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sirpercival
2012-08-31, 10:03 PM
http://i39.tinypic.com/bdr335.png

A note from sirpercival:
Magipunk is a homebrew campaign setting I've been working on for a while now (currently running 1 or 2 PbP campaigns in it, actually). It is a truly massive undertaking, originally posted on minmaxboards (http://www.minmaxboards.com/index.php?board=80.0), with 15 base classes and adaptation info for more, 20 prcs and more in the works, races, items, a crapload of feats, and more. Many parts are still in the works, and there's so much that it will take me quite a while to port everything over; feel free to comment on anything at any time. I'll include a link-ToC in this first post.

Enjoy!

--sirpercival

Introduction

In one sentence, Magipunk is a postmodern Tippyverse, a cyberpunk campaign setting with all the technology replaced by magic. I've attempted to include as many traditional cyberpunk themes and elements as possible, while still creating a cohesive and rich world.

The base mechanics are D&D 3.5; however, the classes and prestige classes below are intended as a replacement for the published classes and prestige classes, and the skill system has been slightly streamlined. Everything else (feats, spells, equipment, etc.) is a supplement to published material. As a warning, the classes are designed to a higher-power baseline than those in standard D&D 3.5; I would say that few if any of the classes are below tier 3, for example.

One important change is that there is no divine magic. Gods are simply powerful outsiders which exist on the Outer Planes, creatures of the Metaverse.

As a side note, I'll be including the list of houserules that I play with, but which aren't integral to the setting and could be done without. Any houserules which are integral to the setting (i.e., almost everything) will be included in their appropriate sections.

Index

Races: (http://www.giantitp.com/forums/showthread.php?p=13824881#post13824881)
Cellochoroid
Chloromorph
Gremlin
Lifetorn

Base Classes:
Crystal Mage (http://www.giantitp.com/forums/showthread.php?p=14607980#post14607980) (WIP)
DivHead (http://www.giantitp.com/forums/showthread.php?p=14594245#post14594245)
Dodger (http://www.giantitp.com/forums/showthread.php?p=14594376#post14594376)
Domeskipper (http://www.giantitp.com/forums/showthread.php?p=14597061#post14597061) (Essence of Gaia (http://www.giantitp.com/forums/showpost.php?p=14597185&postcount=21))
Grunt (http://www.giantitp.com/forums/showthread.php?p=13851479#post13851479)
Holomancer (http://www.giantitp.com/forums/showthread.php?p=14602374#post14602374)
Magitechnician (http://www.giantitp.com/forums/showthread.php?p=14605353#post14605353)
Medic (http://www.giantitp.com/forums/showthread.php?p=14606528#post14606528) (by Garryl)
Mentalist (http://www.giantitp.com/forums/showthread.php?p=14593208#post14593208)
Morphling (http://www.giantitp.com/forums/showthread.php?p=13848941#post13848941)
Planeswalker (http://www.giantitp.com/forums/showthread.php?p=14610085#post14610085) (Outer Planar Nodes (http://www.giantitp.com/forums/showthread.php?p=14610094#post14610094); Inner Planar Nodes (http://www.giantitp.com/forums/showthread.php?p=14610099#post14610099) [WIP])
Powerbard (http://www.giantitp.com/forums/showthread.php?p=14594527#post14594527) (Power Chords (http://www.giantitp.com/forums/showthread.php?p=14594650#post14594650))
Psykin (http://www.giantitp.com/forums/showthread.php?p=14606178#post14606178)
Synthevolver (http://www.giantitp.com/forums/showthread.php?p=14593421#post14593421) (Evolves (http://www.giantitp.com/forums/showthread.php?p=14593603#post14593603))
Zen Fundamentalist (http://www.giantitp.com/forums/showthread.php?p=14598231#post14598231)


Skills Part I (http://www.giantitp.com/forums/showthread.php?p=14610937#post14610937) Part II (http://www.giantitp.com/forums/showthread.php?p=14610946#post14610946) [WIP]

Feats: (http://www.giantitp.com/forums/showthread.php?p=14641644#post14641644) Part I (http://www.giantitp.com/forums/showthread.php?p=14641649#post14641649) Part II (http://www.giantitp.com/forums/showthread.php?p=14641653#post14641653)

Prestige Classes:

Equipment:

Racial Substitution Levels:

Houserules:

Campaign World:

sirpercival
2012-09-01, 11:56 AM
MAGIPUNK RACES

All of the usual races are present in Magipunk (including Eberron races such as warforged).

In addition:
Mongrelfolk are as per Bulwer's homebrew (http://www.giantitp.com/forums/showthread.php?t=227664)
Planetouched races are their lesser versions (as per the rules in PGtF)
Four new races described below exist


Cellochoroid (with Garryl)


Cellochoroids aren't individuals. Instead, they are a mass of smaller fungi that have melded together to form a vaguely humanoid body. Apart, Cellochoroids appear as thick turquoise moss, usually in clusters roughly the size of a baseball, and possessing a similar intelligence. Together, their psychic abilities bind their minds and forms together into a sentient collective. Asexual, larger Cellochoroids shed off excess moss from the collective whole to "reproduce", with new Cellochoroids developing when enough accumulates in a small area. As such, "newborn" Cellochoroids are quite literally the children of all the adults in a colony.

Originally, Cellochoroids were simple, non-sentient fungi. The presence of the domes, and the heat they provided, encouraged their growth, while the domes' magical waste slowly mutated them into sentient beings when in large enough clusters.

Personality
A cellochoroid is a complex being; though it moves and acts as one sentient creature, each tiny bit of fungus that makes up the whole has its own subtle opinion, and being a cellochoroid is an exercise in reaching consensus. Luckily, in most cases this causes no problems, though occasionally a cellochoroid seemingly goes insane and freezes in place, twitching. In such cases, the individual must be dismantled by others of its kind, who incorporate its substance into their own bodies.

Physical Description
A cellorchoroid looks like a roughly humanoid shape crafted from turquoise clay. Their features are mutable, and their size changes as the individual fungi expand and compress.

Relations
Most creatures find cellochoroids odd and inscrutable, which is not that surprising, given that they're talking to a sentient mass of turquoise fungus. Cellochoroids are naturally curious of others, and enjoy conversing with other races to gain more perspective.

Alignment
Cellochoroids tend toward neutrality, as they are beings of consensus and compromise, but those of extreme alignments, though rare, do exist.

Language
Cellochoroids speak Sylvan, but most also learn to speak Standard. Amongst themselves, they can also communicate deep emotions and complex ideas by giving a mossy clump of themselves to another Cellochoroid.

Names
Cellochoroids use no names among themselves, as they differentiate via separate and shared experiences. However, in dealing with members of other races, they will often use names appropriate to their place of cognizance (or, as other races would say, "birth").

Adventurers
Cellochoroid adventurers head out to see the world and interact with all manner of interesting creatures, feeling the imprint of their minds on the collective consciousness of all living things.

Cellochoroid Racial Traits

-2 Dex, +2 Int: Cellochoroids aren't particularly agile, but the combined intelligences inside a single body can provide great leaps of intuition.
Small Plant: Cellochoroids are roughly humanoid in form.
Plant (psionic) type: Immune to sleep, stun, paralysis, polymorph, poison, crits, and mind-affecting (but see Redundant Sentience below).
Base speed 20 feet
Low-light vision.
Naturally Psionic: Cellochoroids have 1 power point.
Fungal Sustenance (Ps): Cellochoroids can thrive and grow on heat alone. They can manifest sustenance at will as a psi-like ability with a manifesting time of 1 hour, but only while they are near a heat source.
Modular Physiology (Ex): One clump of Cellochoroid is as good as another to an animate mass. A Cellochoroid can detach its body parts at will and without harming itself, but its Intelligence score decreases proportionally to the total mass lost (a Cellochoroid missing half of its normal body by weight would have only half of its normal Intelligence score, for example). Lost body parts can be replaced by finding and absorbing the same total mass of Cellochoroid moss, which also restores an appropriate amount of lost Intelligence. This modification to a Cellochoroid's Intelligence score only includes its base Intelligence score, including increases due to level, racial modifiers, and permanent or instantaneous inherent bonuses, but not other modifications such as enhancement bonuses, ability damage, and ability drain. A Cellochoroid whose base Intelligence score drops below 3 in this way dies, as it has insufficient psionic power to bind itself together.
Redundant Sentience (Ex): Due to their communal mind, Cellochoroids are somewhat vulnerable to mind-affecting affects. They do not have the racial immunity to mind-affecting effects that is normally granted by the Plant type, but instead add their Intelligence modifier (if positive) to all saves against mind-affecting effects. They can still gain immunity to mind-affecting effects normally (including from having a type other than Plant that normally grants it).
A Cellochoroid has a +2 racial bonus on all Disguise checks and a +4 racial bonus on Escape Artist checks. Their mutable form allows them to far more easily adjust their shape, although they lack fine control of their features.
Automatic languages: Sylvan. Bonus languages: Standard, Drudgespeak, Dwarven, Gnome, Terran, Undercommon.


Chloromorph


"Deep in the green vale, my people sleep. I have come to address those who would bring them down."

A chloromorph is a sentient plant, a walking tree. They are the youths of the plant world, seen by treants as hotheaded children who scamper about in the company of quickbloods.

Personality
Chloromorphs think of themselves as the reckless and wild children of trees, but since trees are simply stationary beings of contemplation, most others would call a chloromorph stodgy and conservative. They tend to think slowly and carefully about most things, coming to conclusions after a good deal of thought. They express themselves through measured words and deeds.

Physical Description
Chloromorphs are roughly humanoid-shaped, taller than most humans, and slender as saplings. They have thick skin, smooth as birch bark, and move rather slowly. Their coloring depends on the season and their particular heritage, though the tendency for green eyes is pronounced. They have facial features and gross anatomy similar to a human, and some display overt female characteristics.

Relations
Chloromorphs are amazed by the spinning thoughts and reckless actions of the quickbloods, and are often swept up in situations they would not have caused, given sufficient time to think. Other races see Chloromorphs as slow and plodding, but only the ignorant underestimate their intelligence and awareness.

Alignment
A chloromorph thinks of herself as a child, and so is likely to follow orders more often than not, though sometimes acts of rebellion burst forth. They are unlikely to be chaotic, however, leaning strongly towards neutral, and sometimes lawful.

Language
Chloromorphs speak Standard and Sylvan.

Names
Chloromorphs tend to be named after the trees, plants, and flowers in their heritage.

Adventurers
A Chloromorph might adventure to experience the world of the quickbloods, or to right a wrong which was done to them and their ancestors by those too ignorant of the denizens of Nature.

Chloromorph Racial Traits
Bloodsap subtype (Ex): Chloromorphs are Plants with the Bloodsap subtype. A chloromorph is a young plant creature, who displays relatively humanoid characteristics before they put down roots.
Features: A chloromorph has the following features.
A chloromorph derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

Traits: A chloromorph possesses the following traits.
Like other plants, a chloromorph has low-light vision.
Unlike other plants, a chloromorph's mind moves faster than the slow, plodding thought-processes of trees and treants, and so they are not immune to mind-affecting spells and effects.
Like other plants, a chloromorph is immune to poison, sleep effects, paralysis, and stunning.
Unlike other plants, a chloromorph's faster metabolism means that they are subject to critical hits and polymorph spells and effects.
A chloromorph's metabolism means that they need to sleep, breathe, and eat.

-2 Dex, +2 Wis
Medium Plant (bloodsap)
Base speed 30 feet
Light fortification (Ex): Though they have vital areas, a chloromorph's anatomy is different than that of a humanoid, granting them a 25% chance to negate critical hits and precision damage.
Chloromorphs receive a +2 racial bonus to saves vs mind-affecting and polymorph effects.
Trackless step (Ex): A chloromorph leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Bonus feat: Chloromorphs gain a bonus chloromorph feat at character creation.
A chloromorph benefits from a +2 racial bonus on grapple checks, as well as to resist overrun and bull rush attempts.
Automatic languages: Standard, Sylvan. Bonus languages: Elven, Halfling.


Gremlin


"Look out, mister! I need to torque the flanges or the whole thing'll blow!"

Gremlins are tiny, mechanically-minded fairies. You can find them everywhere, if you care to look, keeping track of Dome maintenance.

Personality
Gremlins are excitable and fickle, prone to histrionics whenever someone breaks something. They move from one task to the next with blinding speed; their minds and bodies work so quickly that most have trouble keeping up with them.

Physical Description
Gremlins are somewhat smaller than halflings, with large butterfly wings swirling with a rainbow of colors. They are quite slender and graceful, with hair and eye colors changing with mood, though since each Gremlin's color progression is different, it's difficult to tell what a given Gremlin's mood is from a distance unless you know them well. A Gremlin is likely to dress in bright clothing, which is just as likely to become grease-stained in a few minutes.

Relations
Creatures of other races are bemused and baffled by Gremlins. The big folk have trouble keeping up with their whirring wings and high-pitched voices, but are very appreciative that someone seems to be able to keep the place in working order.

Alignment
Gremlins are usually quite independent; they don't like being given orders, and can be quite mischievous if leaned on too hard. As such, most Gremlins are chaotic of one sort or another.

Language
Gremlins speak Standard and Sylvan.

Names
Gremlins pick their own names after reaching their majority, and often name themselves after interesting-sounding words, or objects which mean a lot to them.

Adventurers
Gremlin adventurers seek interesting and new things to take apart and put together... or sometimes just come along to keep the bigfolk out of trouble with their magitech.

Gremlin Racial Traits

-2 Str, +2 Int, -2 Wis
Small Fey: Gremlins are small, winged humanoid fairies.
Base speed 10 feet, fly 20 feet (good maneuverability).
Low-light vision.
Magitech: Gremlins receive a +2 racial bonus on Engineering and Use Magic Device checks.
Fixitup (Sp): Gremlins can use mending 3 times per day as a spell-like ability, with a caster level of 1.
Fey skin (Ex): Due to their fey heritage, Gremlins gain damage reduction 1/cold iron.
Automatic languages: Standard, Sylvan. Bonus languages: Draconic, Dwarven, Elven, Halfling.


Lifetorn


What happens to a deceased Drudge who can't afford resurrection, but has to keep working to support his family? Sometimes, a drudge in this situation will choose to become Lifetorn. He gives up most of his rights (if he had any to begin with), but he can go back to work, sometimes even more efficiently than before. The process is irreversible, and not something to discuss in polite society... but every family has a Lifetorn or two in the closet. There are even tales of wealthy Citizens being turned against their will, in their sleep; such an occurrence would be even more of a scandal than a simple assassination.

Lifetorn are strong and tireless, but lose much of their personality and some of their mentality in the change. The unliving body simply cannot support a fully-functioning nervous system, nor repair itself.

Personality
Lifetorn have an air of despair and resignation about them. Their faces are usually expressionless, and they go about their business with efficiency and little wasted motion. They are not prone to emotional outbursts of any kind; however, though they are slow to anger, when enraged they can be fearsome opponents indeed, due to their incredible strength and tenacity.

Physical Description
A Lifetorn loses the healthy glow that it had when alive. Its skin becomes pallid and dry, its hair and nails stop growing and become brittle, and its eyes seldom blink. Body types are varied, based on what the Lifetorn looked like originally. Note that all Lifetorn have the same statistics as given below, no matter what the original creature -- the process of becoming Lifetorn induces a measure of uniformity.

Relations
Lifetorn are seen as a necessary but unpleasant part of society, like a sewage worker. Everyone benefits from their presence in menial labor. The ability to bring back dead soldiers to fight again is certainly encouraged by military organizations, especially since they become the property of said organization once the process has been completed. Still, very few go out of their way to interact with Lifetorn, and no one wants to admit to considering becoming one.

Alignment
Lifetorn are generally neutral. The stigma attached to being Lifetorn, as well as the lessened degree of empathy with living creatures, can often turn them to evil; however, there are some Lifetorn that genuinely care about improving the lives of others.

Language
Lifetorn speak Standard, and many of them also learn Drudgespeak from their culture.

Names
Lifetorn usually keep whatever name they had when they were alive.

