers) as a result of the cleave feat. he may not, however, make actions based opon his own abilities, such as additional attacks granted by great cleave, or damage bonuses from sneak attack.

At first level you may activate this ability once an encounter, you gain additional uses on levels 7 and 14.

Spell Mimicking (Su): Once per day per mime level, you may use a spell, power, spell-like ability, mystery, Etc. when you use your mimic ability. It is treated as though cast by a member of the target's class with a level equal to your mimie level, and all save DCs are based on your Int stat, rather than the ability score that class normally casts with. If a member of the target's class whose level is equal to your mime level and whose casting stat is equal to your Int could not cast the spell you are mimicking, you may not mimic the spell. If a psionic power is augmented beyond a manifester of your mime level's ability to augment, it is instead augmented to the maximum degree such a character could. If you mimic a spell that has been moified with metamagic or similar feats, you may not cast the normal versions, nor may you add your own metamagic effects to spells you mimic.

Copycat's Defense (Ex): You select one of your three saving throws, and it then permanently uses the "Good Save" saving throw progression, instead of the "Bad Saves" progression used by the other two. This save may be changed with Reselect Abilities.


Copy Lesser Tecnique (Ex): at levels 2, 5, and 8, you choose one of the following class features:
one Bonus Feat taken from the fighter list. You may select this ability multiple times.
Familiar as the wizard class feature.
Fast Movement (Ex) as the barbarian class feature.
Flexible Vocal Cords (Ex): You have learned how to perfectly mimic sounds. You may only copy sounds that you have heard before, and the sound must be physically possible for a member of your species to make, but other than that, the sky is the limit: voices, bird calls, entire songs, etc. Any sounds copied this way are perfectly indistinguishable from their original source, no matter how long it has been since you last heard it. In addition, you may throw your voice so that the source of the sound seems to be up to (mime level x 10)ft away, with a Listen check (base DC 20, modify according to situation) to determine the sounds true origin point.
Lesser Sneak Attack (Ex): You gain Sneak Attack +1d6. This does not stack with Moderate Sneak Attack or Greater Sneak Attack.
Mime's AC Bonus (Ex): You add your Int bonus to AC and get an AC bonus equal to 1/5 your mime level. This ability does not function in armor. This otherwise functions as the monk ability.
Mime's Lay on Hands (Su):Each day you can heal a total number of hit points of damage equal to your mime level × your Inteligence bonus. This ability otherwise functions as the paladin ability.
Psicrystal Affinity as a bonus feat, even if you do not fulfill the prerequisite.
Rage (Ex) as a 1st level barbarian. This ability does not improve with level nor does it gain additional uses.
Trapfinding as a rouge.
Unarmed Strike as a monk of your mime level.
Weapon and Armor Proficiency (Ex): You gain proficiency with All martial weapons, heavy armor, and tower shields.
or Wild Empathy (Ex) as the ranger class feature.
This may be modified with Reselect Abilities.

Reselect Abilities (Ex): Starting at 3rd level, after a full 8 hours rest you may reselect any choices made when you aquired one of the following class features:
Copycat's Defense, Copy Lesser Tecnique, Emulate Magic*, Copy Moderate Tecnique, and Copy Greater Tecnique.
*:Special restrictions apply when reassigning this ability, see its description for details.

At 9th level you may reselect 2 class features each day, at 15th you may reselect 3, and at 20th you may reselect all of them each day.

Emulate Magic (Su):
At 4th level you get to select one of the following abilities:
Arcane Spellcasting: You gain spontaneous arcane spells per day according to the table below as well as a full caster level. Save DCs, max spell level known, and bonus spells are based on Int. You may learn spells from the lists of any arcane spellcasting classes and need not restrict yourself to one class's spell-list, howver, any spells on the wizard/sorcerer list must be learned at the level on that list and cannot be gained any earlier. You begin with knowledge of all cantrips and 6 1st level spells, and you learn 1 new spell each level. Upon reaching 6th level, and at every even-numbered level after that (8th, 10th, and so on), you may choose to learn a new spell in place of one you already know. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level arcane spell that you may cast. You do not suffer from spell failure.
Divine Spellcasting: You gain spontaneous divine spells per day according to the table below as well as a full caster level. Save DCs, max spell level known, and bonus spells are based on Int. You may learn spells from the lists of any divine spellcasting classes and need not restrict yourself to one class's spell-list, howver, any spells on the cleric or druid lists must be learned at the level on one of those lists and cannot be gained any earlier. You begin with knowledge of all orisons and 6 1st level spells, and you learn 1 new spell each level. Upon reaching 6th level, and at every even-numbered level after that (8th, 10th, and so on), you may choose to learn a new spell in place of one you already know. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level divine spell that you may cast. You do not suffer from spell failure.
Incarnum: You gain meldshaping according to the table below, with Save DCs are based on Int. You may learn soulmelds from the list for any class and need not restrict yourself to any one class's soulmelds. At 6th level you gain your choice of the crown, feet, or hands chakra, at 12th level you gain either the arms, brow, or shoulder chakra, and at 18th level you gain either the throat, waist, or totem chakra.
Infusions: You gain infusions per day according to the table below as well as a full caster level. Save DCs, max infusion level known, and bonus infusions are based on Int. You learn and prepare infusions in the same manner as an artificer.
Invocations: You gain invocations according to the table below, as well as a warlock's eldritch blast and a dragonfire adept's breath weapon. The breath weapon deals the same amount of damage as the eldritch blast but does not increase in range. You learn invocations from both the warlock and the dragonfire adept lists, and you may learn breath effects in place of invocations (2nd level=least & 5th level=lesser). At any level that you gain a new invocation you may exchange one invocation or breath effect for another of the same or lower grade. Save DCs are based on Int, and you do not suffer from spell failure.
Martial Maneuvers: You gain martial maneuvers and initiator level according to the table below. You learn maneuvers from 4 different diciplines of your choice, and you ready them (and restore them mid-battle) in the same manner as a swordsage. Upon reaching 6th level, and at every even-numbered level after that (8th, 10th, and so on), you may choose to learn a new maneuver in place of one you already know. You may choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know.
Psionics: You gain psionic powers known and power points according to the table below as well as a full manifester level. save DCs, max power level known, and bonus power points are based on Int. You may learn powers from the lists of any manifesting classes and need not restrict yourself to one class's power-list.
Shadowcasting: You gain shadowcasting according to the table below, with save DCs based on Int and a full caster level. You begin with three fundamentals, supernatural abilities usable 3/day, and two apprentice mysteries usable 1/day. When you gain access to initiate mysteries your apprentice mysteries become spell-like abilities usable 2/day. You do not suffer from spell failure.
Soul Binding: You gain soul binding according to the table below at an effective binder level equal to 1/2 your mime level, as well as the suppress sign class feature.
*Special Restrictions on Reselection: Although you can change between Arcane Spellcasting, Martial Maneuvers, Shadowcasting, Etc., you may not change any selections within these abilities, such as spells known, open chakras, stances known, Etc. If you change your spellcasting back to a previous form, you still have the same spells known, modified by any levels gained in the interim.


ARCANE/DIVINE SPELLCASTING
{table=head]Level|0th|1st|2nd|3rd|4th|5th|Spells Known
4th|
4|
2|
-|
-|
-|
-|
6

5th|
4|
2|
-|
-|
-|
-|
7

6th|
4|
2|
1|
-|
-|
-|
8

7th|
4|
2|
1|
-|
-|
-|
9

8th|
4|
3|
2|
-|
-|
-|
10

9th|
4|
3|
2|
-|
-|
-|
11

10th|
4|
3|
2|
1|
-|
-|
12

11th|
4|
3|
2|
1|
-|
-|
13

12th|
4|
3|
3|
2|
-|
-|
14

13th|
4|
3|
3|
2|
-|
-|
15

14th|
4|
4|
3|
2|
1|
-|
16

15th|
4|
4|
3|
2|
1|
-|
17

16th|
4|
4|
3|
3|
2|
-|
18

17th|
4|
4|
3|
3|
2|
-|
19

18th|
4|
4|
4|
3|
2|
1|
20

19th|
4|
4|
4|
3|
2|
1|
21

20th|
4|
4|
4|
3|
3|
2|
22[/table]

PSIONICS
{table=head]Level|Power Points/Day|Powers Known|Max Power Level Known
4th|
6|
5|
1st

5th|
9|
6|
1st

6th|
11|
7|
2nd

7th|
14|
8|
2nd

8th|
17|
9|
2nd

9th|
21|
10|
2nd

10th|
25|
11|
3rd

11th|
30|
12|
3rd

12th|
35|
13|
3rd

13th|
40|
14|
3rd

14th|
46|
15|
4th

15th|
52|
16|
4th

16th|
58|
17|
4th

17th|
65|
18|
4th

18th|
72|
19|
5th

19th|
80|
20|
5th

20th|
88|
21|
5th[/table]

SOUL BINDING
{table=head]Level|Max Number Of Vestiges Bound|Maximum Vestige Level
4th|
1|
1st

5th|
1|
1st

6th|
1|
2nd

7th|
1|
2nd

8th|
1|
2nd

9th|
1|
2nd

10th|
1|
3rd

11th|
1|
3rd

12th|
1|
3rd

13th|
1|
3rd

14th|
1|
4th

15th|
1|
4th

16th|
2|
4th

17th|
2|
4th

18th|
2|
4th

19th|
2|
4th

20th|
2|
5th[/table]

INCARNUM
{table=head]Level|Soulmelds|Essentia|Chakra Binds
4th|
3|
2|
1

5th|
3|
2|
1

6th|
3|
3|
1

7th|
3|
3|
1

8th|
4|
4|
1

9th|
4|
4|
1

10th|
4|
5|
1

11th|
4|
5|
1

12th|
4|
6|
2

13th|
4|
6|
2

14th|
5|
7|
2

15th|
5|
8|
2

16th|
5|
9|
2

17th|
5|
10|
2

18th|
5|
11|
2

19th|
5|
12|
2

20th|
6|
13|
3[/table]

MARTIAL MANEUVERS
{table=head]Level|Initiator Level|Maneuvers Known|Maneuvers Readied|Stances Known
4th|
3|
7|
3|
2

5th|
3|
7|
3|
2

6th|
4|
8|
3|
2

7th|
5|
8|
3|
2

8th|
6|
9|
4|
2

9th|
6|
9|
4|
2

10th|
7|
10|
4|
3

11th|
8|
10|
4|
3

12th|
9|
11|
4|
3

13th|
9|
11|
4|
3

14th|
10|
12|
4|
3

15th|
11|
12|
4|
3

16th|
12|
13|
4|
3

17th|
12|
13|
4|
3

18th|
13|
14|
4|
4

19th|
14|
14|
4|
4

20th|
15|
15|
5|
4[/table]

SHADOWCASTING
{table=head]Level|Mysteries Known|Other
4th|
2|
-

5th|
2|
-

6th|
3|
-

7th|
3|
-

8th|
4|
Bonus Fundamental

9th|
4|
-

10th|
5|
-

11th|
5|
-

12th|
6|
-

13th|
6|
-

14th|
7|
Initiate Mysteries

15th|
7|
-

16th|
8|
Bonus Fundamental

17th|
8|
-

18th|
9|
-

19th|
9|
-

20th|
10|
-[/table]

INVOCATIONS
{table=head]Level|Invocations Known|Other
4th|
2|
Eldritch Blast 2d6

5th|
2|
-

6th|
2|
-

7th|
2|
Eldritch Blast 3d6

8th|
3|
-

9th|
3|
-

10th|
3|
Eldritch Blast 4d6

11th|
3|
-

12th|
4|
Lesser Invocations

13th|
4|
Eldritch Blast 5d6

14th|
4|
-

15th|
4|
Eldritch Blast 6d6

16th|
5|
-

17th|
5|
-

18th|
5|
-

19th|
5|
Eldritch Blast 7d6

20th|
6|
-[/table]

INFUSIONS
{table=head]Level|1st|2nd|3rd|4th
4th|
3|
-|
-|
-

5th|
3|
-|
-|
-

6th|
3|
1|
-|
-

7th|
3|
1|
-|
-

8th|
3|
2|
-|
-

9th|
3|
2|
-|
-

10th|
3|
3|
1|
-

11th|
3|
3|
1|
-

12th|
3|
3|
2|
-

13th|
3|
3|
2|
-

14th|
3|
3|
2|
-

15th|
3|
3|
2|
-

16th|
3|
3|
3|
1

17th|
3|
3|
3|
1

18th|
3|
3|
3|
2

19th|
3|
3|
3|
2

20th|
3|
3|
3|
2[/table]

Mimic (Standard Action) (Ex): At 6th level you may, as a standard action, you may activate a use of your mimic ability to copy a single tandard action performed by the target within the last 6 seconds. This otherwise functions as the mimic class feature.

Master of Repitition (Ex): At 10th level, your mastery of perfectly replicating actions has made you incredibly good at common tasks. you gain the ability to take 10 even if stress and distractions would normally prevent you from doing so for the following skills:
Bluff, Concentration, Disguise, Forgery, Move Silently, Perform, Slight of Hand, Spot and one other skill of your choice that you have at least 13 ranks in.

Copy Moderate Tecnique (Ex): at 11th & 14th level, you choose one of the following class features:
Sampling (Su): You gain the bard abilities Countersong and Inspire Courage. The bonus from Inspire Courage is +2 and does not increase, but the abilities are otherwise identical to the bard abilities.
One Bonus Feat that you fulfill all prerquisites for. You may select this ability multiple times.
Evasion (Ex) as the monk ability.
Fool Magic (Su): Whenever you are the target of mind-reading, or any divination effect to learn information about you, you may make a Bluff check (opposed by the caster's Sense Motive) to fool the caster into recieving whatever information you wish.
Insightful Strike (Ex): as the swashbuckler ability.
Street Mime (Su): You gain the jester ability Buffoonery. You may use this ability a number of times per day equal to 1/4 your mime level, and the Will save is DC 10 + 1/2 your mime level + your Int modifier. For all other purposes this functions identically to the jester ability.
Mime's Ghost Step (Su): You may turn invisible for one round as a swift action a number of times per day equal to your Int bonus.
Moderate Sneak Attack (Ex): You gain Sneak Attack +3d6. This does not stack with Lesser Sneak Attack or Greater Sneak Attack.
Slippery Mind (Ex) as the rouge ability.
Uncanny Dodge (Ex): you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
or Use Any Item (Ex): You gain proficiency with all weapons, armors, and shields, (including exotic weapons, improvised weapons, and other pieces of equipment with special prerequisites) and may take 10 on all Use Magic Device and Use Psionic Device checks.
This may be modified with Reselect Abilities.

Mimic (Swift Action) (Ex): At 12th level, as a swift action, you may activate a use of your mimic ability to copy a single swift action performed by the target within the last 6 seconds. This otherwise functions as the mimic class feature.

Master of Disguise (Ex): A mime of this power has taken the skill of disguise to a superhuman level. At 13th level, you gain a +5 competence bonus on all Disguise checks and can make a Disguise check as a full-round action.

Master of Counterspelling (Su): At 16th level, your ability to mimic spells has reached its pinnacle:
if you ready an action, as normal for counterspelling, you may automatically suceed by mimicking the very spell you are countering. this uses one use of your Mimic ability and your Spell Mimicking ability.