Adventurers
Some Lifetorn look to improve their kind's lot in the world, campaigning for Lifetorn rights or simply living by example. Others flee from their lowly roots to try and make their own fortunes by adventuring, often in the Wilds, where the denizens don't care who or what you are.

Lifetorn Racial Traits

Lifetorn subtype (Ex): Lifetorn are undead with the Lifetorn subtype. A lifetorn is a created being given sentience and free will through the magical process that reanimated them. Lifetorn combine aspects of both undead and living creatures, as detailed below.
Features: A lifetorn has the following features.
A lifetorn derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

Traits: A lifetorn possesses the following traits.
Unlike other undead, a lifetorn has a Constitution score. Among other things, this means that lifetorn are not immune to spells requiring Fort saves.
Like other undead, a lifetorn has darkvision.
Unlike other undead, a lifetorn is not immune to mind-affecting spells and abilities.
Immunity to poison, sleep effects, paralysis, disease, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
A lifetorn cannot heal damage naturally. However, a character with ranks in the Heal skill can attempt to heal a lifetorn character who has taken damage. A check requires 8 hours and restores a number of hit points equal to the Heal check result –15. A character can take 10 on this check but can’t take 20. A lifetorn with the Heal skill can heal itself. This use of Heal can not be used untrained.
Unlike other undead, lifetorn are subject to critical hits, nonlethal damage, stunning, ability drain, death effects, and necromancy effects.
Lifetorn can be affected by spells and effects that target undead (such as turning, or the command undead spell). However, a lifetorn can attempt a Will save to ignore such effects; the DC is either the normal DC for a spell of that level from the caster, or the result of the turning check in the case of a turning attempt. A lifetorn receives a saving throw against positive energy effects (such as the cure light wounds spell) as normal for an undead creature.
Damage dealt to a lifetorn can be healed by negative energy effects (such as inflict light wounds or harm) as normal.
A lifetorn responds slightly differently from other creatures when reduced to 0 hit points. A lifetorn with 0 hit points is disabled, just like a living creature. He can only take a single move or standard action each round, but strenuous activity does not risk further injury. When his hit points are less than 0 but greater then -10, a lifetorn is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert lifetorn does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
A lifetorn can be raised or resurrected; however, unlike other undead, such a spell returns the character to its lifetorn status, not its previous living status. The process of becoming lifetorn is irreversible.
A lifetorn does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Although lifetorn do not need to sleep, a lifetorn spellcaster must rest for 8 hours before regaining spell slots or preparing new spells, as normal.

+2 Con, -2 Int, -2 Cha: Lifetorn are resilient, but they lack mental facility, empathy, and personality.
Bonus feat: Lifetorn receive a bonus lifetorn feat at character creation.
Light Sensitivity: Lifetorn are dazzled in bright sunlight or within the radius of the daylight spell.
Medium: As medium undead, lifetorn have no special bonuses or penalties due to size. Lifetorn that were Small or Large in life regress to the norm during the process of becoming Lifetorn.
Lifetorn base speed is 30 feet.
Light fortification (Ex): When a critical hit or a sneak attack is scored on a lifetorn, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
A lifetorn has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
Automatic languages: Standard. Bonus languages: Drudgespeak.

Inglenook
2012-09-01, 07:14 PM
Very cool. I especially like the Cellochoroid.

Midwoka
2012-09-01, 07:26 PM
Lifetorn

Immunity to poison, sleep effects, paralysis, stunning, disease, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

Unlike other undead, lifetorn are subject to critical hits, nonlethal damage, stunning, ability drain, death effects, and necromancy effects.

You missed a spot =)



Medium: As medium undead, lifetorn have no special bonuses or penalties due to size. Lifetorn that were Small or Large in life regress to the norm during the process of becoming Lifetorn.

My, what big gnomes you have...

Seriously, I would change this to being the size of their previous race. I don't like Medium size being divinely "more normal" for every race to be.

sirpercival
2012-09-01, 08:09 PM
Very cool. I especially like the Cellochoroid.

Thanks! There's a ton more (not races, those are done) to come...


You missed a spot =) Oh, thank you! I missed that. It's been corrected.



My, what big gnomes you have...

Seriously, I would change this to being the size of their previous race. I don't like Medium size being divinely "more normal" for every race to be. Well, it's not divine... but there's a feat that can give you Slight Build if you were small before.

The reason I didn't do the "keep the size of your previous race" thing is that there's no reason you can't say "I was a fire giant before, now I'm a Huge LA +0 race" or whatever. If I was going to do that, I'd make it a template like Dragonborn, which I considered, but decided not to do. It's just a Medium race, and you can take feats to get Slight or Powerful Build if you were bigger or smaller originally.

sirpercival
2012-09-05, 09:06 PM
MORPHLING

"There is a beast in all of us... I have simply learned to unleash mine."

-Skurth, morphling gladiator of unknown origin

A morphling is a creature whose DNA has become mutable (through magic, genetic engineering, or fate). This strange ability allows a morphling to alter portions of its anatomy, even to the point of completely transforming into another type of creature. Effecting such changes in their structure is difficult, however, and can quickly lead to fatigue.

MAKING A MORPHLING
A morphling is primarily a melee combatant, though at times one can serve other roles (such as scouting, or infiltrating enemy encampments) by using their Transformation ability.
Abilities: As a melee combatant, Strength and Dexterity are both important. In addition, Constitution determines the duration of the Morph ability, the Morphling's hit points, and the Morphling's defense.
Races: Morphlings can come from any race.
Alignment: Any.
Starting Gold: As barbarian.
Starting Age: As barbarian.

Class Skills
The Morphling's class skills (and the key ability for each skill) are Animal Affinity (Cha), Athletics (Str), Natural Lore (Wis), Perception (Wis), Persuasion (Cha), and Profession (Wis).
Skill Points at 1st Level: (2 + int)x4
Skill Points at Each Additional Level: 2 + int

Hit Die: d12

{table=head]Level|BAB|Fort|Ref|Will|Morph|Special
1 | +1| +2 | +2 | +0 | 2 | Morph, Skill Focus (Perception), morphic body (skin)
2 | +2| +3 | +3 | +0 | 3 | Morphic senses
3 | +3| +3 | +3 | +1 | 3 | Blend in, morphic body (healing)
4 | +4| +4 | +4 | +1 | 4 | Morphic body (fortification 50%)
5 | +5| +4 | +4 | +1 | 5 | Transformation I
6 | +6/+1| +5 | +5 | +2 | 5 | Morphic weapons
7 | +7/+2| +5 | +5 | +2 | 6 | Morphic reserves
8 | +8/+3| +6 | +6 | +2 | 7 | Morphic body (brawn)
9 | +9/+4| +6 | +6 | +3 | 7 | Transformation II
10| +10/+5| +7 | +7 | +3 | 8 | Morphic body (fortification 75%)
11| +11/+6/+1| +7 | +7 | +3 | 9 | Improved morphic weapons
12| +12/+7/+2| +8 | +8 | +4 | 9 | Morphic body (reach)
13| +13/+8/+3| +8 | +8 | +4 | 10 | Transformation III
14| +14/+9/+4| +9 | +9 | +4 | 11 | Improved morphic reserves
15| +15/+10/+5| +9 | +9 | +5 | 12 | Greater morphic weapons
16| +16/+11/+6/+1| +10 | +10 | +5 | 13 | Morphic body (fortification 100%)
17| +17/+12/+7/+2| +10 | +10 | +5 | 14 | Transformation IV
18| +18/+13/+8/+3| +11 | +11 | +6 | 16 | Morphic flurry
19| +19/+14/+9/+4| +11 | +11 | +6 | 18 | Supreme morphic weapons
20| +20/+15/+10/+5| +12 | +12 | +6 | 20 | Morphic apotheosis, transformation V[/table]

Weapon and Armor Proficiencies: Morphlings are proficient with simple weapons and light armor, but not with shields. They are proficient with their natural weapons.

Morph (Ex): A morphling's mutable DNA allows him to alter his anatomy in fantastic ways. To represent this strange ability, a morphling gains morph points that he can spend to activate this ability (and the Transformation ability). At the beginning of each encounter, he gains a number of morph points determined by his level (see the table above). He can spend morph points to gain a number of abilities, determined by his level, as described below; the benefits and abilities last for a number of rounds equal to 3 + his Constitution modifier. Once the duration of a morph ends, the morphling becomes exhausted for the duration of the encounter.

Morph Abilities:
{table=head]Natural Attack Mode | Morph Cost | Min. Class Level | Notes
Slam | 1 | 1st | Base damage 1d6
Bite | 1 | 1st | Base damage 1d8
2 claws | 2 | 3rd | Base damage 1d4
Gore | 3 | 5th | Base damage 1d10
2 wings | 4 | 7th | Base damage 1d8
Tail slap | 5 | 9th | Base damage 2d6
4 tentacles | 6 | 11th | Base damage 1d6, +5 foot reach[/table]
{table=head]Ranged Natural Attack Mode | Morph Cost | Min. Class Level | Notes
1 spike | 1 | 1st | Base damage 1d6, range 30 feet, standard action
2 spikes | 2 | 3rd | Base damage 1d6, range 40 feet, standard action
3 spikes | 3 | 5th | Base damage 1d6, range 50 feet, standard action
4 spikes | 4 | 7th | Base damage 1d6, range 60 feet, standard action[/table]
{table=head]Breath Weapon | Morph Cost | Min. Class Level | Notes
1d8 (any energy) | 1 | 1st | 20-foot line or 10-foot cone, standard action
2d8 (any energy) | 2 | 3rd | 30-foot line or 15-foot cone, standard action
3d8 (any energy) | 3 | 5th | 40-foot line or 20-foot cone, standard action
4d8 (any energy) | 4 | 7th | 50-foot line or 25-foot cone, standard action
5d8 (any energy) | 5 | 9th | 60-foot line or 30-foot cone, standard action
6d8 (any energy) | 6 | 11th | 70-foot line or 35-foot cone, standard action
7d8 (any energy) | 7 | 13th | 80-foot line or 40-foot cone, standard action
8d8 (any energy) | 8 | 15th | 90-foot line or 45-foot cone, standard action[/table]
{table=head]Movement mode | Morph Cost | Min. Class Level | Notes
Augment | 1 | 1st | +10 feet to any 1 movement mode
Swim | 2 | 3rd | 20 feet, can breathe underwater
Climb | 2 | 3rd | 20 feet
Burrow | 2 | 3rd | 20 feet
Fly | 3 | 5th | 30 feet (good)
Earth glide | 5 | 9th | as earth elemental, at base land speed
Enhance | 2 | 3rd | Increase flight maneuverability 1 step (stackable)[/table]
{table=head]Senses | Morph Cost | Min. Class Level | Notes
Scent | 1 | 1st | 30 feet
Tremorsense | 2 | 3rd | 30 feet
Blindsense | 3 | 5th | 30 feet
Blindsight | 5 | 7th | 50 feet[/table]
{table=head]Special Ability | Morph Cost | Min. Class Level | Notes
Natural armor | * | 1st | Natural armor increase = 2*MP spent - 1
Pounce | 2 | 3rd | Full attack at end of charge
Improved grab | 3 | 5th | Initiate a grapple with successful attack
Endurance | 1 | 1st | Remove fatigue or reduce exhaustion to fatigue
Poison | 3 | 5th | Injury DC 10+Con+1/2 class level, initial and secondary 1d6 Str[/table]
{table=head]Energy Resistance | Morph Cost | Min. Class Level | Notes
Single energy type | 2 | 3rd | Resistance 10
Single type increase | 1 | 1st | +5 to an existing resistance, stackable
All energy types | 4 | 7th | Resistance 5
All type increase | 3 | 5th | +5 to all existing resistances, stackable[/table]
{table=head]Size Increase/Decrease | Morph Cost | Min. Class Level | Notes
±1 category | 1 | 1st | --
±2 categories | 4 | 7th | --
±3 categories | 7 | 13th | --
±4 categories | 10 | 19th | -- [/table]
{table=head]Stat boost | Morph Cost | Min. Class Level | Notes
+2 to one stat | 1 | 1st | Racial bonus
+4 to one stat | 2 | 3rd | Racial bonus
+2 to all stats | 3 | 5th | Racial bonus
+6 to one stat | 4 | 7th | Racial bonus
+8 to one stats | 5 | 9th | Racial bonus
+4 to all stats | 6 | 11th | Racial bonus
+6 to all stats | 9 | 17th | Racial bonus[/table]


Skill Focus (Perception): A morphling gains Skill Focus (Perception) as a bonus feat.

Morphic body (Ex): A morphling also learns how to alter their body in less obvious ways. Whenever a morphling is actively morphing or transformed, he gains the following abilities based on his class level:
At 1st level, he gains a natural armor bonus equal to his Constitution modifier.
At 3rd level, he gains fast healing 1. This increases by 1 for every 3 additional morphling levels (i.e., 2 at 6th, 3 at 9th, etc.).
At 4th level, he becomes immune to stunning; in addition, he has a 50% chance to negate critical hits and precision damage.
At 8th level, he gains a +4 bonus to Strength.
At 10th level, he has a 75% chance to negate critical hits and precision damage.
At 12th level, his natural reach increases by 5 feet.
At 16th level, he is immune to critical hits and precision damage.


Morphic Senses: At 2nd level, a morphling gains low-light vision, as well as darkvision at a range of 60 feet.

Blend in (Ex): Beginning at 3rd level, a morphling learns how to subtly alter their structure and coloration, giving them a +10 circumstance bonus to Persuasion checks to impersonate someone, a +5 circumstance bonus on all other Persuasion checks, and a +5 circumstance bonus to Stealth checks.

Transformation I (Ex): At 5th level, a morphling learns to completely transform himself into another creature. Doing so is a special use of the Morph ability that costs 5 morph points. This ability functions like the alternate form special ability, except as noted here; activating this ability is a standard action that does not provoke attacks of opportunity. He can take the shape of any animal, humanoid, or monstrous humanoid of Medium or Small size that he is familiar with; the new form's hit dice cannot exceed his morphling level. He retains the ability to speak in any form. The duration of this ability is determined by the morphling's original Constitution modifier, not the Constitution modifier of the new form.

Morphic weapons (Ex): Beginning at 6th level, whenever a morphling gains a natural attack from his morph ability, he may spend an additional morph point to increase the size of the damage die by one step.

Morphic reserves (Ex): When he reaches 7th level, a morphling learns how to conserve his energy more efficiently. Whenever he uses his morph ability, he may voluntarily reduce the duration by 3 rounds. If he does so, then when the duration expires he becomes fatigued instead of exhausted.

Transformation II: At 9th level, a morphling can spend 7 morph points to use his transformation ability to assume the form of creatures of the giant or fey types. He can also take on forms that are Large or Tiny size; taking the form of a Large or Tiny humanoid, animal, or monstrous humanoid costs 7 morph points (instead of 5).

Improved morphic weapons: Beginning at 11th level, whenever a morphling uses his morphic weapons ability, the damage die instead increases by two steps.

Transformation III: At 13th level, a morphling can spend 9 morph points to use his transformation ability to assume the form of creatures of the vermin or aberration types. He can also take on forms that are Huge size; taking the form of a Huge humanoid, animal, monstrous humanoid, giant, or fey costs 9 morph points (instead of 5 or 7).

Improved morphic reserves (Ex): When he reaches 14th level, a morphling has built up a resistance to the physical weariness of morphing. When a morph ends, he is fatigued instead of exhausted. In addition, whenever he uses his morphic reserves ability on a morph, when that morph ends he takes no penalty.

Greater morphic weapons: Beginning at 15th level, whenever a morphling uses his morphic weapons ability, the damage die instead increases by three steps.

Transformation IV: At 17th level, a morphling can spend 11 morph points to use his transformation ability to assume the form of creatures of the plant or ooze types. He can also take on forms that are Diminutive size; taking the form of a Diminutive humanoid, animal, monstrous humanoid, giant, fey, vermin, or aberration costs 11 morph points (instead of 5, 7, or 9).

Morphic flurry (Ex): Beginning at 18th level, whenever a morphling gains a natural attack mode from his morph or transformation abilities, he gains one additional attack of that type. For example, a 19th-level morphling who spends 1 morph point to gain 2 claw attacks would instead gain 3 claw attacks.

Supreme morphic weapons: When he reaches 19th level, whenever a morphling uses his morphic weapons ability, the damage die instead increases by four steps.

Morphic apotheosis (Ex): Beginning at 20th level, a morphling has built up a significant tolerance to morphing and transformation. The first 5 morph points he spends in an encounter cause him no penalty when the morph or transformation ends. If and when he spends more points, he suffers fatigue as normal (his improved morphic reserves ability still applies).

Transformation V: At 20th level, a morphling can spend 13 morph points to use his transformation ability to assume the form of creatures of the elemental or dragon types. He can also take on forms that are Gargantuan size; taking the form of a Gargantuan humanoid, animal, monstrous humanoid, giant, fey, vermin, aberration, plant, or ooze costs 13 morph points (instead of 5, 7, 9, or 11).

PLAYING A MORPHLING
Morphlings are ferocious combatants, exploding into a whirlwind of claws, teeth, and tentacles whenever threatened.
Combat: Morphlings use their natural weapons to great effect. Many spend MP on the Pounce ability once it becomes available, charging up to enemies and tearing them apart with claws, teeth, and tentacles.
Advancement: Feats and items that improve natural attacks can augment a morphling's combat prowess. In particular, Multiattack and Improved Multiattack are good for those who want several natural attack modes.

MORPHLINGS IN THE WORLD
"Whenever someone walks by who isn't wearing a shirt, I keep my hand on my sword."

-Dareth Mullud, Sylvatium District Police

Morphlings are dangerous folk, and everyone knows it. They seem completely innocuous until they explode into claws, teeth, wings, and death.
Daily Life: Most of the Morphlings in the world live and work at the Bowl, the Evernight Gladitorial Arena. They eat well, have excellent medical care, and attempt to tear each other to shreds on a daily basis.
Notables: The current Champion is Skurth a.k.a. Deathwise, a morphling with more than 200 kills on his record. He favors the form of a black dragon, but with extra tentacles and teeth.
Organizations: The Evernight Gladatorial Arena trains morphlings to fight each other and Wilds-caught monsters, for the entertainment of tourists.

sirpercival
2012-09-06, 09:45 AM
GRUNT

"Hnrf..."

-Whorp, grunt for G.E.T.

A Grunt hits things until they fall down.

MAKING A GRUNT
A grunt is good at bashing things until they don't care to be bashed anymore (because they are dead).
Abilities: Str >> else.
Races: Any, but usually races with a Strength bonus and an Int penalty.
Alignment: Any. Grunts do what they're told, usually.
Starting Gold: As fighter.
Starting Age: As fighter.

Class Skills
The Grunt's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Martial Lore (Int), Perception (Wis), and Persuasion (Cha).
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Hit Die: d12

{table=head]Level|BAB|Fort|Ref|Will|Special|Maneuvers Known|Maneuvers Readied|Stances Known
1 | +1 | +2 | +0 | +0 | Iron recovery 1d4, musclebound| 3 | 2| 1
2 | +2 | +3 | +0 | +0 | Clobber, hearty whack| 4 | 2| 1
3 | +3 | +3 | +1 | +1 | Follow-through| 5 | 3| 1
4 | +4 | +4 | +1 | +1 | Crunch| 5 | 3| 2
5 | +5 | +4 | +1 | +1 | Swat| 6 | 3| 2
6 | +6/+1 | +5 | +2 | +2 | Improved clobber| 6 | 3| 2
7 | +7/+2 | +5 | +2 | +2 | Iron recovery 1d3| 7 | 4| 2
8 | +8/+3 | +6 | +2 | +2 | Skilled whack 1| 7 | 4| 2
9 | +9/+4 | +6 | +3 | +3 | Improved swat, thick skull| 8 | 4| 2
10| +10/+5 | +7 | +3 | +3 | Improved follow-through| 8 | 4| 3
11| +11/+6/+1 | +7 | +3 | +3 | Improved crunch| 9 | 4| 3
12| +12/+7/+2 | +8 | +4 | +4 | Punish| 9 | 5| 3
13| +13/+8/+3 | +8 | +4 | +4 | Iron recovery 1d2| 10| 5| 3
14| +14/+9/+4 | +9 | +4 | +4 | Skilled whack 2| 10| 5| 3
15| +15/+10/+5 | +9 | +5 | +5 | Pound| 11| 5| 3
16| +16/+11/+6/+1 | +10 | +5 | +5 | Improved punish| 11| 5| 4
17| +17/+12/+7/+2 | +10 | +5 | +5 | Greater follow-through| 12| 6| 4
18| +18/+13/+8/+3 | +11 | +6 | +6 | Greater crunch, thicker skull| 12| 6| 4
19| +19/+14/+9/+4 | +11 | +6 | +6 | Iron recovery 1| 13| 6| 4
20| +20/+15/+10/+5| +12 | +6 | +6 | Greater punish, skilled whack 3| 13| 6| 4[/table]

Weapon and Armor Proficiencies: A grunt is proficient with simple weapons and martial weapons, all non-exotic armor, and with shields (including tower shields).

Maneuvers: A grunt begins his career with knowledge of three martial maneuvers. The disciplines available to him are Iron Heart, Iron Tortoise (http://www.giantitp.com/forums/showthread.php?t=160377), and Stone Dragon. Once he knows a maneuver, a grunt must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by grunts is considered an extraordinary ability unless otherwise noted in its description. A grunt's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

A grunt learns additional maneuvers at higher levels, as shown on the above table. He must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers he can learn are based on his initiator level, as normal. Upon reaching 4th level, and at every even-numbered grunt level after that (6th, 8th, 10th, and so on), a grunt can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he can learn; he need not replace the old maneuver with a maneuver of the same level.

Maneuvers readied: A grunt can ready two of his three maneuvers per encounter at level 1, and as he advances in level and learns more maneuvers, he is able to ready more, but still must choose which maneuvers to ready. A grunt readies maneuvers by meditating and exercising for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones. A grunt begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them (see Iron Recovery, below).

Stances Known: A grunt begins play with knowledge of one 1st-level stance from any discipline available to him. At 4th, 10th, and 16th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a grunt cannot learn a new stance at higher levels in place of one he already knows.

Iron Recovery (Ex): Whenever a grunt initiates a Grunt maneuver, he automatically recovers it 1d4 rounds later if he hasn't already recovered it. Starting at 7th level, he instead recovers it 1d3 rounds later. At 13th level, he recovers it 1d2 rounds later. At 19th level, he recovers it only 1 round later (i.e., the next round after he expends it). For example, a 5th-level grunt initiates Iron Heart Surge to throw off the effects of a hold person spell. He rolls 1d4 and gets a 3; this means he automatically recovers IHS 3 rounds later at the beginning of his turn.

Musclebound (Ex): At his option, a grunt may use his Strength modifier instead of his Constitution modifier for determining his bonus hit points at each level of Grunt. He may make the choice again for each level of Grunt.

Clobber (Ex): A grunt is well-versed in using a shield for leverage in combat. While wielding a one-handed or light weapon in one hand and a shield in the other, a grunt of 2nd level or higher adds his shield bonus to the main hand's weapon damage rolls when initiating a strike maneuver.

Hearty whack (Ex): Beginning at 2nd level, a grunt's combat training allows him to consistently perform at a higher level in battle than others. When making an attack roll, a grunt may choose to roll 4d6 instead of 1d20. Rolls of 4 and 5 are considered critical failures, while a roll of 20 or above is still an automatic hit (and a critical threat for all weapons). A roll of 24 automatically confirms the critical threat.

Follow-through (Ex): At 3rd level, a grunt learns to follow a strike by his weapon with a strike by his shield. Whenever the grunt successfully attacks an opponent with a one-handed or light weapon in his main hand, if he is wielding a shield in the other hand, he gains an additional shield bash attack against the same opponent at the same attack bonus. A grunt may use this ability a maximum of once per round.

Crunch (Ex): A grunt of 4th level or higher gains a special benefit when making a bull rush. If he forces an opponent to move into a wall or other solid object, the opponent stops as normal; however, the grunt's momentum crushes it against the wall, dealing an amount of bludgeoning damage equal to 4d6 points + twice the grunt's Strength bonus (if any).

Swat (Ex): Upon reaching 5th level, a grunt learns to knock enemies away from him with a little effort. By making a single attack as a full-round action, the grunt deals double damage and immediately initiates a bull rush as per the Knockback feat (gaining the normal benefit from using Power Attack, if applicable). This ability may only be used against creatures who are no more than one size category larger than the grunt; for example, a Large grunt could use this ability against creatures of size Huge or smaller.

Improved clobber (Ex): Beginning at 6th level, a grunt who gains the benefit of his Clobber ability also adds half his shield bonus to the main hand's attack rolls.

Skilled whack (Ex): Whenever a grunt of 8th level or higher uses his Hearty Whack ability, he may expend a grunt maneuver he has readied to force one of the dice to be an automatic 6 (essentially rolling 3d6+6 instead of 4d6). A maneuver expended this way takes twice the normal time to recover via Iron Recovery. He may use this ability a number of times per day equal to his initiator level, but only once per attack roll. At 14th level, when using this ability, the grunt may instead expend two readied maneuvers to forced two dice to be 6 (rolling 2d6+12); at 20th level, he may instead expend three readied maneuvers to force three dice to be 6 (rolling 1d6+18).

Improved swat (Ex): Starting at 9th level, a grunt can use his Swat ability against creatures of any size. In addition, the attack deals triple damage instead of double damage.

Thick skull (Ex): At 9th level, a grunt learns to let his muscles think for him. He may use his Strength modifier in place of his Wisdom modifier on Will saves.

Improved follow-through (Ex): Upon reaching 10th level, a grunt may use his Follow-through ability when making attacks of opportunity without counting against the once-per-round limit.

Improved crunch (Ex): Beginning at 11th level, whenever a grunt uses his Crunch ability, he instead deals 8d6 + three times his Strength bonus, and the opponent must make a Fortitude save (DC of damage dealt by this ability) or be dazed for 1 round.

Punish (Ex): A grunt of 12th level or higher teaches his enemies to regret messing with him. Whenever the grunt targets the same opponent with more than one strike maneuver in the same encounter, he doubles his Strength bonus to damage on the attack.

Pound (Ex): At 15th level, whenever a grunt damages an opponent with a shield bash attack, the opponent must make a Fortitude save (DC equal to the damage dealt) or be stunned for 1 round.

Improved punish (Ex): Beginning at 16th level, whenever a grunt gains the benefit of his Punish ability, he instead triples his Strength bonus to damage on the attack.

Greater follow-through (Ex): At 17th level, a grunt may use his Follow-through ability any number of times per round up to the maximum number of attacks he gains with his main-hand weapon; however, all attacks and Follow-through attacks must be made against the same opponent.

Greater crunch (Ex): Whenever an 18th-level grunt uses his Crunch ability, he instead deals 12d6 + four times his Strength bonus, and the opponent must make a Fortitude save (DC of damage dealt by this ability) or become paralyzed for 1 round as his body goes into shock.

Thicker skull (Ex): A grunt of 18th level or higher learns to shrug off punishment that would cripple a lesser man. He may substitute a Fortitude save for a Reflex save once per round.

Greater punish (Ex): Upon reaching 20th level, whenever a grunt gains the benefit of his Punish ability, he instead quintuples his Strength bonus to damage on the attack

PLAYING A GRUNT
A grunt is a melee combatant, designed to wade into combat and send foes flying.
Combat: The grunt has two possible tracks for combat -- sword & board and two-handed fighting. He can be amazingly effective in either milieu.
Advancement: A grunt's most likely prestige class is Repo Dog, but many grunts remain single-classed.
Resources: A grunt's friends are usually other grunts or melee classes.

GRUNT IN THE WORLD
"A quote of somebody else talking about your class!"

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

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

sirpercival
2013-01-25, 04:02 PM
(gotta repost some of these because of MMX being down...)


MENTALIST

"To first approximation, all beings are alike; the trick is in enforcing reality to conform to the first approximation."

-Sarvik Solmon, Professor Emeritus at Elder University, during his lecture series "Mentalism and Conflict".

A mentalist is one who has learned to use their minds in incredible ways, altering the world around them by looking for universal similarities.

MAKING A MENTALIST
A mentalist specializes in playing with other peoples' minds. It's kind of uncanny.
Abilities: Intelligence, Intelligence, Intelligence.
Races: Any.
Alignment: Any.
Starting Gold: As psion.
Starting Age: As psion.

Class Skills
The Mentalist's class skills (and the key ability for each skill) are Athletics (Str), Concentration (Wis), Negotiation (Cha), Perception (Wis), Profession (Wis), Psi (Int), and Scholarship (Int).
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Hit Die: d4

{table=head]Level|BAB|Fort|Ref|Will|Special|PP/day|PowKno|MaxPowLvl
1 | +0 | +0 | +0 | +2 | Hyperawareness (skills), similarization +1| 2 | 2 | 1st
2 | +1 | +0 | +0 | +3 | Mindspike| 6 | 3 | 1st
3 | +1 | +1 | +1 | +3 | Resonance 1| 11 | 4 | 2nd
4 | +2 | +1 | +1 | +4 | Mindwhirl| 17 | 6 | 2nd
5 | +2 | +1 | +1 | +4 | Similarization +2| 25 | 8 | 3rd
6 | +3 | +2 | +2 | +5 | Memorize (move)| 35 | 10| 3rd
7 | +3 | +2 | +2 | +5 | Extra focus| 46 | 12| 4th
8 | +4 | +2 | +2 | +6 | Hyperawareness (Reflex saves)| 58 | 14| 4th
9 | +4 | +3 | +3 | +6 | Similarization +3| 72 | 16| 5th
10| +5 | +3 | +3 | +7 | Brainspike| 88 | 18| 5th
11| +5 | +3 | +3 | +7 | Resonance 2| 106| 20| 6th
12| +6/+1 | +4 | +4 | +8 | Memorize (swift)| 126| 21| 6th
13| +6/+1 | +4 | +4 | +8 | Similarization +4| 147| 22| 7th
14| +7/+2 | +4 | +4 | +9 | Extra focus| 170| 23| 7th
15| +7/+2 | +5 | +5 | +9 | Hyperawareness (initiative)| 195| 24| 8th
16| +8/+3 | +5 | +5 | +10| Brainwhirl| 221| 25| 8th
17| +8/+3 | +5 | +5 | +10| Similarization +5| 250| 26| 9th
18| +9/+4 | +6 | +6 | +11| Memorize (immediate)| 280| 27| 9th
19| +9/+4 | +6 | +6 | +11| Resonance 3| 311| 28| 9th
20| +10/+5| +6 | +6 | +12| Assumption| 343| 29| 9th[/table]

Weapon and Armor Proficiencies: Mentalists are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Power Points/Day: A mentalist's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Intelligence score. His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A mentalist begins play knowing two mentalist powers of his choice. Each time he achieves a new level, he unlocks the knowledge of new powers, chosen from the mentalist power list. A mentalist can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a mentalist can manifest powers in a day is limited only by his daily power points. A mentalist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against mentalist powers is 10 + the power’s level + the mentalist's Intelligence modifier.

Maximum Power Level Known: A mentalist begins play with the ability to learn 1st-level powers. As he attains higher levels, a mentalist may gain the ability to master more complex powers. To learn or manifest a power, a mentalist must have an Intelligence score of at least 10 + the power’s level.

Hyperawareness (Ex): A mentalist can enter a state of focus in which he is in tune with his surroundings to almost mythic proportions. Whenever a mentalist is psionically focused, he gains an insight bonus equal to Intelligence modifier on Perception checks. At 8th level, his awareness improves, granting him an insight bonus equal to Intelligence modifier on Reflex saves while psionically focused. Finally, at 15th level, he gains an insight bonus equal to his Intelligence modifier on initiative checks whenever he is psionically focused.