Copy Greater Tecnique (Ex): at 17th & 20th level, you choose one of the following class features:
One Bonus Feat that you fulfill all prerequisites for. You may select this ability multiple times.
Bonus Mimicking (Ex): You gain an additional use per encounter of your Mimic ability. You may take this ability multiple times, its effects stack.
Copy Magic Weapon (Su): As a swift action that counts as a use of your Mimic ability, you may give a weapon you are holding the magical properties of the target's weapon. You must have full view of the target and be able to clearly see their weapon, this effect lasts for one round.
Frenzy (Ex): You gain Frenzy as a 1st level frenzied berserker 3/day. In addition, if you have a rage granted via Learn Lesser Class Feature, it gains 2 additional uses per day. This ability otherwise functions as the frenzied berserker ability.
Greater Sneak Attack (Ex): You gain Sneak Attack +6d6. This does not stack with Lesser Sneak Attack or Moderate Sneak Attack.
Mettle (Ex) As the hexblade ability.
or Mime's Grace (Ex): You gain your Intelligence modifier as a bonus to all saving throws. This does not stack with a paladin's Divine Greace class feature.
This may be modified with Reselect Abilities.

Mimic (Immediate Action) (Ex): As an immediate action, you may activate a use of your mimic ability to copy a single immediate action performed by the target within the last 6 seconds. This otherwise functions as the mimic class feature.

Master of Mimickry (Ex): It is a rare occurance to see a mime of this skill, and when encountered, they are truly frightening to behold. At 19th level, once per day as an immediate action, you may activate Reselect Abilities as though you had taken a full 8 hour rest. This ability caps at 3 Reselected abilities and cannot reselect Emulate Magic.

Techwarrior
2012-08-22, 11:05 PM
Everready

You mages and your need to rest... Sad.. you could be doing so much more with yourself.

There are several orders of guardians whose sole task is to protect something, or someone. An Everready is, as its name implies, always ready to protect others from another's blows. Everready have long since moved beyond the simple guardianship of mage's and have mastered other ways of combat.

Adventures: Everready tend to see adventures as personal tests. They seek to perfect their style of combat, and adventures tend to be the fastest, if most dangerous, way to grow in ability.

Characteristics: An Everready is a combat oriented class. They are capable of many different styles of fighting, though each Everready focuses on one of three paths. The Grey Guardian path was the original Everready path, the Brilliant Commander and Nightstalker are recent additions to the Everready's repertoire.

Alignment: Everready select who they train carefully, one must be cautious with who you arm with a sword. They only accept people into their order who are either righteous enough to be trusted or disciplined enough to be controlled. All others are turned away; though possible, Lawful Evil and Chaotic Good Everready typically are looked down upon. Everready society requires tolerance however, and one of these Everready could even rise high in the ranks if they show talent.

Religion: Everready prefer to distance themselves from religion, seeing it as a distraction to their art. They are quite open to others though, and some even become Clerics later in their career.

Background: Everready typically train from a young age in the secret ways of the Everready at one of the even more secret Everready Acadamies. Each Everready is trained in a specific style, and masters a particular set of equipment, though frequently they follow in the footsteps of the Everready that trained them, at least at the start.

Races: Humans, with their adaptability, take the flexibility an Everready presents in stride. Elves, with their dedication to both swordplay and the arts, are also frequently Everready, seeking to master the art of weaponry, and the magic inherent in the Everready’s style. Half orcs and half elves find the inherent society of the Everready world to be a comfort, and occasionally are Everready.

Other Classes: An Everready, knowing something of both magic and swordplay, find both magic users and mundane combatants interesting. Chaotic Everready sometimes find companionship with Barbarians, or other savages. Lawful Everready find that they share some similarities in philosophy with Monks, though their methods are completely different.

Role: An Everready is a combatant, their role is defined by their current stance. Most tend towards the front lines.

Adaptation: Everready are by nature, a small order of soldiers that are typically contracted to guard mages. Adaptation could be as simple as the Everready being from far away lands, or as complex as a secret magocracy that is protected by an even more secret order of Everready.

GAME RULE INFORMATION
EVERREADY have the following game statistics.
Abilities: An Everready needs a good Intelligence score, as it powers most of their abilities; a high Intelligence will also help them to focus on their skills, and several defensive feats require a moderate Intelligence. In addition, as a primary melee combatant, they need to focus on physical stats.
Alignment: Any Good or any Lawful.
Hit Die: d10
Starting Age: As Wizard.
Starting Gold: As Fighter.

Class Skills
An EVERREADY'S class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Ride (Dex), Sleight of Hand (Dex), Swim (Str), Tumble (Dex).

Essence and Skills: An Everready gains an additional skill to their class skill list based on their Essence. A Nightstalker adds Perform (Dance) to their class skill list. A Brilliant Commander adds Heal to their class skill list. A Grey Guardian adds Concentration to their class skill list.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

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

1st|
+1|
+2|
+0|
+0|Essence, Weapon Skill

2nd|
+2|
+3|
+0|
+0|Any-Weapon Familiarity, Quick Draw

3rd|
+3|
+3|
+1|
+1|Focused Kit

4th|
+4|
+4|
+1|
+1|Secondary Stances, Morphic Armor

5th|
+5|
+4|
+1|
+1|Insightful Grace

6th|
+6|
+5|
+2|
+2|Morphic Weapon

7th|
+7|
+5|
+2|
+2|Insightful Agility

8th|
+8|
+6|
+2|
+2|

9th|
+9|
+6|
+3|
+3|Endurance

10th|
+10|
+7|
+3|
+3|Kit Enhancements (2 sets)

11th|
+11|
+7|
+3|
+3|

12th|
+12|
+8|
+4|
+4|

13th|
+13|
+8|
+4|
+4|Everready’s Endurance

14th|
+14|
+9|
+4|
+4|Kit Enhancement (3 sets)

15th|
+15|
+9|
+5|
+5| Insightful Reactions

16th|
+16|
+10|
+5|
+5

17th|
+17|
+10|
+5|
+5|Improved Everready’s Endurance

18th|
+18|
+11|
+6|
+6|Kit Enhancement (4 sets)

19th|
+19|
+11|
+6|
+6

20th|
+20|
+12|
+6|
+6[/table]

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

Weapon and Armor Proficiencies: Everready are proficient in all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Weapon Skill: Everready are skilled in using their uncanny skill with weaponry for many purposes, even outside of combat. An Everready gains a bonus equal to half her Everready level (though this may not exceed her Intelligence bonus) to skill checks involving weapons that they are proficient in the use of, and to Intimidate and Perform (Weapon Drill) checks if she can use a weapon they are proficient in the use of in the attempt.

Essence (ex): Each Everready specializes in a particular fighting style, described by her chosen Essence. At first level an Everready must choose an Essence from the list below. Once chosen, this may not be changed. The Everready gains the bonuses on their essences table as they level up, in addition to their normal class features. In addition, they immediately gain access to the stance their Essence favors, and add the bonus skills associated with their Essence to their class skill list.
Nightstalker
Favored Stance: Skirmisher
Bonus Skills: Perform (Dance)
{table=head]Level|Power
1|Dance of the Shadows
2|
3|Feint
4|Shadow’s Childe
5|Sneak Attack (1d6)
6|Wide Steps (10 ft)
7|
8|Shadowstep (20 ft), Sneak Attack (2d6)
9|
10|Shadowstep (30 ft), Dance of the Shadows Mastery
11|Sneak Attack (3d6)
12|Wide Steps (15 ft), Shadowstep (40 ft)
13|
14|Shadowstep (50 ft), Sneak Attack (4d6)
15|Shadowstep Momentum
16|Shadowstep (60 ft)
17|Sneak Attack (5d6)
18|Wide Steps (20 ft), Shadowstep (70 ft)
19|
20|Perfect Dance of Shadows, Sneak Attack (6d6)[/table]
Dance of the Shadows A Nightstalker learns bits and pieces of the Dance of the Shadow. This is a very captivating dance that the Everready can incorporate into their training. The Everready gains Skill Focus: Perform (Dance) as a bonus feat at first level.
Feint: A Nightstalker learns to feint with incredible skill, and can use the Dance of the Shadows while doing so. The Nightstalker can use their Perform (Dance) skill instead of their Bluff skill, while Feinting in Combat. The Nightstalker can use the Weapon Familiarity ability if it applies to the weapon they use to feint.. In addition, they may attempt to feint as a Move action, though they may only make one attempt per round. This counts as Improved Feint for the purposes of meeting prerequisites, though the Nightstalker can still gain the Improved Feint feat, in which case the Nightstalker may feint as a Move or a Swift action, in addition to the other benefits of the Improved Feint feat.
Shadow’s Childe A Nightstalker learns to use even more of the Dance of the Shadow. They gain a +1 bonus to Perform (Dance) checks.. This increases by 1 at level 8, and by 1 more every four levels thereafter.
Sneak Attack (ex): A Nightstalker learns to strike when their opponents are unable to defend themselves. At fifth level, The Everready deals 1d6 extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Everready flanks her target. This damage increases by 1d6 every three levels thereafter, otherwise this works like the Rogue feature of the same name.
Wide Steps (ex): An Everready with the Nightstalker Essence is adept at moving about quickly. When she could make a 5 ft step, she may instead expend a swift action and move 10 ft. At 12th level this increases to 15 ft, and at 18 level this increases again to 20 ft. While doing this, the Nightstalker does not follow the normal rules for a 5 ft step. She can move still only use this ability in a round in which she doen't perform any other kind of movement. Using this ability provokes an attack of opportunity if the Nightstalker moves into or out of a threatened space as normal. The Nightstalker still can not take more than one 5 ft step in a round (including this ability), and the Nightstalker can’t take a 5 ft step in the same round in which she moved any distance. The Nightstalker may use this ability before or after her other actions in the round. She can not use this ability if her movement is hampered by difficult terrain or darkness.
Shadowstep (su): An eighth level Everready with the Nightstalker Essence is so well trained in the Dance of the Shadow that they can flit between the grey areas connecting this world to the next. She may make a Perform (Dance) check to attempt to teleport a small distance as a Move action. The Everready may only travel a certain amount of distance, at 8th level this is 20 ft, and this increases by 10 ft every 2 levels thereafter. The Nightstalker is not actually traveling; they merely arrive, so the Nightstalker may not use any ability that requires movement in conjunction with this ability
{table=head]Condition|DC*
Base DC|20
Per 5 ft traveled|+1
Per full 20 ft traveled|+3
[/table]
*Increases to the DC are cumulative. So, if a Nightstalker were to Shadowstep 30 feet the DC would 29 (20+6 (6 sets of 5 feet)+3 (20 full feet))
Dance of Shadows Mastery At tenth level, a Nightstalker is so confident in her abilities involving the Dance of Shadows that she may take 10 on Perform (Dance) checks, even if stress and distractions would normally prevent her from doing so.
Shadowstep Momentum: At fifteenth level, a Nightstalker is so practiced in the Shadowstep ability that they can actually channel some momentum while Shadowstepping. The Nightstalker may use abilities that require movement, such as the Skrimish ability granted in the Skirmisher stance, as if the Shadowstep was actual movement.
Perfect Dance of the Shadows A 20th level Nightstalker has fully mastered the Dance of the Shadows. They may take 15 on Perform (Dance) checks, even if stress and distractions would normally prevent her from doing so (This follows the rules for taking 10, though the check is calculated as if the result was 15, not 10.). In addition, the Nightstalker may Shadowstep any distance, so long as they can see their destination.

Brilliant Commander
Favored Stance: Guiding Light
Bonus Skills: Heal
{table=head]Level|Power
1|Battlefield Medicine
2|
3|Battlefield Medicine (Lesser Restoration[)
4|Medic
5|Rallying Cry (1 area)
6|Multiple Patients (2)
7|
8|Battlefield Medicine (Restoration), Rallying Cry (2 areas)
9|
10|Improved Rallying Cry, Battlefield Medicine Mastery
11|Rallying Cry (3 areas)
12|Multiple Patients (3), Battlefield Medicine (Heal)
13|
14|Battlefield Medicine (Greater Restoration), Rallying Cry (4 areas)
15|Greater Rallying Cry
16|Master Rallying
17|Rallying Cry (5 areas)
18|Multiple Patients (4)
19|
20|Legendary Commander, Rallying Cry (6 areas)[/table]
Battlefield Medicine (ex): A Brilliant Commander must be able to take care of the people he leads. At first level he gains Skill Focus (Heal) as a bonus feat. In addition he gains additional ways to use the Heal skill. Other than Battlefield Care, all of the following abilities require a Healer’s Kit.
Battlefield Care
As a Standard action, the first level Brilliant Commander can tend to some of the wounds of an ally. The Brilliant Commander makes a Heal check to determine the amount of hit point damage healed by the Battlefield Care. A Heal check of 10 heals 2 hit points, every 2 points above 10 heals the target of 1 additional hit point. A Brilliant Commander may only provide Battlefield Care to a specific target once per day at first level, though this increases as the Brilliant Commander levels (see the Medic feature). This is considered Positive energy for calculating reduced effects of the healing (such as healing a Warforged), but this has no effect on creatures that are damaged by Positive energy.
Bind Wounds
After the battle is over, a first level Brilliant Commander may give more attention to the wounds their allies have suffered during the battle. A Brilliant Commander may spend 1 full minute binding the wounds of the target. The Brilliant Commander then makes a Heal check (they may take 10 if the situation permits). The subject heals hit point damage equal to the Heal check – 10. A subject may only have their wounds bound once per day, even if multiple Brilliant Commanders attempt to bind the subject’s wounds. This is considered Positive energy for calculating reduced effects of the healing (such as healing a Warforged), but this has no effect on creatures that are damaged by Positive energy.
Lesser Restoration
A third level Brilliant Commander may attempt to restore some of the target’s ability by using the Heal skill as a Standard action. The Brilliant Commander attempts a Heal check with a DC of 23 (the Brilliant Commander may take 10 or 20, as the situation permits). If the check succeeds, the target is affected as if by the spell Lesser Restoration. A Brilliant Commander may only succcessfully use this on a specific target once per day, though separate Brilliant Commanders may make separate attempts.
Restoration
A third level Brilliant Commander may attempt to restore more of the target’s ability by using the Heal skill as a Standard action. The Brilliant Commander attempts a Heal check with a DC of 27 (the Brilliant Commander may take 10 or 20, as the situation permits). If the check succeeds, the target is affected as if by the spell Restoration. A Brilliant Commander may only succcessfully use this on a specific target once per day, though separate Brilliant Commanders may make separate attempts.
Heal
A twelfth level Brilliant Commander may use the Heal skill as a Standard action to heal almost anything, as if a Cleric had stepped in to save the subject with a Heal spell. The Brilliant Commander attempts a Heal check with a DC of 31 (the Brilliant Commander may take 10 or 20, as the situation permits). A successful check removes all the effects that [i]Heal removes, and heals hit point damage as if the Heal spell had a Caster Level equal to the Heal check – 30. A Brilliant Commander may only succcessfully use this on a specific target once per day, though separate Brilliant Commanders may make separate attempts. Unlike the real Heal spell, this has no effect on creatures that are harmed by Positive energy.
Greater Restoration
A fourteenth level Brilliant Commander may attempt to restore more of the target’s ability by using the Heal skill as a Standard action. The Brilliant Commander attempts a Heal check with a DC of 33 (the Brilliant Commander may take 10 or 20, as the situation permits). If the check succeeds, the target is affected as if by the spell Greater Restoration. A Brilliant Commander may only succcessfully use this on a specific target once per day, though separate Brilliant Commanders may make separate attempts.
Medic (ex): At fourth level, a Brilliant Commander becomes very practiced in the use of medicine, particularly as it pertains to the Heal skill. They may use Battlefield Care an additional time per day on a specific target. This increases by one time per day every four levels after fourth.
Rallying Cry (su): A Brilliant Commander must learn to lead others, and more specifically, to rally troops in times of great need. Once per day, the Brilliant Commander may make a Rallying Cry. The Everready may rally 1 ally per class level that is both within 60 feet of the Brilliant Commander and the Brilliant Commander has line of sight to gain a +2 morale bonus to one of the following: Caster Level, To hit, Damage, Saving throws, Skill checks, or AC for a number of rounds equal to three plus half of the Brilliant Commander’s level. Each target may seperately choose to receive the +2 bonus to one of the abilities listed above. At fifth level, each ally may only choose one area to gain the bonus in, though for every 3 levels the Battlefield Commander has after fifth, each ally may choose an additional area to gain the bonus in.
Multiple Patients (ex): A sixth level Brilliant Commander may administer care to multiple patients. They may use the Heal skill on two patients, so long as they are both adjacent to the Brilliant Commander. The Brilliant Commander uses the same skill check for all of the patients. The Brilliant Commander may admininter care to one additional patient every 6 levels after 6.
Improved Rallying Cry: At tenth level, the bonus granted by Rallying Cry increases to +3.
Battlefield Medicine Mastery: At tenth level, the Brilliant Commander is so confident in their use of the Heal skill that they may take 10 on Heal checks, even if stress and distractions would normally prevent him from doing so.
Master Rallying At sixteenth level, the duration of a Brilliant Commander's Rallying Cry doubles.
Legendary Commander At twentieth level, a Brilliant Commander is a legendary expert both at their battlefield medicine and the art of rallying troops. They may take 15 on Heal checks, following the normal rules for taking 10, although the result is calculated as if the die roll was 15 instead of 10. In addition, they may use the Rallying Cry feature 2 additional times per day.