Similarization (Ex): In his state of extreme concentration, a mentalist can see the underlying similarities between all things, allowing him to exploit these similarities to his advantage. Whenever he manifests a power, a mentalist may expend psionic focus to gain a +1 bonus to his manifester level for that power; this bonus increases by an additional +1 for every 4 levels after 1st. Alternatively, he can expend his psionic focus while manifesting a mind-affecting power to allow him to use that power on a creature which is normally immune to mind-affecting effects, though the creature receives a +4 bonus on its save.

Mindspike (Su): Beginning at 2nd level, a mentalist can use the immediacy of contact to cause damage to his opponent's psyche. The mentalist may expend his psionic focus and make a melee touch attack as a standard action to deal 1d4 Intelligence damage to his target.

Resonance (Ex): At 3rd level, a mentalist learns how to capitalize on the resonance between his mind and the essence of his targets. Whenever a creature fails a save against one of his powers, that creature gains a Resonance point for 24 hours. A creature receives a -1 penalty on all saves against the mentalist's powers for each Resonance point it has. At 11th level, each failed save grants the target 2 Resonance points, and at 18th level it increases again to 3 Resonance points per failed save.

Mindwhirl (Su): Once a mentalist of 4th level or higher has established Resonance with a creature, it becomes easier to affect them with his powers. As a standard action, a mentalist can expend his psionic focus to damage the mind of a creature currently affected by his Resonance ability. The target takes a number Intelligence damage equal to the number of Resonance points the creature currently has, with no save. This removes all Resonance points from the target.

Memorize (Su): Beginning at 6th level, a mentalist learns to memorize his surroundings in great detail, and by enforcing similarity between himself and a particular location he has memorized, he causes the greater to bridge the gap to the lesser. Whenever the mentalist gains psionic focus, he may choose to memorize the square he is in at the time. If he does so, at any later date, he may expend psionic focus as a move action to instantly teleport himself to the memorized square, provided the square is within 10 feet per class level of his current location. The memorization lasts indefinitely, until the mentalist chooses to memorize a new square. At 12th level, the mentalist may teleport as a swift action instead of a move action. At 18th level, he becomes able to teleport as an immediate action instead of a swift action, allowing him to avoid an attack of which he is aware if he so chooses (and has a focus to expend).

Extra focus (Ex): At 7th level, and again at 14th level, the number of simultaneous psionic foci that a mentalist can gain is increased by one.

Brainspike (Su): Beginning at 10th level, whenever a mentalist uses his Mindspike ability, he deals 1d4 each Charisma and Wisdom damage in addition to the Intelligence damage with a successful melee touch attack.

Brainwhirl (Su): Whenever a mentalist of 16th level or higher uses his Mindwhirl ability, he additionally deals an amount of Charisma and Wisdom damage equal to the amount of Resonance points the target has. This removes all Resonance points as normal.

Assumption (Su): Upon reaching 20th level, a mentalist has such an awareness and understanding of other creatures' psyches that he learns how to draw upon their mental energies for himself. As a full-round action, the mentalist may expend three psionic foci to force an opponent with which he has Resonance to make a Will save (DC 10 + 1/2 mentalist level + Intelligence modifier), subject to the penalty from Resonance. If the opponent fails the save, all the creature's Resonance points are removed, the opponent's Intelligence is reduced to 1 for 1d4 minutes, and the mentalist gains a bonus to Intelligence equal to the number of Resonance points the creature had, for the same length of time. Any existing Intelligence damage the creature suffered before being subject to his ability is suppressed for the duration of the effect, though any new Intelligence damage applies normally. A mentalist cannot benefit from more than one Intelligence bonus due to this ability at any given time; if two or more uses of this ability overlap, the mentalist benefits from the largest bonus only.

PLAYING A MENTALIST
A mentalist is a subtle and powerful psionicist, able to control his friends and enemies alike.
Combat: While the mentalist has a repertoire of abilities (such as mindspike and mindwhirl) which can be used against his enemies, his primary modus operandi will always be his psionic powers.
Advancement: A mentalist has a variety of options, from the Neuromancer to the Cogitant.
Resources: A mentalist has many friends, some of whom I'm sure he obtained legitimately.

MENTALIST IN THE WORLD
"A quote of somebody else talking about your class!"

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

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

MENTALIST POWER LIST
1st level
Alarm, Psionic
Astral Traveler
Attraction
Burst
Call to Mind
Call Weaponry
Catfall
Charm, Psionic
Comprehend Languages, Psionic
Conceal Thoughts
Daze, Psionic
Deceleration
Demoralize
Destiny Dissonance
Detect Psionics
Detect Secret Doors, Psionic
Detect Snares and Pits, Psionic
Detect Teleportation
Detect Undead, Psionic
Dimension Hop
Dimensional Pocket
Disable
Dissipating Touch
Distract
Déjà Vu
Eidetic Lock
Empathy
Empty Mind
Float
Know Direction and Location
Mind Thrust
Mindlink
Missive
Precognition
Precognition, Defensive
Precognition, Offensive
Prescience, Offensive
Primal Feat
Protection from Evil, Psionic
Protection from Good, Psionic
Sense Link
Skate
Speak With Animals, Psionic
Stygian Discernment
Synchronicity
Telempathic Projection

2nd level
Anticipatory Strike
Aversion
Bestow Power
Brain Lock
Call Armor
Clairvoyant Sense
Cloud Mind
Detect Hostile Intent
Dimension Swap
Ego Whip
Elemental Steward
Evade Attack
Feat Leech
Find Traps, Psionic
Foretelling
Helmsman
Id Insinuation
Identify, Psionic
Incite Bravery
Inflict Pain
Knock, Psionic
Larval Flayers
Levitate, Psionic
Mental Disruption
Missive, Mass
Object Reading
Psionic Lock
Psychic Beacon
Psychoportive Shelter
Read Thoughts
Recall Agony
See Invisibility, Psionic
Sense Link, Forced
Sensitivity to Psychic Impressions
Serenity
Suggestion, Psionic
Thought Shield
Tongues, Psionic
Waking Dream
Zone of Alertness
Zone of Truth, Psionic

3rd level
Astral Caravan
Cerebral Phantasm
Contrarian Urge
Crisis of Breath
Danger Sense
Darkvision, Psionic
Destiny’s Trail
Dimension Twister
Empathic Transfer, Hostile
Escape Detection
Exhalation of the Bronze Dragon
False Sensory Input
Fate Link
Mental Barrier
Mental Turmoil
Mind Trap
Moment of Insight
Perfect Archery
Prowess
Psionic Blast
Psychic Containment
Realized Potential
Sense Danger
Solicit Psicrystal
Speak With Dead, Psionic
Time Hop
Ubiquitous Vision
Wall Walker

4th level
Aura Sight
Anchored Navigation
Blackwater Mind
Correspond
Death Urge
Detect Remote Viewing
Dimension Door, Psionic
Dimension Slide
Dimensional Anchor, Psionic
Discern Lies, Psionic
Dismissal, Psionic
Divination, Psionic
Dominate, Psionic
Empathic Feedback
Fly, Psionic
Freedom of Movement, Psionic
Mindlink, Thieving
Mind's Eye
Mindwipe
Modify Memory, Psionic
Personality Parasite
Power Leech
Psychic Reformation
Remote Viewing
Schism
Shadow Eft
Suggestion, Implanted
Trace Teleport
5th level
Anticipatory Strike
Baleful Teleport
Catapsi
Change Fate
Clairtangent Hand
Ethereal Agent
Feather Weight
Metaconcert
Mind Probe
Plane Shift, Psionic
Power Resistance
Protection From Psionics
Psychic Crush
Psychotic Break
Second Chance
Shadow Walk, Psionic
Shatter Mind Blank
Steadfast Perception
Suppress Legacy, Psionic
Teleport Trigger
Teleport, Psionic
Temporal Reiteration
Tower of Iron Will
True Seeing, Psionic
6th level
Aura Alteration
Analyze Dweomer, Psionic
Banishment, Psionic
Cloud Mind, Mass
Contingency, Psionic
Co-Opt Concentration
Disintegrate, Psionic
Ethereal Abduction
Helmsman, True
Inconstant Location
Mind Switch
Overland Flight, Psionic
Perfect Riposte
Precognition, Greater
Psychometry
Remote View Trap
Retrieve
Temporal Acceleration
7th level
Crisis of Life
Decerebrate
Divert Teleport
Dream Travel
Ethereal Jaunt, Psionic
Fate of One
Insanity
Mind Blank, Personal
Moment of Prescience, Psionic
Phase Door, Psionic
Planar Champion
Power Thief
Sequester, Psionic
Ultrablast
8th level
Bend Reality
Chaos Fissure
Hypercognition
Mind Blank, Psionic
Mind Seed
Recall Death
Sever Legacy, Psionic
Spirit of War
Teleport, Psionic Greater
Time Hop, Mass
9th level
Apopsi
Etherealness, Psionic
Microcosm
Metafaculty
Mind Switch, True
Psychic Chirurgery
Reality Revision
Teleportation Circle, Psionic
Time Regression
Timeless Body
Urge Extermination

sirpercival
2013-01-25, 04:40 PM
many thanks to Jackinthegreen for writing the opening flavor text!


SYNTHEVOLVER

"Don't be silly -- if we were meant to evolve naturally, why would God have given us subdermal implants?"

-Stellan Mechus, mechanosynth

There are those beings that are not satisfied with the bodies they have been given, and seek to improve them; thus is born a Synthevolver, who attempts to achieve the next stage of evolution artificially.

Adventures: Synthevolvers most often adventure to prove themselves and test their newfound abilities. While they might have heroic streaks, most mainly want to push themselves and achieve what they didn’t think they could do in their normal bodies.

Characteristics: Much like actual evolution, synthevolvers have many possible options but will tend to specialize to occupy a niche role. One synth might become a veritable tank, impervious to attack while simultaneously destroying all in its path. Another might master the art of stealth and blend into the shadows, only to strike at the most opportune time. Still others focus on incapacitating their foes through the Mutagenic Strike ability and its associated evolutions.

Alignment: Synthevolvers may be of any alignment. Good synths tend to adventure to fight evil, and even have the option to ascend to a higher state of being in that pursuit. Lawful synths are protectors of their lands and people. Chaotic synths might simply wander, looking for the next chance to prove themselves. Evil synths use their powers to oppress and victimize others for their own gains, and can take on fiendish characteristics (if they are that malicious).

Religion: Synthevolvers revere and despise higher powers in equal measure. Some believe that their enhancements are gifts, while others might be spiteful of greater beings that didn’t provide them with an adequate body in the first place.

Background: The want or need to drastically change oneself to achieve a goal often results in a synthevolver, but such a drive can arise from widely disparate paths. Some synths come from disadvantaged backgrounds, obtaining black-market evolves from shady xenoalchemists and joining gangs of synth bullies preying on the devolved. Others might have rich parents paying for enhancements, toys for the wealthy who have little else of meaning but their own bodies.

Races: Any, but usually human. Humans have the greatest tendency to dislike their own body image. Dwarves might become synthevolvers out of practicality. Some other races, especially elves, rarely take up the mantle of synthevolvers because they dislike artificially improving their bodies, and would rather improve upon them naturally. Beyond those who are merely uncomfortable with replacing body parts in favor of new structures, some creatures might attack a synth on sight due to believing a body part was actually harvested from another creature. Such encounters are rare because the practice has been banned for decades in favor of creating the parts on their own, but there are always a few who do actually use pieces from a once-functioning creature, particularly when purchasing black-market evolves.

Other Classes: Most classes respect the power and versatility a synthevolver can bring. Exceptions to this are classes who focus on improving the self through discipline or training and classes that revere nature and see most synths as abominations, depending on how one got the evolutions. Despite these hardships, synths are accepting of diversity and can sometimes even change their own bodies to suit the needs of a stalwart group.

Role: The versatility inherent in synthevolvers allows them the potential to fill multiple roles, though not many at once usually. Combat specialists, scouts, negotiators, and stealth operatives are all roles that a synth can fulfill.

Adaptation: Synthevolvers can be adapted to fantasy settings like D&D by turning the Mechanosynth evolves into something more fitting for the setting and renaming them, such as magically-enhanced limbs made from treated wood or metal similar to Warforged parts.

The biosynth path usually needs very little adaptation to work in various settings. The character can be thought of as actually forcing its own “evolution” through various means including purely willing its own body to change. Alternately, a biosynth might be an exceptional individual or even a mutant who discovers and grows into his body’s abilities.

MAKING A SYNTHEVOLVER
A synthevolver can specialize to fill nearly any party role. Evolution can take wildly divergent paths, and each synth realizes their dream differently.
Abilities: The most important ability scores depend on the synth's chosen role, but Constitution is useful for everyone (and sets the save DC of the Mutagenic Strike).
Races: Any, but usually human. Humans have the greatest tendency to dislike their own body image.
Alignment: Any.
Starting Gold: As cleric.
Starting Age: As cleric.

Class Skills
The Synthevolver's class skills (and the key ability for each skill) are Acrobatics (Dex), Animal Affinity (Cha), Athletics (Str), Engineering (Int), Gather Information (Cha), Heal (Wis), Negotiation (Cha), Perception (Wis), Persuasion (Cha), Profession (Wis), Stealth (Dex), and Thievery (Dex).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Die: d8

{table=head]Level|BAB|Fort|Ref|Will|Special|Evolves|EvolStage
1 | +0 | +2 | +2 | +0| Artificial selection, evolution 0, mutagenic strike (fatigue)| --| --
2 | +1 | +3 | +3 | +0| Next stage, resilience (1/hour)| 1 | 1
3 | +2 | +3 | +3 | +1| Mutagenic strike (sicken)| 2 | 1
4 | +3 | +4 | +4 | +1| Evolution 0 (+1 size)| 3 | 1
5 | +3 | +4 | +4 | +1| Resilience (1/30 minutes)| 4 | 1
6 | +4 | +5 | +5 | +2| Mutagenic strike (weaken)| 5 | 1
7 | +5 | +5 | +5 | +2| Evolution 0 (+2 size, +1 attack)| 6 | 1
8 | +6/+1 | +6 | +6 | +2| Next stage, resilience (1/10 minutes)| 7 | 2
9 | +6/+1 | +6 | +6 | +3| Mutagenic strike (exhaust)| 8 | 2
10| +7/+2 | +7 | +7 | +3| Evolution 0 (+3 size), improved mutagen| 9 | 2
11| +8/+3 | +7 | +7 | +3| Resilience (1/minute)| 10| 2
12| +9/+4 | +8 | +8 | +4| Mutagenic strike (nauseate)| 11| 2
13| +9/+3 | +8 | +8 | +4| Evolution 0 (+4 size, +2 attacks)| 12| 2
14| +10/+5 | +9 | +9 | +4| Next stage, resilience (1/5 rounds)| 13| 3
15| +11/+6/+1 | +9 | +9 | +5| Mutagenic strike (paralyze)| 14| 3
16| +12/+7/+2 | +10| +10 | +5| Evolution 0 (+5 size)| 15| 3
17| +12/+7/+2 | +10| +10 | +5| Resilience (1/round)| 16| 3
18| +13/+8/+3 | +11| +11 | +6| Mutagenic strike (debilitate)| 17| 3
19| +14/+9/+4 | +11| +11 | +6| Evolution 0 (+6 size, +3 attacks)| 18| 3
20| +15/+10/+5| +12| +12 | +6| Final ascension, unstable mutagen| 18| 3[/table]

Weapon and Armor Proficiencies: A synthevolver is proficient with simple weapons, light and medium armor, and shields (but not tower shields).

Artificial selection: Upon entering the class, a synthevolver chooses which of two paths to follow to achieve the next stage of evolution. He may choose to be a biosynth, who replaces portions of his own anatomy with pieces of creatures or other organic materials, or he may become a mechanosynth, implanting machinery and other metallic constructions into his flesh. Once made, this choice cannot be altered. A synthevolver also gains the Augmented subtype, as well as a +2 bonus to Fortitude saves.

Evolution 0 (Ex): The first change a synthevolver carries out is to give himself a means of defending himself, by way of a natural attack mode. A biosynth chooses between 2 claw attacks that deal 1d4 damage, or a bite attack that deals 1d8 damage; a mechanosynth chooses between a slam attack that deals 1d6 damage, or an armblade.