Grey Guardian
NOTE The Grey Guardian, and it’s companion stance Cinereal Bastion, make references to a specific ruleset for parrying. These rules can be found here (http://www.giantitp.com/forums/showthread.php?t=246377). At the bottom of the description of Grey Guardian and Cinereal Bastion are alternate rules for those features if you do not wish to use these parrying rules.
Favored Stance: Cinereal Bastion
Bonus Skills: Concentration
{table=head]Level|Power
1|Improved Blocking
2|
3|Guardian’s Companion (Shield Other)
4|Warrior's Calm
5|Deadly Calm (Evade)
6|Guardian’s Parry (+1)
7|
8|Guardian’s Compaion (By Your Side), Deadly Calm (Counterstrike)
9|
10|Silver Restistance (20%), Mastery of the Calm
11|Deadly Calm (Power)
12|Guardian’s Parry (+2), Silver Resistance (40%)
13|
14|Silver Resistance (60%), Deadly Calm (Focus)
15|Guradian’s Companion (Avenging Strike)
16|Silver Resistance (80%)
17|Deadly Calm (Dead in Their Tracks)
18|Guardian’s Parry (+3), Silver Resistance (100%)
19|
20|Perfect Guardian, Perfect Calm[/table]
Improved Blocking: A Grey Guardian is practiced in the art of defence. They gain the feat Improved Blocking as a bonus feat, if they have this feat already, they may instead select a single feat that has Improved Blocking as a prerequisite. If they do not meet the prerequisites for any of those feats, they may instead select a single [Fighter] feat that they meet the prerequisites for.
Guardian’s Companion (su): A Grey Guardian becomes the epitome, not only of their own defense, but of the defense of others as well. At third level, the Grey Guardian may select one ally as a Swift action within a range of Close (25 ft + 5 ft/2 levels) to be their Grey Companion. So long as the ally stays within range, they are treated as if under the effects of a Shield Other spell, as if it were cast by the Grey Guardian. This ability improves as the Grey Guardian gains in power.The Deflection and Resistance bonus improves by 1 for every 3 class levels beyond 3, in addition to gaining the abilities listed below at the appropriate levels. The Grey Guardian must focus on their companion to protect them, requiring a Concentration check each round at a DC of 10 + ECL of the companion + 1 per consecutive round that this ability is active. If the Grey Guardian fails this check, they may not use this ability for 1d4 rounds. The check is a free action. The Grey Guardian may end this ability voluntarily on their turn, but they must choose to do this before attempting the Concentration check and may not activate it again until the next round. If the Grey Companion moves out of range, this effect ends as if the Grey Guardian had ended it voluntarily.
By Your Side
Once per day per 5 class levels, when the Grey Guardian’s Companion would hit point damage due to an attack, whether ranged or melee. The Grey Guardian may Dimension Door to their side as an Immediate action with a Caster Level equal to half their Everready level. They arrive just before the blow lands, and can make a Parry attempt if they have any attempts left in the round and can parry the attack.
[i]Avenging Strike
The Grey Guardian of fifteenth level will go to great lengths to protect their Companion. Any attack the Grey Guardian makes against a creature that attacked their Grey Companion in the last round deals double damage, and any criticals that are threatened are automatically confirmed.
Warrior’s Calm: A Grey Guardian becomes an absolute master at focusing their mind. At fourth level, they gain a +1 bonus to Concentration checks, this bonus increases by 1 for every 4 levels after fourth.
Deadly Calm (ex): A Grey Guardian can become so focused that they become incredibly more difficult to kill. The Grey Guardian may make a Concentration check once per round as a free action. They may use this in several ways, depending on their level. A Grey Guardian may not use Deadly Calm and Guardian’s Companion in the same round. For each consecutive round the Grey Guardian uses this ability, subtract 1 from their Concentration check, before calculating the bonuses granted by this ability. The Grey Guardian’s check gains one all of the following benefits:
Evade
The Grey Guardian makes a Concentration check against a DC of 18. If successful the Grey Guardian gains a +1 Insight bonus to their Parry attempts for the round. For every 5 points above 18, this bonus increases by 1, to a maximum of 1 per 5 class levels.
Counterstrike
The Grey Guardian chooses a single enemy to focus this ability on, and then makes a Concentration check with a DC of 15 + the target's CR. If the check is successful, after an attack is made against the eighth level Grey Guardian that misses, either due to being Parried, a failed miss chance roll, or the blow failing to beat the Grey Guardian’s AC, the Grey Guardian may make an Attack of Opportunity against the creature that attacked the Grey Guardian, if the creature is within range of an Attack of Opportunity. If the Grey Guardian has the feat Riposte, they only gain 1 Attack of Opportunity for successfully parrying while under this effect, though they gain a +2 bonus to the attack and damage roll.
Power
A Grey Guardain of eleventh level may ignore an enemies resistance to damage. The Grey Guardian makes a Concentration check with a DC of 15 + the CR of the target, which if successful allows the Grey Guardian to ignore 5 points of Damage Reduction or bypass 5 points of Regeneration the target may have. For every 5 points above the DC, the Grey Guardian may ignore 1 additional point of Damage Reduction, or bypass 1 additional point of Regeneration.
Focus
A Grey Guardian of fourteenth level may focus themselves so much that magic washes over them. They gain Spell Resistance equal to their Concentration check – 20, though this may not give them more SR than their class level + 16.
Dead in Their Tracks
The Grey Guardian of seventeenth level stops targets in their tracks when they focus. Any who come within reach of the Grey Guardian are considered to be Checked, though this does not cause a Flying creature to move back. A successful Escape Artist check against the Grey Guardian’s Concentration check will allow the creature to move their speed as a full-round action, or take a 5 ft. step as a move action.
Guardian’s Parry (ex): At sixth level, a Grey Guardian gets even closer with their shield than most. If the Grey Guardian is using a Light Shield, Buckler, or Parrying weapon to parry with, they gain a +1 bonus to parry attempts. If the Grey Guardian is using a Heavy or Tower Shield, they instead gain 1 additional Parry per round.
At twelfth level, the Grey Guardain gains a further +1 bonus to parry attempts with a Light Shield, Buckler, or Parrying Weapon, for a total of +2; the Grey Guardian gains a +1 bonus to Parry attempts with a Heavy Shield; and the Grey Guardian gains 1 additional Parry attempt with a Tower shield.
At eighteenth level, the Grey Guardain gains a further +1 bonus to parry attempts with a Light Shield, Buckler, or Parrying Weapon. The Grey Guardian gains an additional +1 bonus to Parry attempts with a Heavy Shield; and the Grey Guardian gains 1 additional Parry attempt with a Tower shield, for a total of 3 additional Parry attempts.
Silver Resistance (ex): The Grey Guadian is able to shrug off blows that would drop most others. They gain 20% Fortification, which increases by 20% every 2 levels, to a maximum of 100% at eighteenth level.
Perfect Guardian, Perfect Calm A twentieth level Grey Guardian is a stalwart bastion of defence. They gain particular bonuses when they are using Guardian’s Companion or Deadly Calm. In addition, the Grey Guardian may use both Guardian’s Companion and Deadly Calm at the same time, although they require separate Concentration checks.
Guardian’s Companion
The Grey Guardian may choose to use the abilitiy By Your Side an unlimited number of times per day, though it is still an immediate action. In addition, any parry attempt made while using By Your Side gain a +2 bonus. Further, the Grey Guardian gains the Deflection and Resistance bonuses granted by their Shield Other spell while they have a Grey Companion.
Deadly Calm
The Grey Guardian may take 15 on Concentration checks for this ability.

Alternate Features for Standard Rules:

Improved Parry: A Grey Guardian is trained in the use of a shield. They gain the feat Shield Specialization (PHB 2) as a bonus feat, even if they do not meet the prerequisites. If they have this feat, they instead select a single [Fighter] bonus feat that they meet the prerequisites for.
Guardian’s Companion By Your Side Once per day, when the Grey Guardian’s Companion would take hit point damage due to an attack, whether ranged or melee. The Grey Guardian may Dimension Door to their side as an Immediate action, they arrive just before the blow lands, providing cover to their Grey Companion (+4 AC, if this AC bonus causes the attack to miss, the target changes to the Grey Guardian.)
Deadly Calm Evade
The Grey Guardian may make a Concentration check with a DC of 15 + target's CR. If successful, the Grey Guardian gains a +1 Insight bonus to their AC for the round against that target. For every 5 points the Grey Guardian beats the DC the Insight bonus increases by 1, to a maximum of 1 per 5 class levels.
Guardian’s Parry: At sixth level, the Grey Guardian gains an additional +1 to their Shield AC bonus, this increases by 1 for every six class levels.


Everready Stances (ex): An Everready uses a stance to achieve certain goals. They start with only the stance that their Essence favors at level one, but at level four they gain access to the other two stances. Changing a stance is a swift action that can be done while Morphing Armor (see below). The Everready may only be in one stance at a time. An Everready counts as three levels lower when figuring the bonuses granted by a stance that is not favored by their Essence. A stance may only be used while an Everready is in the appropriate armor. For instance, while wearing a Chain Shirt, the Everready may only use the Skirmisher stance.
Skirmisher Stance
Favored by: Nightstalker
Required Armor: Light or less
{table=head]Level|Power
1|Fast Movement (+5)
2|Skirmish (1d6)
3|Agiilty +1
4|Evasion
5|Skirmish (1d6, +1 AC)
6|Fluid Strike, Agility +2
7|Fast Movement (+10)
8|Skirmish (2d6, +1 AC)
9|Agility +3
10|
11|Skirmish (2d6, +2 AC)
12|Improved Evasion, Agility +4
13|Fast Movement (+15)
14|Skirmish (3d6, +2 AC)
15|Agility +5
16|Improved Fluid Strike
17|Skirmish (3d6, +3 AC)
18|Agility +6
19|Fast Movement (+20)
20|Skirmish (4d6, +3 AC)[/table]
Fast Movement (ex): While in Skirmisher Stance, the Everready moves quicker in order to close with their enemies. The Everready gains a Competence bonus to their movement speed. This starts at 5 feet, and increases by 5 every six levels after first.
Skirmish (ex): While in Skirmisher Stance, the Everready relies on their agility to take down their opponents. In any round where the Everready moves at least 10 feet, they deal bonus damage on all attacks made during that round. The bonus damage starts at +1d6 at second level, and increases by 1d6 every 6 levels thereafter. This bonus damage is precision based. In addition, a highly trained Skirmisher gains a Competence bonus to their AC whenever they qualify for Skirmish. This starts at +1 at level 5, and increases by 1 every 6 levels thereafter.
Agility (ex): In Skirmisher Stance, an Everready gains great agility and an almost supernatural grace. The Everready gains a Competence bonus to Balance, Jump, and Tumble checks. This starts at +1 at third level, and increases by 1 every three levels thereafter.
Evasion (ex): While in Skirmisher stance, an Everready gains the extraordinary ability to evade magical and unusual attacks with incredible agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Everready is wearing light armor or no armor. A helpless Everready does not gain the benefit of evasion.
Fluid Strike: While in Skrimisher stance, an Everready can make deadly attacks while moving. They gain the benefits of the feats Spring Attack and Shot on the Run. In addition, if they have the feat Two Weapon Fighting, they may attack with both weapons when they make a Spring Attack, gaining all the usual benefits and penalties for doing so.
Improved Evasion (ex): At twelfth level, the Everready's Evasion ability granted by Skirmisher stance improves. While the Everready still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Everready does not gain the benefit of improved evasion.
Improved Fluid Strike: At sixteenth level, the Everready can make supreme use of their momentum while in Skirmisher stance. They gain a bonus to their to damage rolls equal to the number of bonus dice and the AC bonus they gain from their Skirmish ability when using Fluid Strike.

Guiding Light
Favored By: Brilliant Commander
Required Armor: Medium
{table=head]Level|Power
1|Inner Fire
2|Brilliant Aura (+1)
3|Guiding Light +1
4|Mettle
5|Brilliant Aura (+2)
6|Guiding Light +2
7|Brilliant Strike
8|Evasion, Brilliant Aura (+3)
9|Guiding Light +3
10|
11|Brilliant Aura (+4)
12|Guiding Light +4
13|Improved Evasion
14|Brilliant Aura (+5)
15|Guiding Light +5
16|Improved Brilliant Strike
17|Brilliant Aura (+6)
18|Guiding Light +6
19|
20|Brilliant Aura (+7) [/table]
Inner Fire: An Everready in Guiding Light stance uses the unquenchable fire within them to guide themselves, and their allies, to greatness. The Everready becomes more susceptible to healing effects. They gain a bonus to all healing effects that are directed at them equal to their level, effectively increasing the amount of healing done. However, this cannot increase the amount of health healed by the effect by more than the original amount. (i.e. The Everready cannot gain more hit points through this ability than the effect would have healed originally.)
Brilliant Aura (su): An Everready in Guiding Light stance is a great beacon of hope, bolstering their allies. The Everready may use a Full-Round action to activate this ability. When active, all allies within 30 ft of the Everready, including the Everready, gain a +1 bonus to all damage rolls and Charisma checks, which increases by 1 every three levels after second.
Guiding Light (ex): An Everready in Guiding Light stance focuses on guidance, both for the Everready, and for their allies. The Everready gains a +1 Competence bonus to Wisdom checks and Wisdom based skills. This bonus increases by 1 for every 3 levels after third level.
Mettle (ex): While in Guiding Light stance, a fourth level or higher Everready can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Everready does not gain the benefit of mettle.
Brilliant Strike (su): The seventh level Everready is so familiar with the Fire Within that they may call this down upon their foes. Once per day per five levels in the Guiding Light stance, the Everready may make a normal attack which, if successful, deals 1d6 Fire damage the target. The Everready must declare the Brilliant Strike before the attack roll is made, so a failed attack roll wastes the attempt.
Evasion (ex): While in Guiding Light stance, an eigth level or higher Everready can evade magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless Everready does not gain the benefit of evasion.
Improved Evasion (ex): At thirteenth level, an Everready in Guiding Light stance’s Evasion ability improves. Even if they fail their Reflex save, they still take half damge, though they still suffer from the same stipulations as from Improved Evasion.
Improved Brilliant Strike (su): At sixteenth level, the Brilliant Strike ability improves. The Everready may now declare the use of this ability after the attack roll is made, and after all things that may cause the attack to miss have been bypassed (AC, miss chance, being parried, etc). In addition, the extra damage improves to 1d8, and if the attack is a critical hit, deals an additional 2d6 Light damage plus a further 2d6 Fire damage for each multiplier above 1 (so a Greataxe would deal 4d6 on a critical, and a Heavy Pick would deal 6d6).

Cinereal Bastion
An Everready in the Cinereal Bastion stance focuses their abilities on defense.
Favored by: Grey Guardian
Required Armor: Heavy or Heavier
{table=head]Level|Power
1|Stand Your Ground
2|Tactical Error (+1)
3|Grey Resilience (DR 1/Magic)
4|Grit
5|Tactical Error (+2)
6|Grey Resilience (DR 2/Magic)
7|Parry Tactics
8|Tactical Error (+3)
9|Grey Resilience (DR 3/Adamantine)
10|
11|Tactical Error (+4)
12|Grey Resilience (DR 4/Adamantine)
13|Improved Evasion
14|Tactical Error (+5)
15|Grey Resilience (DR 5/-)
16|Immovable
17|Tactical Error (+6)
18|Grey Resilience (DR 6/-)
19|
20|Tactical Error (+7) [/table]
Stand Your Ground (ex): When an Everready in the Cinereal Bastion stance stands tall, all see them. If the Everready makes no movement during the round (including a 5 ft step). They, and all their equipment, may be treated as if it is one size category larger for the round if it would be beneficial to the Everready. The Everready gains all the benefits of a size increase, including the relevant bonuses to things such as grapple checks, disarm attempts, and the like, though the Everready does not gain the benefit of increased reach through this ability.
Tactical Error (ex): In the Cinereal Bastion stance, an Everready is incredibly difficult to effect with tactical maneuvers. A second level Everready adds a +1 bonus to checks to resist bull rush, disarm, grapple, overrun, and trip attempts. This bonus increases by +1 for every 3 levels after second.
Grey Resilience (ex): While in the Cinereal Bastion stance, an Everready can shrug off some of the injury from every strike. At third level, while in this stance, the Everready gains DR 1/Magic. Every three levels after third, the amount of DR increases by 1. At ninth level this DR changes to DR/Adamantine. At fifteenth level the DR changes to DR/-
Grit (ex): An Everready in the Cinereal Bastion stance can resist effects with incredible fortitude. When making a Fortitude save against an effect that gives a Fortitude (half) or Fortitude (partial) effect, a successful save means the Everready suffers no ill effect.
Parry Tactics (ex): An Everready in the Cinereal Bastion stance may parry bull rush, disarm, grapple, overrun, and trip attempts that effect an ally within reach of the Everready. To do this, the Everready must expend a Parry attempt, this makes the effect affect the Everready instead of the intended target. This ability may only be used once per round, regardless of success.
[i]Alternate Feature for Standard rules[i]

An Everready in the Cinereal Bastion stance may redirect bull rush, disarm, grapple, overrun, and trip attempts that effect an ally within reach of the Everready. To do this, the Everready must expend an Immediate action, this makes the bull rush, disarm, grapple, overrun, or trip attempt effect the Everready instead of the intended target. If the Everready successfully resists the effect they may treat the Immediate action as unexpended. This ability may only be used once per round, regardless of success.

Immovable (ex): An Everready in Cinereal Bastion stance becomes unable to be moved when they choose to stand still. If the Everready does not move at all during the round (including 5 ft steps) any effect that would move the Everready or shift their position, such as Plane Shift, Teleport, Bull Rush, Overrun, and Trip will only effect the Everready if they choose to allow it.


Any-Weapon Familiarity (ex): Everready train in the use of all sorts of weapons, even weapons that most people have never heard of (such as a Tekkan) or things that aren't normally weapons (barstool, backpack, gnome, etc.). This feature grants an extra weapon proficiency above and beyond what they are normally familiar with. The Everready may change the feat granted by this ability as a swift action. To become proficient with a new weapon using this ability, an Everready must wield the new weapon in combat for at least 1 round without proficiency. This allows the Everready to become accustomed to the weapon, and can be as simple as a sparring match or as deadly as a fight with a dragon. This feat may never be used to qualify for other feats or abilities, such as Weapon Focus or their feature weapon skill.

Quick Draw: Everready always seem to have a weapon when you least expect it, hence the name. At second level, an Everready gains the feat Quick Draw as a bonus feat. If they have this feat already, they may instead select one [Fighter] feat that they meet the prerequisites for.

Focused Kit (su): Everready bond with a set of equipment, seeing it as an extension of themselves. As a ritual that takes 8 hours, they may attune a set of equipment that includes (A) a single suit of armor they are proficient in, (B) a single shield they are proficient with, and (C) a single weapon they are proficient in (though this must be an actual proficiency, not the one gained from Any-Weapon Familiarity). Regardless of the quality of the equipment, bound equipment is treated as items of at least masterwork quality while the Everready uses them. An Everready with the feat Two-Weapon Fighting may attune a second weapon, but they may not attune a shield if they do so.

In addition to being masterwork, an Everready may enchant the items in their kit with magic. Doing this takes 1 hour and requires the expenditure the experience points necessary to enchant the item using the Craft Weapons and Armor feat for each individual item. The magic the Everready imparts into their kit only functions for the Everready. An Everready may not enchant ammunition for their weapon. The nature of an Everready's Focused Kit prevents any other magical qualities from being active on any of the items in the Everready's Kit, all enchantments previously on the weapon are permanently removed. Each Everready must master their own equipment. They cannot use another person's equipment and get the same results. The following table lists the experience points the Everready must spend to imbue the magic into their equipment. The Everready may reenchant the items in their Kit, losing the old enhancements and applying new ones. This follows the rules above, though the experience point cost need only be payed the first time.

The following table lists the maximum amount of enhancements their equipment may have. If the Everready has bonded to 2 weapons, as described above, one of these weapons gains enhancements based on the Weapon portion of the table, and the other one gains enhancement based on the Shield portion of the table.
{table=head]Level|Weapon|Armor|Shield
4|1|-|-
5|1|1|-
6|1|1|1
7|2|1|1
8|2|2|1
9|3|2|2
10|3|3|2
11|3|3|2
12|4|3|3
13|4|4|3
14|5|4|4
15|5|5|4
16|5|5|4
17|6|6|5
18|6|6|5
19|7|6|6
20|7|7|6[/table]


Morphic Armor (su): An Everready may use magic to completely alter the armor they wear as a Standard action. They may only do this with a suit of armor that has been attuned to them. This ability cannot produce armor made from nonstandard materials. For instance, an Everready using this ability cannot make a Mithral Chain Shirt. The armor takes on all of the statistics of the new armor, but retains whatever magical properties it may have. This effect is not removed by an Antimagic field, though it can not be activated while under the effects of an Antimagic field, and other magical properties are still suppressed by an Antimagic field. If examined, the item will have a Faint Transmutation aura, in addition to its other properties.

Insightful Grace: An Everready has studied several techniques to avoid dangers that may harm them. They add their Intelligence bonus (if positive) to all saving throws.

Morphic Weapon (su): An Everready may use magic to completely alter the weapon they wield as a Standard action. They may only do this with a weapon that has been attuned to them. This ability cannot produce weapons made from nonstandard materials. For instance, an Everready using this ability cannot make a Darkwood Longbow. The weapon takes on all of the statistics of a different weapon of the same size, chosen by the Everready upon activating this ability, but retains whatever magical properties it may have. Abilities inappropriate to the new weapon are either swapped out for a similar ability suitable to the new weapon (such as keen to impact) or ignored completely (such as vorpal). This effect is not removed by an Antimagic field, though it can not be activated while under the effects of an Antimagic field and other magical properties will be suppressed as normal. If examined, the item will have a Faint Transmutation aura, in addition to its other properties.

Insightful Agility (ex): An Everready studies several techniques in order to avoid blows. They add their Intelligence bonus to their Dexterity bonus to AC. Their combined Intelligence and Dexterity bonus may not exceed the maximum Dexterity bonus of the armor the Everready is wearing.

Endurance: At ninth level, the Everready becomes hardened to physical hardships. They gain the feat Endurance as a bonus feat. If they already have the feat Endurance, they instead gain one feat that they meet the prerequisites for.

Kit Enhancements (su): At tenth level, the Everready may enchant their kit to have multiple sets of enhancements that they can use depending on the situation. The Everready must spend the xp neccassary to set up these additional enhancements, though each set is calculated separately. They may only have 1 set of enchantments active at any point in time. Switching Kit Enchantments is a Swift action; the Everready may switch only 1 item's enchantments per Swift action. The Everready sets up their Kit Enchantments when they are enchanting their weapon. Every four levels after tenth, the Everready may enchant an additional set of Kit Enhancements. Additional sets of Enchantments granted by this ability have 1 less maximum enchantment than the maximum given in the Focused Kit ability.

Insightful Reactions (ex): An Everready practices many techniques that allow them to react to danger faster than is normal. At eleventh level, they may add up to 2 points of their Intelligence modifier (if positive) to their initiative score.

Everready's Endurance (ex): At thirteenth level, the Everready becomes nearly impossible to slow down or make tired. They are immune to the any effect that bestows fatigue, and any effect that would make them Exhausted only renders them Fatigued. In addition, they only need half of the food, drink, and rest to function properly. However, if they are a spellcaster, they still need to rest for 8 hours to prepare spells.

Improved Insightful Reactions (ex): An Everready practices many techniques that allow them to react to danger faster than is normal. At fifteenth level, they may add up to 3 points of their Intelligence modifier (if positive) to their initiative score.

Improved Everready's Endurance (su): At seventeenth level, the Everready becomes completely impossible to slow down or make tired. They are constantly under the effects of a Freedom of Movement spell. They are also to immune to Fatigue and Exhaustion effects. Finally, the Everready needs only one quarter of the food, drink, and rest to function properly. This benefit now extends to any spellcasting they might have access to.

Insightful Reactions (ex): An Everready practices many techniques that allow them to react to danger faster than is normal. At fifteenth level, they may add their Intelligence modifier (if positive) to their initiative score.

sirpercival
2012-08-26, 09:14 AM
Cycle Warden

http://www.ipad-wallpapers.us/bgs/girl-warrior-in-flowers-ipad-background.jpg

"By Winter's frost and Summer's heat, by the decay of Autumn and the rebirth of Spring, I pledge my life to defend this land. May the Moon fall and Sun go black before I fail in my duty!"

From Summer to Autumn, Winter to Spring, the Cycle turns endlessly, day after day and year after year. A Cycle Warden is a warrior attuned to this circular progression, who taps into the fundamental natural forces and mystical energies of the Cycle in a profound way.

Adventures: A Cycle Warden's reasons for adventuring are as varied as the seasons. However, almost every Cycle Warden spends some time adventuring due to wanderlust, wanting to be away from civilization among the wilderness.

Characteristics: As a Cycle Warden, you are primarily a melee combatant. However, your abilities reward mid-combat tactics and planning, as you can tune the particular benefits you gain by the actions you take.

Alignment: As the seasons change, so does a Cycle Warden's personality. However, the Cycle orbits a center of dynamic stability and balance, and as such there is a measure of neutrality in every Cycle Warden's philosophy.

Religion: Like a druid or ranger, a Cycle Warden reveres nature above the devotion to a particular deity. Some feel strong connections to divine patrons of the natural world, such as Ehlonna or Obad-Hai, but most are more nonspecific in their faith.

Background: Some Cycle Wardens begin as warriors associated to a particular druidic order; others work with rangers to protect and explore the natural world. Some, particularly those of races who traditionally work closely with nature, such as elves and halflings, simply feel drawn to the Cycle and its contemplation.

Cycle Wardens most often come from small towns or enclaves embedded in the wilderness, mining villages perched on the slopes of forbidding mountains, or other communities with strong ties to nature and exposure to the Cycle. However, even in big cities and metropolitan areas, there are those who feel the pull of the seasons more strongly than their peers.

Races: Those with bonds to nature are most likely to become Cycle Wardens. Elves, halflings, humans, and half-elves in particular can find the Cycle compelling. Those races that live underground, sheltered from the seasons (dwarves, some gnomes, goblins), are very unlikely to become Cycle Wardens.

Other Classes: Cycle Wardens have few negative relations with other classes, as the Cycle is difficult to disrupt and few classes are actively against nature. On the other hand, druids, rangers, and other classes focused on the mystic primal energy of nature often get along with Cycle Wardens very well, though they will sometimes find Cycle Wardens' fickle and ever-changing nature somewhat baffling.

Role: Cycle Wardens are primarily melee characters; however, rather than being forced to simply deal damage, they have a large number of abilities which either grant them a measure of battlefield control, or allow them to debuff their enemies significantly. Their tunable defensive and offensive abilities make Cycle Wardens extremely versatile and skilled combatants.

Adaptation: As long as there are seasons in a particular campaign's climate, Cycle Warden as a class could theoretically replace the ranger in the normal array of character archetypes. However, the two are sufficiently dissimilar in abilities and theme that they could easily coexist (similar to the overlapping concept space of Wizard and Sorcerer).

In campaigns which take place primarily underground, a Cycle Warden could be tied to the life cycle of a glow-worm or mushroom which is used to keep time. Other cyclical progressions which a Cycle Warden could be associated with include the slow wheel of the constellations through the sky, the changing tides, or waxing and waning phases of the moon.

GAME RULE INFORMATION
Cycle Wardens have the following game statistics.
Abilities: As a melee class, a cycle warden relies on her Strength and Constitution scores. Wisdom is also of secondary importance.
Alignment: Any neutral. Though seasons change, the core of balance and renewal remains constant.
Hit Die: d8
Starting Age: As ranger.
Starting Gold: As ranger.