An armblade is a light or one-handed melee weapon of the mechanosynth's choice, attached at the end of the arm. The mechanosynth is proficient with the weapon unless it is an exotic weapon (in which case he must have the Exotic Weapon Proficiency feat). While the armblade is attached, a mechanosynth cannot be disarmed of the armblade, but he also cannot use that hand for other tasks without removing the armblade, which takes a standard action (attaching it is a move action and counts as drawing a weapon). In addition, the mechanosynth gain a +2 bonus on opposed attack rolls made to disarm an opponent.

Every three levels after first, the base damage of the evolution 0 attack increases by one size category. In addition, at 7th, 13th, and 19th level, the synthevolver gains an additional attack with his evolution 0 attack mode.

Mutagenic strike (Ex): A synthevolver can temporarily alter an opponent's DNA with a successful attack. Whenever a synthevolver successfully strikes an opponent with his evolution 0 attack, he may force the opponent to make a Fortitude save (DC 10 + 1/2 synthevolver level + Con modifier) or become fatigued for 1 round per synthevolver level. Multiple uses of this ability to apply the same condition to the same creature do not stack (this is an exception to the usual rule that anything that would normally cause fatigue to a fatigued creature causes the target to become exhausted).

At higher levels, the synthevolver may attempt to apply different conditions instead. At 3rd level, he may attempt to sicken a target; at 6th level, he may attempt to weaken a target (applying a -4 penalty to any one physical ability score); at 9th level, he may attempt to exhaust a target; at 12th level, he may attempt to nauseate a target; at 15th level, he may attempt to paralyze a target; and at 18th level, he may attempt to debilitate a target (applying a -8 penalty to all physical ability scores). The synthevolver may apply different conditions to the same target with different uses of this ability.

Evolution: At 2nd level, a synthevolver begins to replace portions of their anatomy with superior versions, either organic (biosynth) or metallic (mechanosynth). The synthevolver may add a new evolve from the indicated and appropriate list at every level except 1st and 20th; he may choose an evolve from a lower-level list if he desires.

Resilience (Ex): Beginning at 2nd level, a synthevolver begins to heal ability damage more quickly than normal. He heals 1 point of ability damage every hour. At 5th level, this increases to 1 point of ability damage every 30 minutes; at 8th, it becomes 1 point every 10 minutes; at 11th, 1 point every minute; at 14th, 1 point every 5 rounds; and at 17th, a synthevolver heals 1 point of ability damage every round.

Next stage: At 2nd level level, a synthevolver begins to differentiate himself from his original species. A biosynth gains darkvision out to 60 feet if he does not have it already, and a mechanosynth gains immunity to sleep effects. At 8th level, the distinction becomes much more pronounced; a biosynth's type changes to aberration, while a mechanosynth's type changes to construct, with the living construct subtype (gaining the appropriate immunities). At 14th level, the separation is complete -- both biosynths and mechanosynths have alien, inscrutable mentalities, and become immune to mind-affecting effects.

Improved mutagen (Ex): The mutagenic strike of a synthevolver of 10th level or higher becomes harder for an opponent to shake off. Whenever the synthevolver successfully applies a mutagenic condition to an opponent, that condition cannot be removed in any way (including through magic such as the restoration spell) until the duration wears off. In addition, the synthevolver's mutagenic conditions can affect creatures that are normally immune to those conditions (such as a warforged who is normally immune to fatigue), but such creatures receive a +4 bonus on their Fortitude save to resist.

Final ascension: At 20th level, a synthevolver has achieved his goal of assisted personal evolution. He gains a final evolve from the appropriate list.

Unstable mutagen (Ex): Whenever a 20th-level synthevolver successfully uses his mutagenic strike on an opponent, that opponent gains one negative level (or two negative levels on a critical hit) as their essence is destabilized.


SYNTHEVOLVER ACF: MUTAGENIC AURA
Some synthevolvers prefer not to get their fists dirty wading into battle, and turn their mutagenic abilities in a different direction than offense. These synthevolvers instead develop a mutagenic aura which bolsters their allies.

Level: 1st.
Special Requirement: Cha 13+.
Replaces: The synthevolver no longer receives the benefit of the mutagenic strike, improved mutagen, and unstable mutagen class features.
Benefit:[b] The synthevolver learns to project a mutagenic aura that strengthens and removes irregularities in her allies' DNA, granting benefits to all allies within 60 feet (including the synthevolver). The synthevolver learns 1 aura from the list below at 1st level; she gains access to different effects over the course of her career, learning an additional aura every 3 synthevolver levels (at 3rd, 6th, 9th, etc).

Each aura allows the synthevolver and her allies to apply her Charisma bonus to certain rolls. The bonuses granted are circumstance bonuses, which do not stack with each other.

Projecting a mutagenic aura is a swift action, and the synthevolver can have an aura active continuously, even if she is unconscious or otherwise unable to act (but not if she is dead). The synthevolver can project a single aura at a time at 1st level, and gains the ability to project two auras simultaneously at 10th level, and three auras simultaneously at 20th.

[b]Mutagenic Auras
Accurate Strike: Bonus on rolls made to confirm critical hits.
Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
Blitz: Bonus to damage rolls against flat-footed opponents.
Combat Tactics: Bonus to damage rolls on attacks of opportunity.
Demand Fortitude: Bonus on Fortitude saves.
Determined Caster: Bonus on rolls to overcome spell resistance.
Determined Manifester: Bonus on rolls to overcome power resistance.
Distant Aim: Bonus to ranged attack rolls. This cannot raise a character's ranged attack modifier above his or her normal ranged attack modifier within the first range increment.
Force of Will: Bonus on Will saves.
Lethal Strike: Bonus to damage rolls on confirmed critical hits.
Long Haul: Bonus to Strength for the purpose of carrying capacity. Bonus to checks and rolls modified by the Endurance feat.
Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
Master of Tactics: Bonus on damage rolls when flanking.
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
Motivate Dexterity: Bonus on Dexterity checks and Dexterity-based skill checks (including initiative checks).
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
Motivate Strength: Bonus on Strength checks, Strength-based skill checks, and grapple checks.
Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
Over the Top: Bonus on damage rolls when charging.
Reliable Strike: Double bonus to percentile miss chance rolls.
Sublime Focus: Bonus on skill checks made as part of maneuvers.
Tough It Out: Double bonus to current and maximum hit points. These hit points are not lost first like temporary hit points, and disappear when the aura is lost.
Warning Shout: Bonus to Armor Class while denied Dexterity to AC. This cannot raise a character's Armor Class above his or her normal Armor Class. Still considered denied Dex to AC.
Watchful Eye: Bonus on Reflex saves.


At 20th level, as a swift action the synthevolver can forgo the effect of one or more of her normal active mutagenic auras to apply a single evolve she has to all allies within the range of her mutagenic aura. The allies must meet the prerequisite of that evolve to gain the benefit. The synthevolver forgoes the effect of a number of auras equal to the stage of the granted evolve (she may choose which aura effects to forgo). Resuming the normal aura effects requires an additional swift action.

sirpercival
2013-01-25, 05:10 PM
Biosynth Evolves

Stage I

Arm Membranes
Prerequisites: None.
Benefit: You gain a +10 racial bonus on Athletics checks for jumping. You can also use your membranes to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your membranes naturally unfurl, and powerful ligaments stiffen them. You descend slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.

Chameleon
Prerequisites: None.
Benefit: You gain a +4 bonus to Stealth and Persuasion checks.

Elven Eyes
Prerequisites: None.
Benefit: You gain low-light vision.

Extra Reserves
Prerequisites: Base Fortitude save +3.
Benefit: You are immune to fatigue.

Fast Twitch Muscle
Prerequisites: None.
Benefit: Your Dexterity increases by 2 points.
Special: You can choose this evolve multiple times; its effects stack.

Fins
Prerequisites: None.
Benefit: You gain a +8 bonus on Athletics checks to swim.

Junk DNA
Prerequisites: None.
Benefit: Choose a race. You count as a member of that race for the purpose of qualifying for feats, prestige classes, racial substitution levels, magic items, and the like.
Special: You may choose this evolve multiple times; each time, choose a different race.

Pheromones
Prerequisites: None.
Benefit: You can generate a pheromone spray a number of times per day equal to your Charisma modifier. The spray acts as an inhaled poison; anyone who inhales it must make a Will save (DC 10 + 1/2 synthevolver level + Cha modifier) or be affected as by charm person. You are immune to your own pheromone spray, and the caster level for the effect is equal to your synthevolver level.
Special: You can choose this evolve multiple times; each time, you gain 2 additional uses of the pheromone spray.

Pixie Skin
Prerequisites: None.
Benefit: Your Charisma increases by 2 points.
Special: You can choose this evolve multiple times; its effects stack.

Reinforced Tendons
Prerequisites: None.
Benefit: Your Constitution increases by 2 points.
Special: You can choose this evolve multiple times; its effects stack.

Slow Twitch Muscle
Prerequisites: None.
Benefit: Your Strength increases by 2 points.
Special: You can choose this evolve multiple times; its effects stack.

Spell-dodge
Prerequisites: Base Reflex save +4.
Benefit: You gain the evasion ability, which functions no matter what armor you wear.

Spell-shrug
Prerequisites: Base Fortitude save +4.
Benefit: You gain the mettle ability.

Spider Hair
Prerequisites: None.
Benefit: You gain a +4 bonus on Athletics checks for climbing; in addition, you gain tremorsense with a range of 20 feet.
Special: You can choose this evolve multiple times; its effects stack.

Swiftness
Prerequisites: None.
Benefit: Your base land speed increases by 10 feet.
Special: You can choose this evolve multiple times; its effects stack.

Toughened Flesh
Prerequisites: None.
Benefit: You gain a +1 natural armor bonus, or your existing natural armor bonus increases by +1.
Special: You can choose this evolve multiple times; its effects stack.


Stage II

Badger Claws
Prerequisites: None.
Benefit: You gain a burrow speed of 30 feet.

Blindsight
Prerequisites: Elven Eyes or racial low-light vision.
Benefit: You gain blindsight with a range of 30 feet.

Bright Soul
Prerequisites: Any non-evil alignment.
Benefit: You gain a +4 bonus on saves against negative energy effects, death effects, and energy drain.
Special: You cannot choose both this evolve and Dark Soul.

Dark Soul
Prerequisites: Any non-good alignment.
Benefit: You are healed by negative energy and harmed by positive energy as if you were an undead creature. In addition, you gain a +4 bonus on saves against positive energy effects (such as cure light wounds).
Special: You cannot choose both this evolve and Bright Soul.

Dispersion
Prerequisites: None.
Benefit: Your body parts can separate into a swarm of tiny-sized creatures. You gain the swarm subtype, but lose any flight speed that you might have had.

Enhanced Pheromones
Prerequisites: Pheromones.
Benefit: Your pheromone spray improves; anyone who fails their save is affected as if by charm monster instead of charm person.

Gills
Prerequisites: Fins.
Benefit: You gain a swim speed of 30 feet, and can breathe underwater.

Improved Fast Twitch Muscle
Prerequisites: Fast Twitch Muscle.
Benefit: Your Dexterity increases by 4 points.
Special: You can choose this evolve multiple times; its effects stack.

Improved Pixie Skin
Prerequisites: Pixie Skin.
Benefit: Your Charisma increases by 4 points.
Special: You can choose this evolve multiple times; its effects stack.

Improved Reinforced Tendons
Prerequisites: Reinforced Tendons.
Benefit: Your Constitution increases by 4 points.
Special: You can choose this evolve multiple times; its effects stack.

Improved Slow Twitch Muscle
Prerequisites: Slow Twitch Muscle.
Benefit: Your Strength increases by 4 points.
Special: You can choose this evolve multiple times; its effects stack.

Long Arms
Prerequisites: None.
Benefit: Your natural reach increases by 5 feet. You can still attack enemies adjacent to you.

Primordial Soup
Prerequisites: None.
Benefit: You can revert yourself to a more primitive form. You type changes to ooze. You Evolution 0 natural attack becomes a slam instead of a bite or claw, and you gain the engulf ability. If you have a poison or the pheromones evolve, any creature affected by your engulf ability is subject to the poison or pheromones.

Spell-miss
Prerequisites: Spell-dodge, base Reflex save +8.
Benefit: You gain the improved evasion ability, which functions no matter what armor you wear.

Spell-slip
Prerequisites: Base Will save +4.
Benefit: You gain the slippery mind ability.

Spider Legs
Prerequisites: Spider Hair.
Benefit: You gain a climb speed of 30 feet, and the range of your tremorsense increases to 50 feet.

Tentacles
Prerequisites: None.
Benefit: Two tentacles sprout from between your shoulder blades. You gain two tentacle natural attacks which do 1d8 base damage. The tentacles have 5 feet longer reach than your evolution 0 attacks, but cannot be used to attack creatures adjacent to you.
Special: You can choose this evolve multiple times; each time after the first, you gain an additional tentacle and associated attack.

Tougher Flesh
Prerequisites: Toughened Flesh.
Benefit: Your existing natural armor bonus increases by +3.
Special: You can choose this evolve multiple times; its effects stack.

Troll Blubber
Prerequisites: None.
Benefit: You gain fast healing 3.
Special: You can choose this evolve multiple times; each time your fast healing increases by 3.

Wings
Prerequisites: Arm Membranes.
Benefit: You gain a fly speed of 30 feet (perfect maneuverability).


Stage III

Advanced Dispersion
Prerequisites: Dispersion.
Benefit: You can split yourself into even smaller parts. You gain the swarm subtype, but your individual parts are now Diminutive-sized, and so are immune to weapon damage. You lose access to your evolution 0 natural attack while in this form, but gain a swarm attack which does 1d6 base damage (increased as your evolution 0 attack is) and nauseates any creatures that fail a Fort save. If you have a poison, it is also delivered via the Swarm attack.

Boost
Prerequisites: Badger Claws, Gills, Spider Legs, or Wings.
Benefit: You gain a 10 foot increase in speed for all of your movement modes.
Special: You can choose this evolve multiple times; its effects stack.

Extraordinary Pheromones
Prerequisites: Enhanced Pheromones.
Benefit: Your pheromone spray improves again. Anyone who fails their save is affected as if by dominate person; if they are non-humanoids, they are affected by charm monster instead.

Font of Light
Prerequisites: Bright Soul.
Benefit: You are immune to negative energy effects and damage, death effects, and energy drain. You gain a +4 bonus against other necromancy effects.
Special: You can't choose both this evolve and Shadowed Being.

Greater Fast Twitch Muscle
Prerequisites: Improved Fast Twitch Muscle.
Benefit: Your Dexterity increases by 6 points.
Special: You can choose this evolve multiple times; its effects stack.

Greater Pixie Skin
Prerequisites: Improved Pixie Skin.
Benefit: Your Charisma increases by 6 points.
Special: You can choose this evolve multiple times; its effects stack.

Greater Reinforced Tendons
Prerequisites: Improved Reinforced Tendons.
Benefit: Your Constitution increases by 6 points.
Special: You can choose this evolve multiple times; its effects stack.

Greater Slow Twitch Muscle
Prerequisites: Improved Slow Twitch Muscle.
Benefit: Your Strength increases by 6 points.
Special: You can choose this evolve multiple times; its effects stack.

Improved Primordial Soup
Prerequisites: Primordial Soup.
Benefit: While in your ooze form, any creature hit by your slam attack or your engulf ability must make a Fort save (DC 10 + 1/2 your synthevolver level + your Con modifier) or be paralyzed for 1d4 rounds.

Metasynth
Prerequisites: None.
Benefit: You gain the effect of one stage I evolve of your choice, which cannot be used to meet prerequisites. You can spend 10 minutes concentrating to change the chosen evolve.

Shadowed Being
Prerequisites: Dark Soul.
Benefit: You are immune to positive energy effects and damage. You gain fast healing 2 whenever in an area of shadowy illumination or dimmer.
Special: You can't choose both this evolve and Font of Light.