Class Skills
The Cycle Warden's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography, nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CYCLE WARDEN
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st |
+1|
+2|
+2|
+0|Changing seasons|
5|
3|
1

2nd |
+2|
+3|
+3|
+0|Epoch 1|
5|
3|
2

3rd |
+3|
+3|
+3|
+1|Eternal gift +2|
6|
3|
2

4th |
+4|
+4|
+4|
+1|Rise and fall|
6|
3|
2

5th |
+5|
+4|
+4|
+1|Renewal|
7|
3|
3

6th |
+6/+1|
+5|
+5|
+2|Skill mastery|
7|
4|
3

7th |
+7/+2|
+5|
+5|
+2|Wax and wane|
8|
4|
3

8th |
+8/+3|
+6|
+6|
+2|Eternal gift +4|
8|
4|
3

9th |
+9/+4|
+6|
+6|
+3|Second epoch|
9|
4|
4

10th|
+10/+5|
+7|
+7|
+3|Bloom and wither|
9|
4|
4

11th|
+11/+6/+1|
+7|
+7|
+3|Call of the cycle|
10|
5|
4

12th|
+12/+7/+2|
+8|
+8|
+4|Improved renewal|
10|
5|
4

13th|
+13/+8/+3|
+8|
+8|
+4|Eternal gift +6|
11|
5|
4

14th|
+14/+9/+4|
+9|
+9|
+4|Improved rise and fall|
11|
5|
4

15th|
+15/+10/+5|
+9|
+9|
+5|Cyclic knowledge|
12|
5|
5

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Epoch 2|
12|
6|
5

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Improved wax and wane|
13|
6|
5

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Eternal gift +8|
13|
6|
5

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Greater renewal|
14|
6|
5

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Improved bloom and wither, verdigris|
14|
7|
6[/table]

Class Features
All of the following are class features of the Cycle Warden.

Weapon and Armor Proficiencies: A cycle warden is proficient with all simple and martial weapons, light and medium armor, and shields. Though there is no specific restriction, most cycle wardens prefer wooden equipment to that made of metal.

Maneuvers: A cycle warden begins her career with knowledge of five martial maneuvers. She learns two maneuvers from the Solstice discipline, two from the Equinox discipline, and one maneuver from the Revolution discipline. Once she knows a maneuver, a cycle warden must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by cycle wardens is considered a supernatural ability unless otherwise noted in its description. A cycle warden's maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.

A cycle warden learns additional maneuvers at higher levels, as shown on the above table. She must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers she can learn are based on her initiator level, as normal. Upon reaching 4th level, and at every even-numbered cycle warden level after that (6th, 8th, 10th, and so on), a cycle warden can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she meets the prerequisites and observes her restriction on the highest-level maneuvers she can learn; she need not replace the old maneuver with a maneuver of the same level.

Maneuvers readied: A cycle warden can ready three of her five maneuvers per encounter at level 1, and as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. A cycle warden readies maneuvers by meditating and practicing for 5 minutes; once readied, the maneuvers remain so until she spends 5 minutes to ready new ones. A cycle warden begins an encounter with all her maneuvers unexpended, regardless of how many times she might have already used them since she readied them. When she initiates a maneuver, she expends it for the current encounter, so each of his maneuvers can be used once per encounter unless she recovers them. Whenever the cycle warden initiates a maneuver from the Solstice or Equinox disciplines, she may recover a single expended Revolution maneuver, and whenever she initiates a Revolution maneuver, she may recover a single expended Solstice or Equinox maneuver. A cycle warden can recover a maximum of 1 manuever per round this way, and she cannot initiate a maneuver in the same round she recovers it; nor can she recover an expended maneuver in the same round she initiates it.

Stances known: A cycle warden begins play with knowledge of one 1st-level stance from any discipline open to her. At 2nd, 5th, 9th, 15th, and 20th level, she can choose additional stances. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a cycle warden cannot learn a new stance at higher levels in place of one she already knows.

Changing seasons (Ex): The connection between a cycle warden and the Cycle itself is both fundamental and profound. The cycle warden's fighting techniques, defenses, and even her physical appearance reflect the changing Cycle and her place within it. To represent this give and take, a cycle warden has two sets of Season Ratings, one for the Solstice axis (a Summer rating and a Winter rating), and one for the Equinox axis (an Autumn rating and a Spring rating). The total rating for each of Equinox and Solstice is always 4 (for example, a cycle warden could have a Winter rating of 3 and a Summer rating of 1, as well as an Autumn rating of 0 and a Spring rating of 4).

At any given time, a cycle warden is associated with either the Equinox or Solstice axis, but not both; any time the cycle warden initiates a maneuver from the Revolution discipline, the axis she is associated with changes, and her appearance and abilities alter accordingly. Each time a cycle warden initiates an Equinox or Solstice maneuver, her rating for the season associated with that maneuver increases, and her rating for the opposing season decreases (for example, a cycle warden with Winter 3 and Summer 1 who initiated a Summer maneuver would then have Winter 2 and Summer 2).

A number of the cycle warden's class features are determined by her current axis and season ratings, as described below. In addition, a cycle warden gains an insight bonus to damage rolls with maneuvers equal to the rating of the appropriate season whenever she is associated with that axis (i.e., a cycle warden associated with Equinox with ratings of Autumn 1 and Spring 3 would gain a +1 bonus to damage rolls with Autumn maneuvers and a +3 bonus to damage rolls with Spring maneuvers). Finally, as a cycle warden's season ratings and associated axis change, so does her physical appearance. Her skin, eye, and hair color reflect the seasons to which she is attuned most strongly. An autumn cycle warden is a study in oranges and reds; spring brings hues of light green and brown; a summer cycle warden displays dark green and gold; and winter dusts the cycle warden in white, silver, and black. A cycle warden who has equal ratings in both seasons she is associated with shows a mix of colors between the two. Additionally, any equipment made of plant material that the cycle warden is wielding or wearing (including wooden armor, shields, or weapons, and linen or cotton clothing) changes appropriately as well.

Epoch (Ex): Beginning at 2nd level, a cycle warden can choose a particular season to which she can attune more strongly, called an Epoch. The cycle warden chooses one season to be her Epoch at the beginning of each day; she may not choose the same season two days in a row. A cycle warden's maximum and minimum rating for her Epoch increases by 1 (becoming a range of 1 to 5; the other season on the same axis is still limited to the range of 0 to 4 for its ratings). For example, a cycle warden with the Spring Epoch could have a Spring rating of 5, at which point her Autumn rating would be 0. At 16th level, the maximum and minimum rating of her Epoch increases by an additional 1 (becoming a range of 2 to 6); if she is attuned to two Epochs with her Second Epoch ability (see below), both Epochs gain the increase.

Eternal gift (Ex): Upon reaching 3rd level, a cycle warden understands how the Cycle's constant change affects the world around her. She gains a +2 insight bonus to Wisdom-based skill checks, which increase by +2 at 8th level and every 5 levels after.

Rise and fall (Su): At 4th level, a cycle warden's ties to the Cycle begin to show more strongly. Whenever she is associated with the Equinox axis, she gains resistance to Acid and Electricity equal to 5 times her Autumn and Spring ratings, respectively. When the cycle warden is associated with the Solstice axis, she gains resistance to Fire and Cold equal to 5 times her Summer and Winter ratings, respectively.

Renewal (Ex): A cycle warden learns to reinvent herself, growing anew from the remains of what she was before. Whenever a cycle warden of 5th level or higher switches into an Equinox or Solstice stance, she may ready one maneuver she knows from the same discipline as her new stance in place of any readied and unexpended maneuver.

Skill mastery (Ex): Beginning at 6th level, a cycle warden can draw on the Cycle to provide focus in otherwise trying times. She can take 10 on Wisdom-based skill checks even if stress and distractions would normally prevent her from doing so.

Wax and wane (Su): Starting at 7th level, a cycle warden's connection to the Cycle strengthens once again. Whenever she is associated with the Equinox axis, she gains an enhancement bonus to Wisdom and Constitution equal to her Autumn and Spring ratings, respectively. When the cycle warden is associated with the Solstice axis, she gains an insight bonus to Dexterity and Strength equal to her Summer and Winter ratings, respectively.

Second epoch (Ex): Upon reaching at 9th level, a cycle warden can attune to two Epochs simultaneously, one for each axis, at the beginning of each day. She still may not attune to the same season on consecutive days.

Bloom and wither (Su): At 10th level, a cycle warden manifests the next aspect of her connection to the Cycle. Whenever she is associated with the Equinox axis, she gains fast healing equal to her Spring rating, and an insight bonus to Initiative checks equal to her Autumn rating. When the cycle warden is associated with the Solstice axis, she gains an insight bonus on Fortitude saves equal to her Winter rating, and any creature that attacks her with a natural weapon or non-reach melee weapon takes 1d8 fire damage times her Summer rating.

Call of the Cycle (Su): Beginning at 11th level, a cycle warden can draw upon her connection to the Cycle to grant her incredible resiliency for a short period of time. A number of times per day equal to her Wisdom modifier, a cycle warden can gain the Plant type (with all associated immunities) as a swift action on her turn. She retains the benefit for 1 round per class level.

Improved renewal (Ex): At 12th level, a cycle warden learns that change need not be slow. Whenever she uses her Renewal ability, she may exchange an additional readied and unexpended maneuver for a readied maneuver from the other season associated with that discipline. For example, a cycle warden switching into an Equinox stance could exchange two readied and unexpended maneuvers to ready one Autumn maneuver and one Spring maneuver.

Improved rise and fall: The energy resistance granted to a cycle warden of 14th level or higher by her Rise and Fall ability increases to 10 times the appropriate season rating.

Cyclic knowledge (Su): Beginning at 15th level, a cycle warden can meditate on the Cycle itself and the knowledge contained within, sensory experience of the world around her. By spending 10 minutes in concentration, she may use commune with nature as a supernatural ability once per day per 5 class levels, with a caster level equal to her class level.

Improved wax and wane: At 17 level, the enhancement bonus to ability scores granted by a cycle warden's Wax and Wane ability increases to twice the appropriate season rating (to a maximum of +8).

Greater renewal (Ex): Upon reaching 19th level, a cycle warden can alter her techniques with barely a thought. Whenever she makes use of her Improved Renewal ability, the cycle warden may exchange a third readied maneuver, readying a Revolution maneuver in addition to the two seasonal maneuvers.

Improved bloom and wither (Su): A 20th level cycle warden gains increased benefit from her Bloom and Wither ability. Whenever she is associated with the Equinox axis, her fast healing becomes equal to twice her Spring rating, her bonus to Initiative increases to twice her Autumn rating, and she additionally gains an insight bonus to Reflex saves equal to twice her Autumn rating. When the cycle warden is associated with the Solstice axis, her bonus on Fortitude saves increases to twice her Winter rating, she gains an insight bonus to Will saves equal to twice her Winter rating, and the damage dealt by her Summer aura increases to 3d8 fire damage times her Summer rating.

Verdigris (Su): At 20th level, a cycle warden's connection to the Cycle is complete. She permanently gains the Plant type (as per her Call of the Cycle ability), but still counts as her original type whenever it would be beneficial to her.

sirpercival
2012-08-26, 09:16 AM
Equinox Martial Discipline
Associated Skill: Heal.
Discipline Weapons: Polearms, scythe, sickle, spears.

Equinox Level 1
Brittle Branches: Autumn stance. Attacks you make reduce opponents' damage reduction.
First Harvest: Autumn strike. Make an attack which deals +1d6 acid damage.
Growing Season: Spring counter. Heal a dying ally for 1d4 + half your Heal check result.
Sapling Strike: Spring strike. Grow weapon by 1 size category for 1 attack.



Brittle Branches
Equinox (Autumn, Stance)
Level: Cycle Warden 1
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
Whenever you successfully deal damage to an opponent while in this stance, reduce that creature's damage reduction by 1 for a number of rounds equal to your Wisdom modifier. Repeated uses of this ability on a given creature stack.

First Harvest
Equinox (Autumn, Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +1d6 acid damage if successful, or +1d12 acid damage on a critical hit.

Growing Season
Equinox (Spring, Counter)
Level: Cycle Warden 1
Initiation Action: 1 immediate action.
Range: 30 feet.
Target: 1 willing creature
Duration: Instantaneous
Initiate this maneuver whenever an ally within 30 feet is reduced to -10 hit points or less. That ally is immediately healed for 1d4 + half the result of your Heal check, effectively preventing the damage (hopefully keeping that ally alive).

Sapling Strike
Equinox (Spring, Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target. For this melee attack, you double your natural reach (or triple, if you are wielding a reach weapon already), and your weapon deals damage as if it were one size category larger.

Equinox Level 2
As the Leaf Falls: Autumn strike. Make an attack which saps your opponent's strength.
Early Frost: Autumn boost. An ally's attacks deal +1d4+IL cold damage for 1 round.
Floral Bloom: Spring strike. Your attack causes flowers to grow on your opponent, hampering their movement.



As the Leaf Falls
Equinox (Autumn, Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, you make a single melee attack. If the attack hits and deals damage, your opponent takes a penalty to Strength equal to your Wisdom modifier for 3 rounds. This cannot reduce the opponent's Strength below 1. Multiple uses of this ability against the same target do not stack.

Early Frost
Equinox (Autumn, Boost)
Level: Cycle Warden 2
Initiation Action: 1 swift action.
Range: 30 feet.
Target: 1 willing creature
Duration: 1 round
When you initiate this maneuver, choose a single ally within 30 feet. Every attack that ally makes until the beginning of your next turn deals +1d4 + Initiator Level bonus cold damage.

Floral Bloom
Equinox (Spring, Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Wis mod rounds
When you initiate this strike, make a melee attack against your opponent at +2d6 damage. If you are successful, your opponent must make a Reflex save (DC 12 + your Wisdom modifier) or flowers of all shapes and colors sprout from its body, causing it to be entangled for a number of rounds equal to your Wisdom modifier before the flowers wilt and fall off.

Equinox Level 3
Gentle Rain: Spring stance. Take some damage as nonlethal damage each round.
Season of Plenty: Spring counter. Heal a dying ally for 3d4 + half your Heal check result.
Second Harvest: Autumn strike. Make an attack which deals +3d6 acid damage, can sicken your opponent.



Gentle Rain
Equinox (Spring, Stance)
Level: Cycle Warden 3
Prerequisites: One Autumn maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
Each round, any lethal damage you take is instead converted to nonlethal damage, until you have converted a total amount of damage equal to your Initiator Level. You heal an amount of nonlethal damage each round equal to your Wisdom modifier, but only for nonlethal damage generated by this stance; nonlethal damage you receive from other sources is healed at your normal rate.

Season of Plenty
Equinox (Spring, Counter)
Level: Cycle Warden 3
Prerequisites: One Autumn maneuver
Initiation Action: 1 immediate action.
Range: 30 feet.
Target: 1 willing creature
Duration: Instantaneous
Initiate this maneuver whenever an ally within 30 feet is reduced to -10 hit points or less. That ally is immediately healed for 3d4 + half the result of your Heal check, effectively preventing the damage (hopefully keeping that ally alive).

Second Harvest
Equinox (Autumn, Strike)
Level: Cycle Warden 3
Prerequisites: One Spring maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, you make a single melee attack which deals an additional +3d6 acid damage if successful, or +2d12 acid damage on a critical hit. In addition, an enemy which takes acid damage from this maneuver must make a Fortitude save (DC 13 + your Wisdom modifier) or become sickened for 3 rounds.

Equinox Level 4
Bitter Creep: Autumn strike. Make an attack which also does Constitution damage.
Leafmould: Autumn counter. An opponent trying to attack you takes a penalty to Strength.
Willow Strike: Spring strike. Grow weapon by 2 size categories for 1 attack.