Toughest Flesh
Prerequisites: Tougher Flesh.
Benefit: Your existing natural armor bonus increases by +5.
Special: You can choose this evolve multiple times; its effects stack.

Troll Skin
Prerequisites: Troll Blubber.
Benefit: Your fast healing becomes regeneration. You take normal damage from fire and acid.
Special: You can choose this evolve multiple times; each time your regeneration increases by 3.


Final Evolve

Ankyloderm
Prerequisites: Toughest Flesh.
Benefit: Your existing natural armor bonus increases by +20.

Ascension
Prerequisites: Font of Light, good alignment.
Benefit: You gain the Half-Celestial template.

Damnation
Prerequisites: Shadowed Being, evil alignment.
Benefit: You gain the Half-Fiendish template.

Enthralling Pheromones
Prerequisites: Extraordinary Pheromones.
Benefit: Your pheromone spray improves again; anyone who fails their save is affected as if by dominate monster.

Perfection
Prerequisites: Greater Fast Twitch Muscle, Greater Pixie Skin, Greater Reinforced Tendons, or Greater Slow Twitch Muscle.
Benefit: All of your ability scores increase by 10 points.

Super Soup
Prerequisites: Improved Primordial Soup.
Benefit: While in your ooze form, you gain the split ability of a black pudding.

Syntharrasque
Prerequisites: Troll Skin.
Benefit: No form of attack deals lethal damage to you. You regenerate even if you fail a saving throw against a disintegrate spell or a death effect. If you fail your save against a spell or effect that would kill you instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to your full normal hit points +10. You can be slain only by raising your nonlethal damage total to your full normal hit points +10 and using a wish or miracle spell to keep you dead, or by reducing your Constitution score to 0. If you lose a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). You can reattach the severed member instantly by holding it to the stump.



Mechanosynth Evolves

Stage I

Aluminum Flesh
Prerequisites: None.
Benefit: You have a 25% chance of negating critical hits and precision damage.

Armbolt
Prerequisites: Evolution 0.
Benefit: You can replace your evolution 0 attack with a ranged attack. While the armbolt mechanism is attached, you cannot be disarmed of the armbolt, but you also cannot use that hand for other tasks without removing the armbolt mechanism. Attaching the armbolt is a move action that counts as drawing a weapon; detaching it is a standard action. The armbolt counts as a ranged natural weapon with a range increment of 60 feet, which does base 1d8 energy damage (crit 19-20/x2), increased as normal by the evolution 0 class feature. You choose the energy type when you choose this evolve.
Special: You can choose this evolve multiple times; each time, choose an additional energy type to apply to the armbolt. The armbolt's damage is divided evenly among all its energy types.

Blades
Prerequisites: Slam attack.
Benefit: Your slam attack deals slashing damage in addition to any other damage types it previously dealt. The blades separate flesh and muscle, causing your opponent incredible pain; any living creature damaged by your slam attack suffers a -2 penalty to skill checks and attack rolls until it heals at least 1 point of damage by any means. Alternatively, the pain can be halted with a successful Heal check (DC 20).

Case-Hardened Steel
Prerequisites: None.
Benefit: You gain energy resistance 5 against all of the following energy types: acid, cold, electricity, fire, sonic. This energy resistance stacks with energy resistance from other sources.
Special: You can choose this evolve multiple times; each time, increase your existing energy resistance by 5.

Fiber-optic Shroud
Prerequisites: Stealth 6 ranks.
Benefit: You can use invisibility as a spell-like ability at will, targeting yourself only.

Memory Module
Prerequisites: None.
Benefit: Your Intelligence increases by 2 points.
Special: You can choose this evolve multiple times; its effects stack.

Phase Disjunction
Prerequisites: None.
Benefit: You can grant yourself the incorporeal subtype for 1 round as a swift action. Once you use this ability, you cannot use it again for 1d4 rounds.

Planar Shunt
Prerequisites: None.
Benefit: As a standard action, you can become Ethereal (as per Ethereal Jaunt) for a number of rounds per day equal to your evolver level. You may split these rounds up however you want. Returning to the Material Plane requires a move action.

Pneumatic Calves
Prerequisites: None.
Benefit: You gain a fly speed of 5 feet (average), which also grants you a +10 racial bonus to Athletics checks for jumping.

Quick-time
Prerequisites: Dex 13.
Benefit: You gain a +3 bonus to initiative checks.
Special: You can choose this evolve multiple times; its effects stack.

Ramset
Prerequisites: None.
Benefit: You gain a +8 bonus to resist being tripped, bull rushed, or grappled. In addition, whenever you are successfully bull rushed, you do not move more than 5 feet; and, when grappled, you cannot be pinned.

Reflective Coating
Prerequisites: Stealth 6 ranks.
Benefit: You can use mirror image as a spell-like ability at will.

Repeller
Prerequisites: None.
Benefit: You gain a +1 deflection bonus to AC.

Spikes
Prerequisites: Slam attack.
Benefit: Your slam attack deals piercing damage in addition to any other damage types it previously dealt. Also, the wounds caused by the spikes bleed profusely, causing 1 additional point of damage per successful attack against a living opponent each successive round until the opponent heals at least 1 point of damage by any means; alternatively, the bleeding can be halted with a successful Heal check (DC 20).

Stabilizer
Prerequisites: None.
Benefit: You automatically stabilize when reduced to negative hit points. In addition, you can function normally even below 0 hit points, though you still die when reduced below -10 as normal.

Subcutaneous Shielding
Prerequisites: None.
Benefit: You gain a +3 bonus to saves against spells and spell-like abilities.

Subdermal Sheeting
Prerequisites: None.
Benefit: You gain damage reduction 2/--.
Special: This damage reduction stacks with all other existing forms of damage reduction.

Synthetic Fiber
Prerequisites: None.
Benefit: Your Strength increases by 2 points.
Special: You can choose this evolve multiple times; its effects stack.

Synthetic Mesh
Prerequisites: None.
Benefit: Your Constitution increases by 2 points.
Special: You can choose this evolve multiple times; its effects stack.

Synthetic Nerves
Prerequisites: None.
Benefit: Your Dexterity increases by 2 points.
Special: You can choose this evolve multiple times; its effects stack.


Stage II

Armgrenade
Prerequisites: Armbolt.
Benefit: You can activate your armbolt as a standard action; if you do so, it strikes all creatures in a 30-foot burst, centered on any square up to 60 feet away. Affected creatures may make a Reflex save for half damage (DC 10 + 1/2 your mechanosynth level + your Constitution modifier).

Armlaser
Prerequisites: Armbolt.
Benefit: You can activate your armbolt as a standard action; if you do so, it strikes all creatures in a 120-foot line, who may make a Reflex save for half damage (DC 10 + 1/2 your mechanosynth level + your Constitution modifier).

Cranial Scanner
Prerequisites: None.
Benefit: You can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within 60 feet. This works much like blindsense — you know what square each thinking being is in, but you do not see the being, and the being still has total concealment unless you can see it by some other means. You also perceive several observable characteristics about each being you detect this way, including the being's type and Intelligence score. You need not take any additional or special actions to gain this information; it is as obvious to your scanner as the being's race and clothing would be to eyesight.

Enhanced Repeller
Prerequisites: Repeller.
Benefit: Your deflection bonus to AC increases by +2.

Extended Phase Disjunction
Prerequisites: Phase Disjunction.
Benefit: You can grant yourself the incorporeal subtype for 5 rounds as a swift action. Once you return to corporeality, you cannot use this ability again for 1d4 rounds.

Extended Planar Shunt
Prerequisites: Planar Shunt.
Benefit: The duration of your Planar Shunt increases to 1 minute per level, divided up however you want, with a minimum duration of 1 round.

Fast-time
Prerequisites: Dex 15, Quick-time.
Benefit: You can grant yourself the benefit of the haste spell as a swift action for 1 round. You can spend a total number of rounds per day hasted equal to your evolver level.

Fire-Hardened Steel
Prerequisites: Case-Hardened Steel.
Benefit: All of your existing energy resistances increase by 10.
Special: You can choose this evolve multiple times; its effects stack.

Holographic Shroud
Prerequisites: Stealth 12 ranks.
Benefit: You can use greater invisibility as a spell-like ability at will, targeting yourself only.

Implanted Shielding
Prerequisites: Subcutaneous Shielding.
Benefit: Your bonus to saves against spells and spell-like abilities increases to +6.

Impulse Soles
Prerequisites: Pneumatic Calves.
Benefit: Your fly speed increases to 50 feet (average).

Improved Memory Module
Prerequisites: Memory Module.
Benefit: Your Intelligence increases by 4 points.
Special: You can choose this evolve multiple times; its effects stack.

Improved Synthetic Fiber
Prerequisites: Synthetic Fiber.
Benefit: Your Strength increases by 4 points.
Special: You can choose this evolve multiple times; its effects stack.

Improved Synthetic Mesh
Prerequisites: Synthetic Mesh.
Benefit: Your Constitution increases by 4 points.
Special: You can choose this evolve multiple times; its effects stack.

Improved Synthetic Nerves
Prerequisites: Synthetic Nerves.
Benefit: Your Dexterity increases by 4 points.
Special: You can choose this evolve multiple times; its effects stack.

Metalline Veneer
Prerequisites: None.
Benefit: Your evolution attacks bypass damage reduction as if it were made of adamantine, byeshk, cold iron, or silver.

Reinforced Ramset
Prerequisites: Ramset.
Benefit: You are immune to being tripped, bull rushed, or grappled.

Spellcrystal Tracing
Prerequisites: None.
Benefit: Whenever you attack a creature with your evolution 0 attacks, you may choose to affect that creature with a targeted dispel magic effect, with a caster level equal to your evolver level. If you successfully dispel a spell effect this way, you gain a +2 insight bonus to saves against spells for 1 hour as the spellcrystal reinforces your magical protections. You may use this ability a number of times per day equal to your Constitution modifier.

Steel Flesh
Prerequisites: Aluminum Flesh.
Benefit: You have a 50% chance of negating critical hits and precision damage. In addition, you automatically bypass 3 points of hardness whenever you attack an object with your evolution 0 attacks.

Subdermal Kevlar
Prerequisites: Subdermal Sheeting.
Benefit: Your subdermal damage reduction increases to 5/--.
Special: This damage reduction stacks with all other existing forms of damage reduction.

Vital Scanner
Prerequisites: None.
Benefit: In addition to any normal light that might be present, your surroundings are illuminated by roving points of brightness created by living creatures. To your eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to your life-adapted sight. This life-light behaves like regular light — you can't see into solid objects, or past solid walls. A Large creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal creature.


Stage III

Alloy Veneer
Prerequisites: Metalline Veneer.
Benefit: Your evolution attacks bypass all alignment- and substance-based damage reduction, and count as epic weapons for the purpose of bypassing damage reduction.

Armbeam
Prerequisites: Armlaser.
Benefit: Any creature that fails its Reflex save against your armlaser is blinded permanently; a Fortitude save at the save DC reduces the blindness to 1d6 minutes. In addition, any creature that takes damage from your armlaser (including creatures who successfully save) is stunned for 1 round.

Armbomb
Prerequisites: Armgrenade.
Benefit: Any creature that takes damage from your armgrenade is deafened for 1d4 rounds. In addition, any creature that fails its Reflex save is ejected from the area, sending it to a location outside the nearest edge of the burst. Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity.

Colossus
Prerequisites: Reinforced Ramset.
Benefit: You are immune to being moved against your will in any way. This includes magical means such as teleportation, or more mundane means such as being picked up by a flying creature.

Cyclopean Implants
Prerequisites: None.
Benefit: You gain the coherent light ability of a holomancer of half your evolver level. This ability stacks with coherent light from any other source, but does not function when you are blinded.

Fortified Repeller
Prerequisites: Enhanced Repeller.
Benefit: Your deflection bonus to AC increases by +3.

Greater Memory Module
Prerequisites: Improved Memory Module.
Benefit: Your Intelligence increases by 6 points.
Special: You can choose this evolve multiple times; its effects stack.

Greater Synthetic Fiber
Prerequisites: Improved Synthetic Fiber.
Benefit: Your Strength increases by 6 points.
Special: You can choose this evolve multiple times; its effects stack.

Greater Synthetic Mesh
Prerequisites: Improved Synthetic Mesh.
Benefit: Your Constitution increases by 6 points.
Special: You can choose this evolve multiple times; its effects stack.

Greater Synthetic Nerves
Prerequisites: Improved Synthetic Nerves.
Benefit: Your Dexterity increases by 6 points.
Special: You can choose this evolve multiple times; its effects stack.

Greater Fast-time
Prerequisites: Dex 17, Fast-time.
Benefit: In any round when you activate your fast-time ability, instead of making one extra attack at your highest base attack bonus, you have the choice of making one extra move action or one extra standard action.

Instant Phase Disjunction
Prerequisites: Extended Phase Disjunction.
Benefit: You can grant yourself the incorporeal subtype at will as an immediate action. Returning to corporeality requires a standard action.

Radiation-Hardened Steel
Prerequisites: Fire-Hardened Steel.
Benefit: You become immune to any one energy type for which you have resistance.

Rapid Planar Shunt
Prerequisites: Extended Planar Shunt.
Benefit: You can activate your Planar Shunt ability as an immediate action. Returning to the Material Plane now can be done as a free action.

Rocket Soles
Prerequisites: Impulse Soles.
Benefit: Your fly speed increases to 90 feet (average).

Spellcrystal Core
Prerequisites: Spellcrystal Tracing.
Benefit: Whenever you attack a creature with your evolution 0 attacks, you may choose to force the creature to make a Will save (DC 10 + 1/2 synthevolver level + Constitution modifier) or be affected as if by an antimagic ray. You may use this ability a number of times per day equal to your Constitution modifier.

Spellcrystal Shielding
Prerequisites: Implanted Shielding.
Benefit: You gain spell resistance 11 + your evolver level.

Subdermal Plating
Prerequisites: Subdermal Kevlar.
Benefit: Your subdermal damage reduction increases to 10/--.
Special: This damage reduction stacks with all other existing forms of damage reduction.

Titanium Flesh
Prerequisites: Steel Flesh.
Benefit: You have a 75% chance of negating critical hits and precision damage. In addition, you automatically bypass 8 points of hardness whenever you attack an object with your evolution 0 attacks.


Final Evolve

Adamantium Flesh
Prerequisites: Titanium Flesh.
Benefit: You are immune to critical hits and precision damage. In addition, you automatically bypass all hardness whenever you attack an object with your evolution 0 attacks.

Booster Soles
Prerequisites: Rocket Soles.
Benefit: Your fly speed increases to 300 feet (average).

Gammasteel
Prerequisites: Radiation-Hardened Steel.
Benefit: You are immune to energy damage and force damage.

Heavy Artillery
Prerequisites: Armbeam or armbomb.
Benefit: You can make an attack with your armbolt as a standard action against any one creature you can see (or otherwise pinpoint). That creature must make a Fortitude save or die; if they succeed, they must make a Will save or be unconscious for 1 minute; if they succeed of both previous saves, they must make a Reflex save or be stunned for 1d6 minutes. The DC for all three saves is equal to 10 + 1/2 your evolver level + your Con modifier. Using your armbolt this way overheats it, and you may not make another armbolt attack for 2d4 rounds.

Inexorable
Prerequisites: Alloy Veneer.
Benefit: Your evolution 0 attacks bypass all forms of damage reduction. In addition, unless you specifically choose to deal nonlethal damage (taking the normal -4 penalty), your slam attack always deals lethal damage, even to creatures that normally only take nonlethal damage (such as those with regeneration).

Pause
Prerequisites: Dex 19, Improved Fast-time.
Benefit: You may function as under the benefit of the time stop spell for a total number of rounds per day equal to your Dexterity modifier, divided as you choose into 1-round increments. Activating this ability is a swift action.

Spellcrystal Sheath
Prerequisites: Spellcrystal Shielding.
Benefit: You are immune to the effect of any spell or spell-like ability that allows spell resistance unless you choose to allow it.

Subdermal Armor
Prerequisites: Subdermal Plating.
Benefit: Your subdermal damage reduction increases to 30/--.
Special: This damage reduction stacks with all other existing forms of damage reduction.