Bitter Creep
Equinox (Autumn, Strike)
Level: Cycle Warden 4
Prerequisites: One Spring maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, you make a single melee attack. If the attack hits and deals damage, your opponent also takes 1 Constitution damage per round 3 rounds.

Leafmould
Equinox (Autumn, Counter)
Level: Cycle Warden 4
Prerequisites: One Spring maneuver
Initiation Action: 1 immediate action.
Range: Melee touch attack
Target: 1 creature
Duration: 1 round
Initiate this maneuver in response to an attack made against you. As part of the maneuver, make a melee touch attack with your weapon against the creature attacking you. If you are successful, that creature suffers a penalty to Strength equal to your Wisdom modifier until the beginning of its next turn (the attack against you which triggers this maneuver is made with the reduced Strength). This cannot reduce the opponent's Strength below 1. Multiple uses of this ability against the same target do not stack.

Willow Strike
Equinox (Spring, Strike)
Level: Cycle Warden 4
Prerequisites: One Autumn maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target, gaining a +4 bonus to your Strength for the attack. In addition, for this melee attack, you triple your natural reach (or quadruple, if you are wielding a reach weapon already), and your weapon deals damage as if it were two size categories larger.

Equinox Level 5
Heavy Clouds: Autumn stance. Enemies who attack you become exhausted.
Late Harvest: Autumn strike. Make an attack which deals +3d6 acid damage, can nauseate your opponent.
Surge of Life: Spring boost. Your attacks deal +1d6+IL electricity damage, may cause opponent to provoke AoO.



Heavy Clouds
Equinox (Autumn, Stance)
Level: Cycle Warden 5
Prerequisites: Two Spring maneuvers
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
Whenever an enemy attacks you, it must make a Will save (DC 15 + your Wisdom modifier) or become exhausted. After a number of rounds equal to the result of your Heal check divided by 5, the exhaustion is reduced to fatigue, which disappears after the same amount of time. A creature cannot be affected by this stance again while it still suffers any effects from it (either exhaustion or fatigue).

Late Harvest
Equinox (Autumn, Strike)
Level: Cycle Warden 5
Prerequisites: Two Spring maneuvers
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack which deals an additional +3d6 acid damage if successful, or +4d12 acid damage on a critical hit. In addition, an enemy which takes acid damage from this maneuver must make a Fortitude save (DC 15 + your Wisdom modifier) or become nauseated for 1 rounds.

Surge of Life
Equinox (Spring, boost)
Level: Cycle Warden 5
Prerequisites: Two Autumn maneuvers
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Instantaneous
Every attack you make until the beginning of your next turn deals an additional +1d6 + your Initiator Level electricity damage. If any creature takes electricity damage from your attacks, it must make a Reflex save (DC 15 + your Wisdom modifier) or provoke an immediate attack of opportunity from you (which also gains the bonus electricity damage). You may only make one attack of opportunity from this maneuver each time you initiate it, whether or not it is successful. The attack of opportunity made this way counts against your normal limit of AoOs in a round.

Equinox Level 6
Cornucopia: Spring counter. Heal a dying ally for 8d4 + half your Heal check result.
Early Thaw: Spring boost. Allies within 30 feet benefit from freedom of movement for 1 round.
Slow Rot: Autumn boost. Your attacks cause successive penalties.



Cornucopia
Equinox (Spring, Counter)
Level: Cycle Warden 6
Prerequisites: Two Autumn maneuvers
Initiation Action: 1 immediate action.
Range: 30 feet
Target: 1 willing creature
Duration: Instantaneous
Initiate this maneuver whenever an ally within 30 feet is reduced to -10 hit points or less. That ally is immediately healed for 8d4 + half the result of your Heal check, effectively preventing the damage and maybe more (hopefully keeping that ally alive).

Early Thaw
Equinox (Spring, Boost)
Level: Cycle Warden 6
Prerequisites: Two Autumn maneuvers
Initiation Action: 1 swift action.
Range: 30 feet
Target: 1 or more creatures
Duration: 1 round
When you initiate this maneuver, all allies within 30 feet gain the benefit of the freedom of movement spell until the beginning of your next turn.

Slow Rot
Equinox (Autumn, Boost)
Level: Cycle Warden 6
Prerequisites: Two Spring maneuvers
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Instantaneous
Until the beginning of your next turn, any creature struck by one of your attacks suffers a cumulative -1 penalty to a physical ability score for a number of rounds equal to your Wisdom modifier. You choose the ability score when you initiate the strike.

Equinox Level 7
Bitter Cringe: Autumn strike. Make an attack at +5d6 damage which causes paralysis.
Broken Branches: Autumn boost. Allies within 30 feet make touch attacks for 1 round.
Redwood Strike: Spring strike. Grow weapon by 4 size categories for 1 attack.



Bitter Cringe
Equinox (Autumn, Strike)
Level: Cycle Warden 7
Prerequisites: One Autumn maneuver, two Spring maneuvers
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack which deals +4d6+IL bonus damage. If the attack hits and deals damage, your opponent must make a Fortitude save (DC 17 + your Wisdom modifier) or be paralyzed for 1 rounds.

Broken Branches
Equinox (Autumn, Boost)
Level: Cycle Warden 7
Prerequisites: One Autumn maneuver, two Spring maneuvers
Initiation Action: 1 swift action.
Range: 30 feet
Target: 1 or more creatures
Duration: 1 round
When you initiate this maneuver, all allies within 30 feet make melee attacks against their opponents' touch AC for 1 round.

Redwood Strike
Equinox (Spring, Strike)
Level: Cycle Warden 7
Prerequisites: Two Autumn maneuvers, one Spring maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target, gaining a +8 bonus to your Strength for the attack. In addition, for this melee attack, you quadruple your natural reach (or quintuple, if you are wielding a reach weapon already), and your weapon deals damage as if it were four size categories larger.

Equinox Level 8
Bare Earth: Autumn counter. An opponent trying to attack you has its Strength reduced to 1.
Primal Surge: Spring strike. Your full attack deals +5d6 electricity damage, all opponents provoke AoOs.
Unbridled Growth: Spring stance. Each round, heal allies within 30 feet based on your Heal check.



Bare Earth
Equinox (Autumn, Counter)
Level: Cycle Warden 8
Prerequisites: One Autumn maneuver, two Spring maneuvers
Initiation Action: 1 immediate action.
Target: 1 creature
Duration: 1 round
Initiate this maneuver in response to an attack made against you. The creature must make a Will saving throw (DC 18 + your Wisdom modifier) or have its Strength score reduced to 1 for 1 round. The affected creature is unable to use Strength-based skills, and automatically fails opposed Strength checks.

Primal Surge
Equinox (Spring, Strike)
Level: Cycle Warden 8
Prerequisites: Two Autumn maneuvers, one Spring maneuver
Initiation Action: 1 full-round action.
Range: Melee attack
Target: 1 or more creatures
Duration: Instantaneous
As part of this maneuver, make a full-attack action. Every attack you make during this attack deals an additional +4d6 + Initiator Level electricity damage. Each creature that takes electricity damage from your attacks must make a Reflex save (DC 18 + your Wisdom modifier) or provoke an immediate attack of opportunity from you (which also gains the bonus electricity damage, but does not cause additional AoOs). Attacks of opportunity taken this way do not count against your normal limit of AoOs in a round; a single creature may provoke an AoO more than once from this maneuver.

Unbridled Growth
Equinox (Spring, Stance)
Level: Cycle Warden 8
Prerequisites: Two Autumn maneuvers, one Spring maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
Each round as a free action, you may heal all allies within 30 feet an amount of damage based on your Heal check result, as shown in the following table.
{table=head]Check Result | Damage Healed
15 or less | 1
16-25 | 2
26-30 | 3
31-35 | 4
36 or more | 5[/table]


Equinox Level 9
Endless Bloom: Spring strike. Make an attack which causes your opponent to permanently sprout flowers.
Final Harvest: Autumn strike. Make an attack which deals +10d6 acid damage, can kill opponent.



Endless Bloom
Equinox (Spring, Strike)
Level: Cycle Warden 9
Prerequisites: Three Autumn maneuvers, one Spring maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
When you initiate this strike, make a melee attack against your opponent at +5d8 damage. If you are successful, flowers of all shapes and colors sprout from your opponent's body, causing it to be entangled permanently. In addition, the creature suffers a -20 penalty on Disguise checks and a -5 penalty on Hide checks due to the large and obvious flowers. The flowers cause such difficulty that the target is constantly denied its Dexterity bonus to AC. The flowers remain unless removed by a miracle or wish spell, but the afflicted creature may make a Fort save every 24 hours at the same DC with a cumulative +2 bonus to end the effect.

Final Harvest
Equinox (Autumn, Strike)
Level: Cycle Warden 9
Prerequisites: One Autumn maneuver, three Spring maneuvers
Initiation Action: 1 standard action.
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +10d6 acid damage if successful, or +10d12 acid damage on a critical hit. In addition, an enemy which takes acid damage from this maneuver must make a Fortitude save (DC 19 + your Wisdom modifier) or die.


Solstice Martial Discipline
Associated Skill: Survival.
Discipline Weapons: Axes, swords.

Solstice Level 1
Flurry: Winter strike. Make an attack which deals +1d3 cold and +1d3 negative energy damage.
Frozen Trail: Winter boost. The path you move becomes slick and difficult to move on.
High Noon: Summer strike. Make an attack which deals +1d8 fire damage.
Mild Climate: Summer stance. You are continuously protected as the endure elements spell.



Flurry
Solstice (Winter, Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +1d3 cold damage and +1d3 negative energy damage.

Frozen Trail
Solstice (Winter, Boost)
Level: Cycle Warden 1
Initiation Action: 1 swift action.
Range: Personal.
Target: You
Duration: Wis mod rounds
After you initiate this maneuver, until the beginning of your next turn, every square you move out of becomes covered with a thin sheet of ice for a number of rounds equal to your Wisdom modifier. The ice causes the square to be slippery as per the grease spell (DC for the Reflex save is 11 + your Wisdom modifier).

High Noon
Solstice (Summer, Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target, dealing an additional +1d8 fire damage if you are successful.

Mild Climate
Solstice (Summer, Stance)
Level: Cycle Warden 1
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
While in this stance, you constantly gain the benefit of the endure elements spell.

Solstice Level 2
Deep Chill: Winter strike. Make an attack which slows an opponent for 1 round.
Long Night: Winter counter. Shroud your opponent in darkness.
Parching Strike: Summer strike. Your attack does nonlethal damage, causes dehydration.



Deep Chill
Solstice (Winter, Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack. If the attack hits and deals damage, your opponent is slowed (as the spell) for 1 round.

Long Night
Solstice (Winter, Counter) [Darkness]
Level: Cycle Warden 2
Initiation Action: 1 immediate action.
Range: Melee touch attack.
Target: 1 creature
Duration: 1 round
As an immediate action, you make a melee touch attack with your weapon. If it hits, your opponent is shrouded in darkness as per the deeper darkness spell until the beginning of your next turn. Other creatures suffer no miss chance against your opponent due to the darkness, as it outlines the target's body perfectly.

Parching Strike
Solstice (Summer, Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
When you initiate this strike, make a melee attack against your opponent. This attack only deals nonlethal damage. If you are successful, the creature becomes dehydrated (as described in Sandstorm pg 15), and any further fire damage the creature takes while dehydrated counts as damage from thirst.

Solstice Level 3
Heat Haze: Summer boost. Ripples in the air grant you total concealment.
Scorcher: Summer strike. Make an attack which deals +2d8 fire damage, can daze your opponent.
Tamed Blizzard: Winter stance. Create an area of wintry weather around you.



Heat Haze
Solstice (Summer, Boost)
Level: Cycle Warden 3
Prerequisites: One Winter maneuver
Initiation Action: 1 immediate action.
Range: Personal
Target: You
Duration: 1 round
When you initiate this maneuver, you gain total concealment for 1 round as the air around you blurs and ripples from the heat.

Scorcher
Solstice (Summer, Strike)
Level: Cycle Warden 3
Prerequisites: One Winter maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack which deals an additional +2d8 fire damage if successful. In addition, an enemy which takes fire damage from this maneuver must make a Fortitude save (DC 13 + your Wisdom modifier) or become dazed for 1 round.

Tamed Blizzard
Solstice (Winter, Stance)
Level: Cycle Warden 3
Prerequisites: One Summer maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
The area around you to a distance of 5 feet times your Wisdom modifier becomes a whirlwind of blowing snow, which imposes a -2 penalty on ranged attacks, as well as Listen, Search, and Spot checks. All sight, including darkvision, is reduced to a range of 5 feet, and creatures 5 feet away have concealment. In addition, any space that is within the area for at least 1 round becomes snow-covered (costing 2 squares of movement to enter) until it is no longer within the area. Each round you can attempt a DC 20 Survival check; if you succeed, your ranged attacks, skill checks, visibility, and movement are unhindered by snow, including that created by this stance (and creatures do not gain concealment from you due to snow).

Solstice Level 4
Dawn Riposte: Summer counter. Opponent which attacks you takes damage equal to your Survival check.
Frostbite: Winter boost. Your attacks freeze your opponents' extremities.
Snowfall: Winter strike. Make an attack which deals +2d6 cold and +2d6 negative energy damage.



Dawn Riposte
Solstice (Summer, Counter)
Level: Cycle Warden 4
Prerequisites: One Winter maneuver.
Initiation Action: 1 immediate action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
Initiate this maneuver in response to an attack made against you. As part of the maneuver, make a melee attack with your weapon against the creature attacking you. If you are successful, the creature takes damage equal to your Survival check result instead of your normal damage.

Frostbite
Solstice (Winter, Boost)
Level: Cycle Warden 4
Prerequisites: One Summer maneuver.
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: 1 round
Any attacks you make until the beginning of your next turn have the potential to freeze your opponents' extremities. A creature struck by your attack must make a Fortitude save (DC 14 + your Wisdom modifier) or take a -2 penalty to attack and damage rolls, Strength- and Dexterity-based skill checks, Reflex saves, and AC for 1 round. In addition, their speed for all movement modes is reduced by 10 feet (to a minimum of 0) for the same duration. You can only affect a given creature once with this ability (a creature which makes its save does not count as being affected).

Snowfall
Solstice (Winter, Strike)
Level: Cycle Warden 4
Prerequisites: One Summer maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +2d6 cold damage and +2d6 negative energy damage.

Solstice Level 5
Heatwave: Summer stance. Nearby enemies take nonlethal damage, which converts over time to lethal damage.
Permafrost: Winter strike. Your attack deals +3d8 cold damage, fills surrounding squares with snow and ice.
Sunstroke: Summer strike. Make an attack which deals +4d8 fire damage, may stun opponent.



Heatwave
Solstice (Summer, Stance)
Level: Cycle Warden 5
Prerequisites: Two Winter maneuvers.
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
Each round, enemies within 10 feet of you take 1d6 + your Initiator level nonlethal damage, and may make a Fortitude save (DC 15 + your Wisdom modifier) to halve the damage. In addition, an enemy which fails its save converts an amount of nonlethal damage caused by this stance in previous rounds to lethal damage (nonlethal damage an enemy receives cannot be converted on the round that it is received).