Baniff
2013-01-25, 06:52 PM
Do Evolutions apply to a Transformed Morphling? If so, one could make some pretty nasty creatures... :smallamused:

Not to get ahead of ourselves, but would you ever consider adding in plant based morph/evolution powers? Give the Chloromorphs some love

sirpercival
2013-01-25, 06:59 PM
Many thanks to Jackinthegreen for writing the opening flavor text!


DIVHEAD

"Informational warfare? I'll let you in on a little secret: you just hired a general."

-Lawrence "The Stirge" Decarus, well-known Oracle Hacker.

The Oracle (informally known as DivNet) is a decentralized network of divinations that collects information throughout the world. Every street corner in every city has a permanent Arcane Eye recording information for the Oracle. Anyone can access the information database, either through public scrying-pool kiosks or via their own personal magic mirror; however, not all information is available without security clearance.

A DivHead (or Oracle Hacker) is a character who has implanted a permanent uplink to the DivNet in their brain, so that he can access it anytime, anywhere. A DivHead travels through his own virtual construct of the world, using the Oracle's network of eyes (along with his own sensors) to know where everything is at all times; he can download information about his opponents merely by concentrating, and overlay it in his vision. He can thwart his enemies' attempts to learn anything about him via the Oracle, participating in informational warfare.

Rumor has it that some DivHeads can connect their friends into the virtual construct, sharing information and coordinating actions in realtime. Because of this, the DivHead is the first target in any group.

Adventures: A DivHead generally operates on the principle that one can never have too much information... and that the most interesting information is the stuff that people are trying to keep secret. DivHeads tend to adventure to learn new things, and use that gained knowledge to better achieve their own ends, whether it be spreading information or hoarding it for their own use.

Characteristics: A DivHead’s key features are his ability to know everything about a target and use that information to bring it down. Knowledge is power, and DivHeads have the power to turn the tide of wars and battles with just a thought. This can sometimes make DivHeads egotistical and narcissistic, but just as often DivHeads are more interested in the information itself rather than what you do with it.

Alignment: Any, though DivHeads tend to be highly independent (and therefore chaotic). However, DivHeads that work for the establishment, protecting against rogue Oracle Hackers, do exist. Neutral Good DivHeads are often more concerned with the general well-being of people while Neutral Evil DivHeads use acquired information to misinform and terrorize the populace. True Neutral DivHeads are primarily concerned simply with obtaining knowledge and knowing what’s going on.

Religion: DivHeads tend to worship DivNet itself as a higher power, though they try to pretend it's ironic. Some believe DivNet has actually acquired a consciousness of its own, and might either seek to become more in tune with it if they believe it’s in line with their ideology, or seek to subvert and direct it if they believe it is flawed.

Background: A permanent uplink can be had by anyone with the right number of creds and a willingness to have their brain go under the knife, so DivHeads come from all walks of life; however, one characteristic that almost all of them share is that those who become DivHeads know the value of information, and devote their lives to finding secrets (or, sometimes, keeping them).

Races: Any race can become a DivHead, although few from the savage races do because they don’t have the intelligence necessary to really succeed. Illumians have taken exceptionally well to the discovery and exchange of information, and the more humorous ones use their race’s name as a joke by saying they like to “Illuminate” new ideas. Oddly enough, Dreamsight Shifters have a strong presence among DivHeads as well. They make excellent use of their unique way of seeing things by taking the Intuitive Hacker feat.

Other Classes: DivHeads are universally recognized as key players in a party, and are almost always welcomed, so long as the DivHead’s goals are roughly in line with the party’s. DivHeads have been known to readily infiltrate organizations and overthrow them from within, leading to cautious optimism with regards to their motivations.

Role: DivHeads are the tacticians of any group. As such they occupy a support role and advise the party on the best way to overcome challenges. They are also effective as a secondary party face and social expert. It is not advisable for a DivHead to engage in combat directly due to low hit points and lack of proficiencies with more effective weapons and armor. Because of this, DivHeads often invest in ways to make themselves less visible so they can direct their comrades with impunity.

Adaptation: The DivHead’s spellcasting ability needs little adaptation to work in almost any world setting. Likewise, the Hack abilities need only be renamed to be in line with the new setting. The Permanent Uplink and various sensor abilities can be adapted to function like divine inspiration or as an arcane connection to the world around the DivHead.

MAKING A DIVHEAD
A DivHead knows, like, everything (given time).
Abilities: Intelligence is the most important ability of ever. Constitution, Dexterity, and Charisma are nice too…
Races: Any.
Alignment: Any, though DivHeads tend to be highly independent (and therefore chaotic). However, DivHeads that work for the establishment, protecting against rogue Oracle Hackers, do exist.
Starting Gold: As wizard.
Starting Age: As wizard.

Class Skills
The DivHead's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Natural Lore (Wis), Perception (Wis), Profession (Wis), Scholarship (Int), Streetwise (Int/Cha), and Wordsmithing.
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Hit Die: d6

{table=head] |Spells per day
{table=head]Level|BAB|Fort|Ref|Will|Special
1 | +0 | +0 | +2 | +2 | Hack (tactics), permanent uplink
2 | +1 | +0 | +3 | +3 | Personal sensor (1), virtual overlay
3 | +1 | +1 | +3 | +3 | Share overlay
4 | +2 | +1 | +4 | +4 | Baffle sensor, HackSpider
5 | +2 | +1 | +4 | +4 | Hack (puissance), informational warfare (influence)
6 | +3 | +2 | +5 | +5 | Personal sensor (2)
7 | +3 | +2 | +5 | +5 | Fast overlay
8 | +4 | +2 | +6 | +6 | Hack (foe)
9 | +4 | +3 | +6 | +6 | Informational warfare (trace), seize sensor
10| +5 | +3 | +7 | +7 | Personal sensor (3)
11| +5 | +3 | +7 | +7 | Hack (secrets)
12| +6/+1 | +4 | +8 | +8 | Hacksight
13| +6/+1 | +4 | +8 | +8 | Informational warfare (confuse)
14| +7/+2 | +4 | +9 | +9 | Hack (foreknowledge), personal sensor (4)
15| +7/+2 | +5 | +9 | +9 | Greater baffle sensor
16| +8/+3 | +5 | +10| +10| Time-scry
17| +8/+3 | +5 | +10| +10| Informational warfare (destroy)
18| +9/+4 | +6 | +11| +11| Personal sensor (5)
19| +9/+4 | +6 | +11| +11| Trace lifeline
20| +10/+5| +6 | +12| +12| Living oracle[/table]|{table=head]0|1st|2nd|3rd|4th|5th|6th
2|—|—|—|—|—|—
3|0|—|—|—|—|—
3|1|—|—|—|—|—
3|2|0|—|—|—|—
3|3|1|—|—|—|—
3|3|2|—|—|—|—
3|3|2|0|—|—|—
3|3|3|1|—|—|—
3|3|3|2|—|—|—
3|3|3|2|0|—|—
3|3|3|3|1|—|—
3|3|3|3|2|—|—
3|3|3|3|2|0|—
4|3|3|3|3|1|—
4|4|3|3|3|2|—
4|4|4|3|3|2|0
4|4|4|4|3|3|1
4|4|4|4|4|3|2
4|4|4|4|4|4|3
4|4|4|4|4|4|4[/table][/table]


Weapon and Armor Proficiencies: A DivHead is proficient with simple weapons, light armor, and light shields. A DivHead can cast DivHead spells while wearing light armor or using a light shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a DivHead wearing medium or heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass DivHead still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A DivHead casts arcane spells, which are drawn from the DivHead's spell list below. Like a sorcerer, he can cast any spell he knows without preparing it ahead of time. When a DivHead gains access to a new level of spells, he automatically knows all the spells for that level given on the DivHead's spell list.

To cast a spell, a DivHead must have an Intelligence score of 10 + the spell’s level. The Difficulty Class for a saving throw against a DivHead's spell is 10 + the spell’s level + his Intelligence modifier. Like other spellcasters, a DivHead can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the table above. In addition, he receives bonus spells for a high Intelligence score.

Permanent uplink: A character becomes a DivHead by implanting a permanent connection to the Oracle in their brain, allowing the DivHead to draw on the Oracle's knowledge, awareness, and predictive magics by casting divination spells from the DivHead list. The DivHead gains the Permanent Uplink feat as a bonus feat.

Hack: A DivHead can draw upon the Oracle's repository of knowledge about anyone and anything, granting his allies benefits against the creatures they face. Using this ability requires as a move action, and the DivHead can do so a number of times per day equal to his class level plus his Intelligence modifier. A DivHead can perform a hack against any creature; however, information about types of creatures which have rights as Citizens (such as humans, elves, dwarves, etc.) is classified, so the hack check is more difficult.

A DivHead unlocks new hack abilities as his level increases. Using this ability requires a hack check, which is a d20 + the hacker's class level + his Intelligence modifier; the DC of the check is 15, or 20 for creatures of the Humanoid type. Most of the DivHead's hack abilities increase in effectiveness if he succeeds on his hack check by 10 or more. Hack can only be successfully used once against any given creature within 24 hours (a failed Hack check does not count as a successful use).

The DivHead's hack affects a single creature; a target creature must be within 60 feet, and the DivHead must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of hack last for 1 minute, unless stated otherwise.

Hack Effects:
Tactics: The DivHead knows the general combat behaviors of creatures of that race, allowing his allies within 60 feet (or those sharing the DivHead's overlay; see virtual overlay below) to treat the target as flat-footed for 1 round. If the DivHead succeeds on his hack check by 10 or more, then the target is treated as flat-footed for 2 rounds instead. If the DivHead succeeds on his hack check by 20 or more, then the target is treated as flat-footed for 3 rounds instead.

Puissance: Starting at 5th level, the DivHead can use his hacking to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the DivHead (or those sharing the DivHead's overlay) gain evasion against the affected creature’s spells, spell-like abilities, and supernatural abilities. If the DivHead succeeds on his hack check by 10 or more, the allies gain the benefit of mettle as well. If the DivHead succeeds on his hack check by 20 or more, allies gain the benefit of improved evasion and mettle, as well.

Foe: Starting at 8th level, a DivHead can direct his allies to attack the vital spots of his enemies. On a successful hack check, he grants the ability to automatically confirm critical threats against the target. If the DivHead succeeds on his hack check by 10 or more, then allies also increase the critical threat range of their attacks by 1, while if the DivHead succeeds on his hack check by 20 or more, then instead allies increase the critical threat range of their attacks by 2. This threat range increase stacks with other effects that increase critical threat range, but is applied last (so it is not multiplied).

Secrets: By speaking aloud a secret about the target creature, a DivHead of 11th level or higher can daze a target creature for 1 round. Unlike other hacks, this ability can be used only against a single creature. If the DivHead succeeds on his hack check by 10 or more, then the target is stunned for 1 round. If the DivHead succeeds on his hack check by 20 or more, then the target is paralyzed for 1 round. If the target is immune to one of the higher effects of this hack but not a lower one, the DivHead can choose to affect the target with the lesser effect instead.

Foreknowledge: Starting at 14th level, a DivHead can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the DivHead (or those sharing the DivHead's overlay; see virtual overlay below) gain an insight bonus to Armor Class equal to the DivHead's Intelligence modifier, which applies to attacks by the affected creature only. If the DivHead succeeds on his hack check by 10 or more, this bonus increases to twice the DivHead's Int modifier. If the DivHead succeeds on his hack check by 20 or more, this bonus increases to 3 times the DivHead's Int modifier.


Virtual overlay (Su): At 2nd level, a DivHead gains the ability to create a virtual overlay in their vision, filled with information from the Oracle (as well as their personal sensor; see below). This allows the DivHead to augment his natural senses, expanding their range and capabilities. See below for details. Activating the virtual overlay is a standard action which does not provoke attacks of opportunity, and dismissing it is a swift-action; a DivHead can have his virtual overlay active for a total of 1 minute per class level per day.


Virtual Overlay
The virtual overlay is a mental construct that DivHeads use to process divinatory information from the Oracle (as well as their own personal sensors). Once activated, the overlay appears in the vision of the DivHead and any of his allies that have been included. The overlay does not interfere with normal vision, but simply enhances it.

As long as at least one sensor is hooked into the overlay, the DivHead (and anyone else sharing the overlay) can see everything that the sensors can see. This gives the overlay users a +2 bonus to initiative checks, and negates any enemies' +2 bonus to attack rolls from flanking. In addition, a DivHead can take 20 on a Perception check to search a room by spending a full-round action. Also, an opponent must have concealment from both the DivHead and the sensor to gain a miss chance.

The DivHead can cast spells into the overlay to enhance the sensors' vision; spells that can be cast into the overlay are marked on the spell list below with an asterisk (*).


Personal sensor: A DivHead of 2nd level or higher gains a personal sensor that is tied into his virtual overlay. The personal sensor is similar in function to that produced by a scrying spell, except for differences noted here. The sensor has no intrinsic special visual acuity or detection abilities; however, the DivHead can cast spells into the virtual overlay to grant his personal sensors increased sensitivity (see the Virtual Overlay section for details). The DivHead gains an additional sensor every four levels after 2nd.

The sensor can observe an area within a radius of 10 feet per two DivHead levels, and can move with a speed of 50 feet per round to a distance of up to 50 feet per DivHead level away from the DivHead; it requires a swift action on any round that the DivHead wants to control his sensor. If the DivHead moves in such a way as to increase the distance between himself and the sensor past the maximum distance, he loses contact with the sensor and cannot control or access it until he retrieves it (which he must do while adjacent to the sensor). Anything the personal sensor observes is immediately integrated into the DivHead's virtual overlay. The DC for seizing control of a DivHead's personal sensor is increased by 5 (see seize sensor, below).

Share overlay (Su): Beginning at 3rd level, a DivHead can grant a single ally the benefit of his virtual overlay ability. The chosen ally must be within 30 feet of the DivHead when he activates the overlay; once the overlay has been activated, the DivHead cannot change who shares it until he dismisses and reactivates it. In addition, all creatures that share an overlay are connected telepathically, as with the mindlink psionic power. A DivHead can add one additional ally to the overlay for every three additional class levels.

Baffle sensor (Su): At 4th level, a DivHead can use his permanent connection to the Oracle to confuse those attempting to find him using divination. Any creature that attempts to locate the DivHead or anyone sharing his virtual overlay must make a caster level check opposed by the DivHead's Hack check to succeed. If the caster level check fails, then the caster of the divination gains no information, just as if the subject of the divination was protected by the nondetection spell.

HackSpider: A DivHead of 4th level or higher gains a virtual familiar known as a HackSpider, a semi-sentient version of the more common Oracle spiders. Obtaining the HackSpider requires 24 hours and the expenditure of magical materials worth 100 gp. A DivHead's HackSpider grants you benefits based on your DivHead level, as described below.


HackSpider
A HackSpider is a semi-sentient magical being that resides in the Oracle, aiding and abetting its DivHead master. Unlike normal Oracle spiders, a HackSpider has been invested with some intelligence and autonomy, greatly increasing its versatility.

{table=head]DivHead Level|Hack Bonus|Special
4th-6th|+1|Autonomy (alert, assist), vulnerability
7th-8th|+2|Autonomy (impede), expedience
9th-10th|+3|Surrogate (1st)
11th-12th|+4|Autonomy (monitor)
13th-14th|+5|Surrogate (3rd)
15th-16th|+6|Autonomy (cloak)
17th-18th|+7|Surrogate (5th)
19th-20th |+8|Autonomy (death)[/table]

Hack Bonus (Su): The HackSpider grants the indicated insight bonus on the DivHead's Hack checks as long as it is active and not on assignment (see Autonomy and Vulnerability, below).

Autonomy (Su): The DivHead can send his HackSpider out on assignment, acting as a normal Oracle spider of one of the given types, with any effect available to a caster level equal to the DivHead's class level. For example, a 9th-level DivHead could assign his HackSpider to act as an Alert Spider, a +8 Assist Spider, or a lesser targeted or area Impede Spider.