Permafrost
Solstice (Winter, Strike)
Level: Cycle Warden 5
Prerequisites: Two Summer maneuvers.
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, you make a single melee attack which deals an additional +3d8 cold damage if successful. In addition, choose a number of squares adjacent to (and including) your enemy's square, up to your Wisdom modifier. The cold energy from your attack drops the temperature in this area precipitously, filling these squares with falling snow for 3 rounds. Creatures moving through these squares must deal with the effects of the snow (http://www.d20srd.org/srd/weather.htm#snow).

Sunstroke
Solstice (Summer, Strike)
Level: Cycle Warden 5
Prerequisites: Two Winter maneuvers.
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack which deals an additional +4d8 fire damage if successful. In addition, an enemy which takes fire damage from this maneuver must make a Fortitude save (DC 15 + your Wisdom modifier) or become stunned for 1 round. If the enemy is immune to stunning but not to dazing, it becomes dazed on a failed save instead.

Solstice Level 6
Bloodfreeze: Winter strike. Make an attack which can freeze your opponent's blood.
Nightfall: Winter counter. Your attacker is surrounded by hungry darkness which deals negative energy damage.
Overabundance: Summer boost. Allies within 30 feet gain combat benefits for 1 round.



Bloodfreeze
Solstice (Winter, Strike)
Level: Cycle Warden 6
Prerequisites: Two Summer maneuvers.
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, make a normal melee attack. If successful, your attack deals extra cold damage equal to your Survival check as your opponent's bodily fluids freeze, and it must make a Fortitude save (DC 16 + your Wisdom modifier) or take a -6 penalty to Dexterity for 1 round. This maneuver cannot reduce a creature's Dexterity below 1, and repeated applications of this maneuver on the same creature do not stack.

Nightfall
Solstice (Winter, Counter) [Darkness]
Level: Cycle Warden 6
Prerequisites: Two Summer maneuvers.
Initiation Action: 1 immediate action
Range: Melee touch attack
Target: 1 creature
Duration: 3 rounds
As an immediate action, you make a melee touch attack with your weapon. If it hits, your opponent is shrouded in darkness as per the deeper darkness spell for 3 rounds. Other creatures suffer no miss chance against your opponent due to the darkness, as it outlines the target's body perfectly. In addition, each round that the creature is affected by this maneuver, it takes 3d6 + your Initiator level negative energy damage (Fortitude save DC 16 + your Wisdom modifier for half damage).

Overabundance
Solstice (Summer, Boost)
Level: Cycle Warden 6
Prerequisites: Two Winter maneuvers.
Initiation Action: 1 swift action.
Range: 30 feet
Target: 1 or more creatures
Duration: 1 round
When you initiate this maneuver, all allies within 30 feet gain a morale bonus equal to your Wisdom modifier until the beginning of your next turn. They may divide that bonus up however they like among attack rolls, damage rolls, saves, and AC.

Solstice Level 7
Blinding Snow: Winter strike. Make an attack which deals +3d8 cold and +3d8 negative energy damage, may blind your opponent.
Flash Step: Summer counter. Take a 5-foot step as an immediate action.
Heatstroke: Summer strike. Make an attack which deals +6d8 fire damage, may cause your opponent to lose actions.



Blinding Snow
Solstice (Winter, Strike)
Level: Cycle Warden 7
Prerequisites: Two Summer maneuvers, one Winter maneuver.
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, you make a single melee attack which deals an additional +3d8 cold damage and +3d8 negative energy damage. In addition, if you are successful, your opponent must make a Fortitude save (DC 17 + your Wisdom modifier) or be blinded for 3 rounds.

Flash Step
Solstice (Summer, Counter)
Level: Cycle Warden 7
Prerequisites: One Summer maneuver, two Winter maneuvers
Initiation Action: 1 immediate action.
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you take a 5-foot step as an immediate action, possibly moving out of range of an attack made against you.

Heatstroke
Solstice (Summer, Strike)
Level: Cycle Warden 7
Prerequisites: One Summer maneuver, two Winter maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: See text
As part of this maneuver, you make a single melee attack which deals an additional +6d8 fire damage if successful. In addition, an enemy which takes fire damage from this maneuver must make a Fortitude save (DC 17 + your Wisdom modifier); if the enemy fails, it may take a single move action or standard action each round, but not both, nor can it take full-round actions. This effect lasts until the opponent is the recipient of at least 1 point of healing, or a Heal check at a DC equal to your Survival check result.

Solstice Level 8
Glacierstrike: Winter strike. Your attack does +6d6 cold damage, may encase your opponent in ice.
Hungry Night: Winter stance. The area around you is covered in darkness you can see through, which drains the life force from nearby enemies to heal you.
Sunburn: Summer strike. Make an attack at +8d6 fire damage which hampers your opponent's subsequent actions.



Glacierstrike
Solstice (Winter, Strike)
Level: Cycle Warden 8
Prerequisites: Two Summer maneuvers, one Winter maneuver.
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, make a normal melee attack which deals +6d6 cold damage on a successful hit. In addition, an opponent that takes cold damage from this maneuver must make a Fortitude save (DC 18 + your Wisdom modifier) or become encased in ice for 3 rounds. The subject can still breathe but is otherwise helpless, unable to see through the ice, speak, or take any physical actions, and takes an additional 2d6 points of cold damage each round. The subject’s nostrils are clear, and it can breathe normally. The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).

Destroying the ice can free the subject, at the risk of damaging them. The ice has hardness 5 and 3 hit points times your Wisdom modifier, but the trapped creature takes one third of any damage dealt to the ice. Teleportation and other forms of travel provide a means of escape. The ice is unaffected by dispel magic. The creature within the ice is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the ice is destroyed. The frozen creature weighs twice as much as normal while encased in the ice.

A creature that is frozen while aloft begins to fall immediately, but a creature that is frozen while swimming or underwater floats to the surface. After 3 rounds, or once the ice is reduced to 0 hp, the ice melts, freeing the creature.

Hungry Night
Solstice (Winter, Stance)
Level: Cycle Warden 8
Prerequisites: Two Summer maneuvers, one Winter maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
When you assume this stance, an area around you of radius 10 feet times your Wisdom modifier fills with darkness. All light in the area vanishes; only you and those who can see through magical darkness can see. In addition, any enemies within the area take 3d4 negative energy damage per round, and you gain 3 temporary hit points per creature damaged by this stance each round. Temporary hit points gained from this stance last for 1 round, and stack with other sources of temporary hit points.

Sunburn
Solstice (Summer, Strike)
Level: Cycle Warden 8
Prerequisites: One Summer maneuver, two Winter maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: See text
As part of this maneuver, make a melee attack which deals +8d6 fire damage on a successful hit. In addition, an opponent that takes fire damage from this maneuver must make a Will save (DC 18 + your Wisdom modifier) to perform any action, as it tries to push past the pain of the burn. On a failed save, the opponent does nothing and the action is wasted. This effect lasts until the opponent is the recipient of at least 10 points of healing, or a Heal check at aDC equal to your Survival check result.

Solstice Level 9
Dog Days: Summer boost. Energy damage you deal is doubled, bypasses resistance.
Untamed Blizzard: Winter strike. Create a short-lived blizzard over a large area.



Dog Days
Solstice (Summer, Boost)
Level: Cycle Warden 9
Prerequisites: One Summer maneuver, three Winter maneuvers
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: 1 round
Until the beginning of your next turn, whenever you deal energy damage, you deal an additional amount of untyped damage equal to the amount of energy damage you deal. This damage counts as the original energy type for the purposes of triggering effects which require you to deal damage of that type.

Untamed Blizzard
Solstice (Winter, Strike)
Level: Cycle Warden 9
Prerequisites: Three Summer maneuvers, one Winter maneuver
Initiation Action: 1 full-round action.
Range: 10 ft./level
Duration: Wis mod rounds
When you initiate this maneuver, you create a blizzard in an area of radius 10 feet per Initiator Level, centered on your square. The blizzard reduces visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. Unprotected flames in the area are automatically extinguished, and protected flames have a 75% chance of being doused. Due to the high winds, creatures caught in the area must make a Fortitude save (DC 19 + your Wisdom modifier) or face the effects based on the size of the creature: Medium or smaller creatures are blown away, Large creatures are knocked down, and Huge creatures are checked (Gargantuan or larger creatures are unaffected by the wind). Each affected square requires 4 squares of movement to enter. In addition, creatures within the area take 5d6 cold damage per round (Fort save DC 19 + your Wisdom modifier for half damage).

The blizzard lasts for a number of rounds equal to your Wisdom modifier before dissipating. The affected area remains covered by heavy snow for 1 hour before the snow melts.

sirpercival
2012-08-26, 10:16 AM
Revolution Martial Discipline
Associated Skill: Martial Lore.
Discipline Weapons: None.

Revolution Level 1
Cycle's March: Stance. You gain benefits from changing your targets.
Transient Thoughts: Strike. Make an attack which may force your enemy to try and predict others' actions.
Turnabout: Counter. Your enemy's attack is turned back on them as well.



Cycle's March
Revolution (Stance)
Level: Cycle Warden 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, each time you attack a different creature, you gain a cumulative +1 bonus to your attack roll, to a maximum of your Wisdom modifier. If at any time you attack a creature you attacked previously since the last time the bonus reset, the bonus resets to +0. The bonus also resets to +0 after 1 minute during which you make no attacks.

Transient Thoughts
Revolution (Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target. A creature who takes damage from this strike must make a Will save (DC 11 + your Wisdom modifier) or be forced on their next turn to spend their standard action readying an action. The subject decides on the readied action and its trigger as normal.


Turnabout
Revolution (Counter)
Level: Cycle Warden 1
Initiation Action: 1 immediate action
Target: 1 creature
Duration: Instantaneous
Initiate this maneuver in response to being struck by a melee attack from an enemy. If your opponent's attack roll would have hit their own AC, they take damage equal to half the amount of damage you took from the attack. Any other effects besides hit point damage which were caused by your enemy's attack do not affect them.

Revolution Level 2
Changing Times: Boost. Change your equipment as a swift action.
Rapid Adaptation: Counter. Gain DR after an opponent strikes you.
Tempered Distortion: Strike. Your attack deals +1d6 damage and warps your opponent's equipment, making it difficult to use.



Changing Times
Revolution (Boost)
Level: Cycle Warden 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
As part of initiating this maneuver, you may exchange any of your wielded or worn equipment, including drawing and sheathing weapons, donning or removing armor, etc.

Rapid Adaptation
Revolution (Counter)
Level: Cycle Warden 2
Initiation Action: 1 immediate action
Range: Melee touch attack
Target: 1 creature
Duration: 3 rounds
When you initiate this maneuver, you gain damage reduction equal to your Initiator Level for 3 rounds, which is bypassed by everything except any types of damage you took when you were attacked last. For example, if you were last attacked by a holy sword and initiated this maneuver, your damage reduction would be bypassed by any damage except for slashing or good-aligned damage.

Tempered Distortion
Revolution (Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 1 round
When you initiate this strike, make a melee attack against your opponent which deals +1d6 damage on a successful hit. If your opponent takes damage, it must make a Reflex save (DC 12 + your Wisdom modifier) or its equipment becomes twisted, making it uncomfortable and difficult to use for 1 round. Any armor or shield the target is using reduces its AC bonus by 2, increases its Armor Check Penalty by -2, and increases its Arcane Spell Failure by 20%. Your opponent suffers a -2 to attack rolls and -4 to damage rolls as well.

Revolution Level 3
Migration: Stance. You can move twice your speed with a move action.
Subtle Twist: Strike. Make an attack which can automatically threaten a critical hit.



Migration
Revolution (Stance)
Level: Cycle Warden 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Whenever you take a move action to move, you may move a distance of up to twice your speed instead of equal to your speed. You may do this no more than once per round.

Subtle Twist
Revolution (Strike)
Level: Cycle Warden 3
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack. If your attack hits, make a Martial Lore check as a free action before you roll damage, at a DC equal to your opponent's Armor Class. If you succeed, your attack is an automatic critical threat, and you gain a +4 bonus on the critical confirmation roll.

Revolution Level 4
Ephemeral Thoughts: Strike. Make an attack which forces your opponent to delay.
New Sprout: Boost. Use Martial Lore checks in place of attack rolls for 1 round.



Ephemeral Thoughts
Revolution (Strike)
Level: Cycle Warden 4
Prerequisites: One Revolution maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target. A creature who takes damage from this strike must make a Will save (DC 14 + your Wisdom modifier) or be forced at their earliest opportunity to delay until just before your next turn.

New Sprout
Revolution (Boost)
Level: Cycle Warden 4
Prerequisites: One Revolution maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Whenever you make a melee attack until the beginning of your next turn, you may substitute a Martial Lore check in place of your attack roll. Any bonuses you would have gained on the attack other than your base attack bonus and Strength modifier (or Dexterity, if you have Weapon Finesse) also apply to the Martial Lore check; essentially, your ranks in Martial Lore and your Intelligence modifier substitute for your Base Attack Bonus and strength.

Revolution Level 5
Manifest Diversity: Stance. You gain various natural weapons.
Winds of Change: Strike. Your attack deals +3d6 damage, removes your opponent's equipment.



Manifest Diversity
Revolution (Stance)
Level: Cycle Warden 5
Prerequisites: One Revolution maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
When you enter this stance, choose one or more of the natural attack modes from the table below; the number of natural attacks you may choose is determined by your Martial Lore check. Choose one of the natural attacks to be primary, and the rest are secondary attacks. You gain these attack mode while you are in this stance, and when you leave the stance the natural weapons are removed as you return to your normal state. You gain a bonus to attack rolls with these natural weapons equal to your Wisdom modifier. Base damage for the weapons is given for a Medium creature.
{table=head]Check Result|Number of Modes
0-20 | 1
21-30 | 2
31+ | 3[/table]

{table=head]Attack Mode|Base damage
Bite, Slam, or Tail Slap |1d6
2 Claws or 2 Wings| 1d4 each
Gore | 1d10 on charge, 1d6 otherwise
4 Tentacles | 1d3[/table]

Winds of Change
Revolution (Strike)
Level: Cycle Warden 5
Prerequisites: One Revolution maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +3d6 damage. If a creature takes damage from this attack, it must make a Reflex save (DC 15 + your Wisdom modifier) or have its equipment removed. In the case of a failed save, a number of the subject's worn or wielded pieces of equipment equal to your Wisdom modifier (and chosen at random) fall to the ground next to the subject. This maneuver can even remove armor and clothing.

Revolution Level 6
Rapid Evolution: Counter. You gain immunity to a particular type of damage for 3 rounds.
Subtle Modulation: Strike. Make an attack at +5d6 damage which can baffle your opponent's later attacks.


Rapid Evolution
Revolution (Counter)
Level: Cycle Warden 6
Prerequisites: One Revolution maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 3 rounds
When you initiate this maneuver, you become immune to all damage types of the last damage you took (from an attack, a spell, a power, or some other effect) for 3 rounds. For example, if you were last attacked by a holy sword when you initiated this maneuver, you would become immune to slashing damage and holy damage.

Subtle Modulation
Revolution (Strike)
Level: Cycle Warden 6
Prerequisites: One Revolution maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 3 round s
As part of this maneuver, make a normal melee attack which deals +5d6 extra damage on a successful hit. In addition, for three rounds, whenever a creature damaged by this strike attempts an attack, its attack roll must beat your Martial Lore check in addition to its target's AC. If the attack roll is less than the result of your Martial Lore check, the attack fails as if it had missed.

Revolution Level 7
Evanescent Thoughts: Strike. Your attack causes your opponent to lose track of the battle.
Novel Advance: Boost. Make a charge attack as a swift action.



Evanescent Thoughts
Revolution (Strike)
Level: Cycle Warden 7
Prerequisites: Two Revolution maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack against a target. A creature who takes damage from this strike must make a Will save (DC 17 + your Wisdom modifier) or be unable to take any actions on their next turn. In addition, on a failed save the target is also flat-footed until the next time they can take an action.

Novel Advance
Revolution (Boost)
Level: Cycle Warden 7
Prerequisites: Two Revolution maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you make a normal charge attack against an opponent. The normal restrictions on who, what, and where you can charge apply; the only difference is that you do so as a swift action.

Revolution Level 8
Perennial Bloom: Stance. Each round, you may substitute a Martial Lore check for one type of roll.
Tidal Flow: Strike. Make an attack with +6d6 bonus damage which causes your opponent's combat prowess to slowly ebb away.



Perennial Bloom
Revolution (Stance)
Level: Cycle Warden 8
Prerequisites: Two Revolution maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Each round while in this stance, you may choose one of the following types of rolls: ability checks (including Initiative checks), attack rolls, Fortitude saves, Reflex saves, Will saves, or skill checks made as part of a maneuver or stance. You may substitute a Martial Lore check any time you need to make a roll of the selected type.

Tidal Flow
Revolution (Strike)
Level: Cycle Warden 8
Prerequisites: Two Revolution maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: See text
As part of this maneuver, make a normal melee attack which deals an additional +6d6 damage on a successful hit. A creature which takes damage from this strike must make a Will save (DC 18 + your Wisdom modifier) or suffer successive penalties to attack and AC. Every time an afflicted creature makes an attack, it suffers a cumulative -2 penalty to the attack roll, and a cumulative -2 penalty to AC until the duration of the maneuver expires. The creature continues to accumulate penalties until it suffers a total penalty equal to or greater than your Initiator level, after which point the effect ends.

Revolution Level 9
Fractured Metamorphosis: Boost. You split yourself in half for 1 round.



Fractured Metamorphosis
Revolution (Boost)
Level: Cycle Warden 9
Prerequisites: Three Revolution maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
When you initiate this maneuver, you divide yourself in two for a short period of time. This maneuver functions as the fission psionic power, but lasts until the beginning of your next turn. Your duplicate has the same maneuvers readied and expended that you do when you initiate this maneuver, and can immediately take a full turn's worth of actions on your initiative. Any maneuvers your duplicate initiates or expends during its turn are not expended for you when the duration expires, unless you initiated or expended them during your actions.



Feats

Balanced Cycle [Tactical]
Prerequisites: One Autumn maneuver, one Spring maneuver, base attack bonus +6, and one of Convalescent Warmth, Harvest Hunter, Meditative Jolt, or Subtle Erosion.
Benefit: The Balanced Cycle feat enables the use of two tactical options:
New Bud: To use this option, you must make a DC 20 Heal check as a free action after hitting your target with a melee attack while wielding an Equinox discipline weapon. If you succeed, you gain damage reduction /– equal to your Wisdom modifier against your target's next attack against you.
Old Growth: If you hit an opponent with a melee attack while wielding an Equinox discipline weapon, and then hit the same opponent with a melee attack on the following round with the same weapon, you bypass an amount of that opponent's damage reduction equal to your Wisdom modifier on that attack.


Burning Rage
Prerequisites: One Summer strike, Rage class feature, Wis 13.
Benefit: Whenever you are in a Summer stance and fly into a rage, you may initiate Summer strikes with no difficulty, and you deal extra fire damage with every successful attack equal to your Wisdom modifier. In addition, if you have levels in Cycle Warden and Barbarian, those levels stack to determine the number of times per day you can enter a rage.

Convalescent Warmth
Prerequisites: One Spring strike, Heal 4 ranks.
Benefit: Whenever you successfully damage an opponent with a Spring strike, you heal 2 points of damage per level of the strike.

Cycle Awareness
Prerequisites: One Revolution stance, Martial Lore 4 ranks, Wis 13.
Benefit: You may use your Wisdom modifier in place of your Intelligence modifier for the Martial Lore skill. In addition, while you are in a Revolution stance, you may make Martial Lore checks in place of Spot and Listen checks.

First Snow
Prerequisites: One Winter strike.
Benefit: The first time you initiate a Winter strike against a given opponent in an encounter, you deal additional cold damage equal to your Initiator level.

Frozen Earth
Prerequisites: One Winter stance.
Benefit: As long as you are in a Winter stance and touching the ground, any creature who attempts to bull rush, grapple, overrun, or trip you suffers cold damage equal to your Initiator level. In the case of a grapple which lasts for more than one roll, the cold damage only applies when the initial attempt is made.

Harvest Hunter
Prerequisites: One Autumn strike, Favored Enemy class feature.
Benefit: If you have levels in Ranger and Cycle Warden, those levels stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. In addition, whenever you initiate an Autumn strike against a favored enemy, you deal maximum damage.

Heat of Battle
Prerequisites: One Summer stance, base Will save +1
Benefit: Whenever you are in a Summer stance, on your action, before making attack rolls for a round, you may choose to subtract a number from all your saving throws for the round to gain bonus fire damage equal to twice that number on all damage rolls. This number may not exceed your base Will save bonus. The penalty on saves and bonus on damage apply until your next turn.
Special: Heat of Battle can be used in place of Power Attack to qualify for a feat, prestige class, or other special ability. You can take both this feat and Power Attack.

Long Days, Long Nights [Tactical]
Prerequisites: One Summer maneuver, one Winter maneuver, base attack bonus +6, and one of Burning Rage, First Snow, Frozen Earth, or Heat of Battle.
Benefit: The Long Days, Long Nights feat enables the use of two tactical options:
Afternoon Blaze: To use this option, you must hit an opponent with a melee attack which drops that opponent to 0 or fewer hit points, while wielding a Solstice discipline weapon. The next melee attack you make, if successful, automatically threatens a critical hit, and you gain a bonus equal to your Wisdom modifier on the critical confirmation roll.
Morning Chill: To use this option, you must deal damage to an opponent with a Solstice discipline weapon, the damage you deal must be the first damage that opponent has taken in the combat, and you must make a DC 20 Survival check as a move action immediately afterward. If you succeed, each other attack made against that opponent by your allies until the end of combat deals extra cold damage equal to your Wisdom modifier.


Meditative Jolt
Prerequisites: One Spring stance, Flurry of Blows class feature.
Benefit: If you have levels in Monk and Cycle Warden, those levels stack for determining your unarmed strike damage and AC bonus. In addition, whenever you are in a Spring stance and use your Flurry of Blows ability, all your unarmed strikes deal additional electricity damage equal to your Wisdom modifier.

Subtle Erosion
Prerequisites: One Autumn stance, Weapon Finesse
Benefit: Whenever you are in an Autumn stance, you may gain the benefit of the Weapon Finesse feat while wielding any Equinox discipline weapon.

Time Marches On [Tactical]
Prerequisites: Two Revolution maneuvers, base attack bonus +6, Martial Lore 9 ranks, Cycle Awareness.
Benefit: The Time Marches On feat enables the use of three tactical options:
Changing Tactics: To use this option, you must succeed at an attempt to bull rush, disarm, grapple, overrun, or trip an opponent, and then make a melee attack against the same opponent the following round. You receive a bonus on the attack roll equal to your Wisdom modifier, and a bonus on the damage roll equal to your Initiator level. These bonuses only apply to the first attack you make against that opponent in the round.
Inexorable Progression: To use this option, you must initiate a strike maneuver from a different season against the same opponent each round in four consecutive rounds (each season must be represented once). On the fourth round, your opponent must make a Fortitude save (DC 10 + 1/2 your initiator level + your Wisdom modifier) or fall unconscious for 1d4 rounds.
Unusual Motion: To use this option, you must hit an opponent with a melee attack and deal damage. Until the end of your next turn, you may use Martial Lore instead of Tumble to avoid provoking attacks of opportunity from that opponent due to moving through squares it threatens.


Wild Recovery [Wild]
Prerequisites: One Revolution maneuver, Wild Shape class feature.
Benefit: You may spend a use of your Wild Shape ability as a swift action to recover an expended maneuver of your choice. In addition, if you have levels in Cycle Warden and Druid, those levels stack for determining the uses per day, duration, and max Hit Dice of your Wild Shape ability.


Player Aid:
http://i47.tinypic.com/sc70c5.jpg

dspeyer
2012-09-09, 11:53 PM
Awakener

Awake! Think! Love! Be talking beasts, walking trees, divine waters.

Awakeners believe that everything can and should have a soul. It just needs a little nudge to rouse it. Oh what stories the rocks and trees can tell, if we but give them voices!

Adventures: Awakeners rarely leave their homes, which are usually in the wilderness. When they do, it is most often to defend those they awakened, whom they tend to regard as there children. Sometimes they adventure in order to awaken some specific being or object. There are no strict rules, though, and they can take quests that have nothing to do with awakening the world.

Alignment: Because of their tie to nature, Awakeners must be neutral on at least one axis. Because the role of an Awakener is to create freedom, Neutral Good and Chaotic Neutral are more common than Lawful Neutral and Neutral Evil.

Religion: Awakeners are rarely religious, but those that are usually revere gods of either nature or the mind.

Other Classes: Awakeners are usually close to other nature-revering classes, such as druids and rangers.

Role: Adventuring Awakeners are usually accompanied by some of their awakees, and it is the awakees who directly work toward the party. Still, awakening a specific relevant object or creature at the right time can have tremendous impact.

.

GAME RULE INFORMATION
Awakeners have the following game statistics.
Abilities: Wisdom controls an Awakeners spellcasting.
Alignment: Must be neutral on at least one axis.
Hit Die: d6
Starting Age: As Druid
Starting Gold: As Druid

Class Skills
The Awakener's class skills are: Concentration, Diplomacy, Handle Animal, Knowledge(nature), Knowledge(the planes), Spellcraft, Survival

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

AWAKENER
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Awakening Reserve|1|2|3|4|5|6
1st|0|0|0|2|Awaken Animal, Lesser |50|2|||||
2nd|1|0|0|3|Elite Intelligence|100|3|||||
3rd|1|1|1|3|Awaken Vermin|200|4|||||
4th|2|1|1|4|Awaken Animal|400|4|1||||
5th|2|1|1|4|Awaken Vine|700|4|2||||
6th|3|2|2|5|Lead the Awoken|1000|5|3||||
7th|3|2|2|5|Awaken Small Stone|1500|5|3|1|||
8th|4|2|2|6|Awaken Medium Stone|2000|5|3|2|||
9th|4|3|3|6|Awaken Large Stone|2500|5|4|3|||
10th|5|3|3|7|Awaken Water or Fire|3000|5|5|4|||
11th|5|3|3|7|Awaken Bush|3500|5|5|4|1||
12th|6|4|4|8|Create Hybrid|4000|5|5|4|2||
13th|6|4|4|8|Awaken Huge Stone/Water/Fire|4500|5|5|4|3||
14th|7|4|4|9|Awaken Object|5000|5|5|5|4||
15th|7|5|5|9|Awaken Tree|5500|5|5|5|4|1|
16th|8|5|5|10|Tweak Life|6000|5|5|5|4|2|
17th|8|5|5|10|Awaken Substance|6500|5|5|5|4|3|
18th|9|6|6|11|Awaken Symbol|7000|5|5|5|5|4|
19th|9|6|6|11|Awaken Tree, Greater|7500|5|5|5|5|4|1
20th|10|6|6|12|Awaken Land|8000|5|5|5|5|4|2[/table]

Weapon and Armor Proficiencies: Awakeners are proficient with simple weapons and light armor, but cannot where metal armor (like druids)

Awakening Reserve: This is an xp-like pool that can pay for awakenings, either with class features or the Awaken spell. It functions identically to the Artificer's Craft Reserve.

Spellcasting: Awakeners use prepared spells from their entire list based on wisdom (like druids or clerics, but with no spontaneous casting).

The list:
1 Calm Animals, Charm Animal, Cure Minor Wounds, Detect Animals or Plants, Detect Magic, Inflict Minor Wounds, Magic Fang, Speak with Animals
2 Animal Messenger, Cure Light Wounds, Detect Thoughts, Hold Animal, Inflict Light Wounds, Summon Nature’s Ally I
3 Cure Moderate Wounds, Greater Magic Fang, Inflict Moderate Wounds, Speak with Plants, Summon Nature's Ally II, Water Breathing
4 Cure Serious Wounds, Dispel Magic, Inflict Serious Wounds, Reincarnate, Summon Nature's Ally III
5 Awaken, Cure Critical Wounds, Inflict Critical Wounds, Summon Nature's Ally IV, Telepathic Bond, Tree Stride
6 Animate Plants, Changestaff, Mass Cure Light Wounds, Mass Inflict Light Wounds, Liveoak, Stone Tell, Summon Nature's Ally V


Awaken(su): The central ability of an Awakener is to awaken. The act of awakening takes 1 minute and concentration throughout. Once Awoken, the resulting creature shares the Awakener's general mindset and is grateful for being awoken, but is not bound to the Awakener. The awoken creature keeps its stats, or takes on the stats of a similar monster except for intelligence which is 3d6 and charisma which is 2 greater than normal (except where otherwise indicated). Awakening costs xp based on the hit dice of the resulting creature:
{table=head]Creature Type|xp/hd
Magical Beast|50
Plant|100
Elemental|150
Construct|200
Outsider|300
[/table]

Awaken Animal, Lesser (su): Becomes Magical Beast, limit HD<class level/2

Awaken Vermin(su): Becomes Magical Beast, limit HD<class level

Awaken Animal(su): Becomes Magical Beast, limit HD<class level

Awaken Vine(su): Becomes Assasin Vine

Awaken Stone(su): Becomes Stone Elemental

Awaken Water or Fire(su): Becomes Elemental. Original water or fire must be a discrete item of the appropriate size (a small puddle can be awoken, but not a small amount of water from a lake).

Awaken Bush(su): Becomes Shambling Mound

Awaken Object(su): Become Animated Objects

Awaken Tree(su): Becomes Treant

Awaken Substance(su): Becomes Mephit. Must be a substance for which a mephit exists.

Awaken Symbol(su): Becomes outsider. Select the outsider which corresponds most closely to the ideals the symbol represents. For example, a symbol of justice might turn into a Sword Archon. Do not recalculate intelligence or charisma.

Awaken Tree, Greater(su): Becomes Elder Treant. Do not recalculate intelligence or charisma.

Awaken Land(su): Becomes Genus Loci. Do not recalculate intelligence or charisma.

Elite Intelligence(su): When awakening a creature, for an additional 25 xp/hd, grant 4d6b3 intelligence.

Create Hybrid(su): An Awakener can awaken two different animals into a single creature. Each aspect of the resulting creature is taken from one of the base animals at the Awakener's choosing. If the creatures are of different sizes, adjust natural weapon damages but not other abilities.

Lead the Awoken(ex): An Awakener gains the benefits of the leadership feat. Furthermore, creatures he has awoken count only half toward the limits (including he can have two cohorts, so long as he awoke both of them).

Tweak Life(su): When awakening a creature, an awakener can tweak its body, increasing str, dex or con by any amount but decreasing the other two by the same amount.