Once the HackSpider begins acting autonomously, the DivHead loses any other benefit from the HackSpider (including the bonus to Hack checks) for the duration of the effect, as determined by the type of Oracle spider the HackSpider is emulating. The HackSpider can make use of the DivHead's Hack and Informational Warfare abilities as necessary, using the DivHead's Hack bonus.

A HackSpider emulating a Death Spider is not destroyed by a failed trace, but instead is suppressed for 1d6 minutes.

Vulnerability (Su): Since the HackSpider is not a living creature, it cannot be destroyed, though it can be suppressed. If the HackSpider is restricted to a single location (such as when using its Autonomy ability), if it is within the area of an area dispel or an antimagic field, it can be suppressed just like a magic item with a caster level equal to its DivHead's level. In addition, another DivHead who identifies the HackSpider can make an opposed Hack check as a standard action (the HackSpider uses its DivHead's Hack bonus) to suppress it for 1d6 rounds.

Expedience (Su): Beginning at 7th level, a HackSpider may perform Streetwise checks using the Oracle on behalf of the DivHead, using the DivHead's skill bonus. However, doing so takes twice as long as if the DivHead performed the check himself.

Surrogate (Su): At 9th level, a HackSpider can cast one DivHead spell per day of up to 1st level on behalf of the DivHead, which does not use up a spell slot. In all other ways the spell functions as if cast by the DivHead, but he may perform other actions whyle the spell is being cast or concentrated on. DivHeads often use this ability to cast spells with extremely long casting times (e.g., legend lore) while still being able to adventure. At 13th level, the maximum level of spell the HackSpider can cast increases to 3rd, and at 17th level it increases again to 5th.


Informational warfare: Beginning at 5th level, a DivHead learns how to use his permanent uplink to the Oracle to influence the public consciousness. He can spend 10 minutes communicating with the Oracle about a particular topic (person, place, thing, etc.) and make a Hack check; for the next 24 hours anyone who uses the Streetwise skill using the Oracle (see the Streetwise skill for details) must beat a DC equal to the result of his Hack check, or else they discover only the information he planted with the Oracle.

At 9th level, a DivHead's command of the Oracle improves. By spending 1 minute concentrating and making a Hack check, he may trace the location of any one creature in contact with the Oracle (including those using public scry terminal, personal mirrors, or another DivHead via the permanent uplink) as if using the discern location spell. The DC to trace is shown in the table below; failure by 5 or more means that the target realizes they are being traced. If the creature the DivHead is trying to locate is not currently accessing the Oracle, the DivHead can trace the location of their last access, with modifiers to the Hack check DC as shown in the table.

{table=head]Access point|Trace DC[/v]
Item (e.g., personal magic mirror)|15
Public scry terminal|10
Spellcaster casting a divination spell|20 + spell level
DivHead's permanent uplink|Opposed Hack check
Access occurred 1 minute ago|+2
Access occurred 10 minutes ago|+5
Access occurred 1 hour ago|+8
Access occurred 1 day ago|+10, +10 for each additional day[/table]

At 13th level, a DivHead learns to defend himself from divinations via the Oracle. Any creature that attempts a divination via the Oracle about the DivHead must make a Will save opposed by the DivHead's Hack check. Failure means that the creature is confused, as the spell, for 1 minute. If the creature fails the Will save by 5 or more, the DivHead is aware that the divination is carried out; otherwise, the Hack check is a passive defense and should be rolled by the DM.

A DivHead of 17th level or higher has unparalleled mastery of the Oracle. He may make a Hack check to suppress or destroy a particular access point for the Oracle once per day. The DC of the check is determined by the type of access point, as shown in the table below. If the DivHead attempts to destroy an access point and fails, but his Hack check result beats the DC to suppress the access point, it is suppressed instead. Suppression lasts for 1 round per DivHead level.

A DivHead whose permanent uplink is suppressed loses access to any class features which require accessing the Oracle for the duration. A DivHead whose permanent uplink is destroyed permanently loses 2 points of Intelligence and access to all class features that require accessing the Oracle; the Intelligence damage and access can be restored only by a greater restoration, miracle, or wish spell. In addition, the DivHead must make a Fortitude save (DC equal to the Hack check) or fall unconscious for 2d6 minutes.

{table=head]Access point|Suppression DC|Destruction DC
Item (e.g., personal magic mirror)|11 + item CL|21 + item CL
Public scry terminal|20|30
DivHead's permanent uplink|Opposed Hack check|Opposed Hack check +10[/table]

Fast overlay: At 7th level, a DivHead can activate his virtual overlay as a swift action.

Seize sensor (Su): A DivHead of 9th level or higher can attempt to commandeer divination sensors from the Oracle or other casters. Any sensors thus seized are immediately integrated into the DivHead's virtual overlay. If the DivHead seizes control of one or more Oracle sensors, he may make use of them without being connected to DivNet (and thus directly traceable; see informational warfare for more details). Attempting to seize a sensor is a full-round action that does not provoke attacks of opportunity. A DivHead can seize any sensor he can see; it remains under his control for 1 minute per DivHead level, or until successfully seized by another DivHead, whichever is sooner.

Seizing control of a sensor requires a hacking check; the DC varies based on who or what is controlling the sensor. An Oracle sensor has a DC of 15; a sensor controlled by a spellcaster who is not a DivHead has a DC of 20 + spell level; and a sensor controlled by another DivHead requires an opposed hacking check. A DivHead gains a +5 bonus to the opposed hacking check to prevent another DivHead from seizing on of his personal sensors.

Hacksight (Su): Beginning at 12th level, a DivHead becomes so attuned to magical sensors that he can sense them without trying. He is continuously under the effect of the detect scrying spell, and he uses a hacking check in place of a caster level check to determine the location of the scryer. A DivHead can determine if a sensor is controlled by the Oracle with a DC 15 hacking check.

Greater baffle sensor (Su): At 15th level, a DivHead's ability to confuse divinations improves. Whenever he or anyone sharing his virtual overlay is actively targeted by a divination spell, the divination sees instead whatever image the DivHead desires, as per the false vision spell.

Time-scry (Su): Beginning at 16th level, a DivHead can cast Hindsight based on any location he is currently scrying; he need not be physically at the location.

Trace lifeline (Su): At 19th level, a DivHead can use the Hindsight spell to observe the activities of a particular creature instead of a location. To do so, he must successfully use his informational warfare (trace) ability to determine the location of the creature at a known time.

Living oracle: Upon reaching 20th level, a DivHead is so attuned to the Oracle that his body and mind become infused with its essence. Once per day per point of Intelligence modifier, whenever he casts a spell, the DivHead may attempt a caster level check (DC 25 + spell level) to cast the spell without using up a spell slot.


PLAYING A DIVHEAD
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

DIVHEAD IN THE WORLD
"A quote of somebody else talking about your class!"

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

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

[b]DIVHEAD SPELL LIST
0th level
Comprehend Languages* (SRD)
Detect Magic* (SRD)
Detect Poison* (SRD)
Detect Secret Doors* (SRD)
Ghostharp (MoF)
Guidance (SRD)
Instant Search (SPC)
Locate City (RD)
Locate Node (CR)
Locate Touchstone (PLH)
Locate Water (Sand)
Magecraft (ECS)
Read Magic (SRD)

1st level
Analyze Portal (SPC)
Ancient Knowledge (MoE)
Appraising Touch (SpC)
Arrow Mind (SpC)
Augury (SRD)
Balancing Lorecall (SPC)
Battle Sense (here (http://www.minmaxboards.com/index.php?topic=1270))
Blessed Aim (SpC)
Bloodhound (SpC)
Chain of Eyes (SPC)
Circle Dance (SPC)
Countersight, Lesser (here (http://www.minmaxboards.com/index.php?topic=1270))
Critical Strike (SPC)
Darkvision* (SRD)
Detect Aberration* (LoM)
Detect Animals or Plants* (SRD)
Detect Attitude* (Dragon 323)
Detect Chaos* (SRD)
Detect Evil* (SRD)
Detect Favored Enemy* (SPC)
Detect Fire* (Frost)
Detect Good* (SRD)
Detect Guilt* (Dragon 323)
Detect Law* (SRD)
Detect Snares and Pits* (SRD)
Detect Thoughts* (SRD)
Detect Undead* (SRD)
Detect Violence* (Dragon 323)
Discern Bloodline* (RD)
Discern Shapechanger* (SPC)
Dissonant Visions (here (http://www.minmaxboards.com/index.php?topic=1270))
Divine Insight (SPC)
Divine Inspiration (BE)
Expose The Dead (MoE)
Find Traps* (SRD)
Golem Strike (CAd)
Grave Strike (SPC)
Guidance of the Avatar (SPBA)
Guided Shot (SPC)
Healer's Vision (CS)
Healing Lorecall (SPC)
Identify (SRD)
Insidious Insight (RE)
Insightful Feint (SPC)
Instant Locksmith (SPC)
Know Greatest Enemy* (SPC)
Know Protections* (MoF)
Know Vulnerabilities* (SPC)
Lay of the Land (SPC)
Listening Lorecall (SPC)
Living Prints (SPC)
Locate Object (SRD)
Loresong (Dragon 335)
Marked Man (Dragon 325)
Marked Object (SPC)
Master's Touch (SPC)
Omen of Peril (RD)
Scholar's Touch (RD)
See Invisibility* (SRD)
Sense Heretic* (SPC)
Sense Weakness* (MoE)
Sentinel's Watch (PE)
Share Husk (MoF)
Sniper's Shot (CAd)
Speak with Animals* (SRD)
Spontaneous Search (Dragon 325)
Spymaster's Coin (CS)
Status* (SRD)
Sure Strike (PH2)
Tactical Precision (CAd)
Tojanida Sight (Storm)
True Strike (SRD)
Understand Object (SPBA)
Vine Strike (CAd)
Vision of Fear (Dragon 333)
Vision of Glory (SPC)
Wieldskill (MoF)
Wild Instincts (RE)

2nd level
Absorb Mind (BV)
Analyze Touchstone (PLH)
Arcane Sight* (SRD)
Battlemagic Perception* (HB)
Blessed Sight* (BE)
Clairaudience/Clairvoyance (SRD)
Commune with Lesser Spirit (CAr)
Demoncall (BV)
Detect Metal and Minerals* (Rac)
Detect Ship* (Storm)
Devil's Eye (BV)
Discern Lies* (SRD)
Eyes of the Zombie (BV)
Find the Gap* (SPC)
Forced Clairaudience (here (http://www.minmaxboards.com/index.php?topic=1270))
Glimpse of Truth (BV)
Know Bloodline* (LEoF)
Know Opponent* (SPC)
Listening Coin (SPC)
Mark of the Hunter (SPC)
Mind Bond (BE)
Painful Visions (here (http://www.minmaxboards.com/index.php?topic=1270))
Path of the Exalted (BE)
Portal View (UND)
Speak with Dead (SRD)
Speak with Plants* (SRD)
Speechlink (CAd)
Telepathic Bond, Lesser (SRD)
Telepathy Tap (BE)
Tongues* (SRD)
Understand Device (MoF)
Wake Trailing (Storm)
Weather Eye (SPC)

3rd level
Arcane Eye (SRD)
Assay Spell Resistance (SPC)
Commune with City (RD)
Commune with Nature (SRD)
Contact Other Plane (SRD)
Detect Scrying* (SRD)
Divination (SRD)
Dreadful Visions (here (http://www.minmaxboards.com/index.php?topic=1270))
Flowsight (Storm)
Forced Clairvoyance (here (http://www.minmaxboards.com/index.php?topic=1270))
Identify Transgressor (BV)
Implacable Pursuer (SPC)
Legend Lore (SRD)
Locate Creature (SRD)
Scrying (SRD)
Sight of Battle (here (http://www.minmaxboards.com/index.php?topic=1270))
Status, Greater* (BE)
Telepathic Aura (MBF)
Unluck (CAr)

4th level
Commune (SRD)
Commune with Earth (Rac)
Echo Skull (SPC)
Prying Eyes (SRD)
Sacred Guardian (BE)
Scry Location (CS)
Telepathic Bond (SRD)
True Seeing* (SRD)
Zone of Revelation (SPC)

5th level
Analyze Dweomer* (SRD)
Arcane Sight, Greater* (SRD)
Countersight (here (http://www.minmaxboards.com/index.php?topic=1270))
Dream Sight (SPC)
Eye of Stone (RS)
Find the Path* (SRD)
Forced Clairsentience (here (http://www.minmaxboards.com/index.php?topic=1270))
Foresee Defenses (here (http://www.minmaxboards.com/index.php?topic=1270))
Glimpse Of The Prophecy (MoE)
Probe Thoughts* (CD)
Scrying, Greater (SRD)
Sight of War (here (http://www.minmaxboards.com/index.php?topic=1270))
Stone Tell (SRD)
Telepathic Bond, Interplanar (SPC)
Vision (SRD)

6th level
Brain Spider* (SRD)
Choose Destiny (RD)
Commune with Greater Spirit (CAr)
Discern Location* (SRD)
Eye of Power (SPC)
Foresight* (SRD)
Hindsight* (CAd)
Moment of Prescience (SRD)
Overwhelming Visions (here (http://www.minmaxboards.com/index.php?topic=1270))
Prying Eyes, Greater (SRD)
Sight of Strife (here (http://www.minmaxboards.com/index.php?topic=1270))
Unending Visions (here (http://www.minmaxboards.com/index.php?topic=1270))

sirpercival
2013-01-25, 07:03 PM
Do Evolutions apply to a Transformed Morphling? If so, one could make some pretty nasty creatures... :smallamused: No, I don't think so. It's like having grafts and then wildshaping...

However, I will say that there is a Biosynth/Morphling PrC... :smallcool:


Not to get ahead of ourselves, but would you ever consider adding in plant based morph/evolution powers? Give the Chloromorphs some love They would go into Biosynth. At the moment there are more Mechanosynth evolves than Biosynth, so if you have some plant-based evolve ideas, I'm happy to hear them.

There might be Chloromorph Biosynth sub levels, too...

sirpercival
2013-01-25, 07:27 PM
DODGER

"What gravity?"

-Zax, legendary dodger

Haven't you ever wanted a little more in your life than the same old rations every day? Why pay taxes and walk in the middle of the street like everyone else? If you can dodge the system, you can do anything you want. Laws are made to be broken... even the laws of physics.

MAKING A DODGER
A dodger is a skillful, quick, and unpredictable opponent. She never strikes where or when you expect her to, and she flouts the laws of man and physics alike.
Abilities: The most important ability score for a Dodger is Dexterity, though she can benefit from a high Charisma, Intelligence, and Constitution as well.
Races: Dodgers can come from any race, but those races who disapprove of laws are the most likely to turn to the path of the Dodger.
Alignment: Any non-lawful. Dodgers disdain things like rules, guidelines, and laws.
Starting Gold: As rogue.
Starting Age: As rogue.

Class Skills
The Dodger's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Engineering (Int), Gather Information (Cha), Negotiation (Cha), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Stealth (Dex), Thievery (Dex), Wordsmithing (Int).
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Hit Die: d6

{table=head]Level|BAB|Fort|Ref|Will|Special
1 | +0| +0 | +2 | +0| Sneak attack +1d6, trapfinding, versatility
2 | +1| +0 | +3 | +0| Evasion
3 | +2| +1 | +3 | +1| Personal gravity, 3D combat
4 | +3| +1 | +4 | +1| Sneak attack +2d6, uncanny dodge
5 | +3| +1 | +4 | +1| Time-slip 1/day
6 | +4| +2 | +5 | +2| Moment's notice
7 | +5| +2 | +5 | +2| Sneak attack +3d6, wall-slip
8 | +6/+1| +2 | +6 | +2| Baffling opponent, improved uncanny dodge
9 | +6/+1| +3 | +6 | +3| Elusive dodge
10| +7/+2| +3 | +7 | +3| Sneak attack +4d6, time-slip 2/day
11| +8/+3| +3 | +7 | +3| Greater moment's notice, improved evasion
12| +9/+4| +4 | +8 | +4| Greater personal gravity
13| +9/+4| +4 | +8 | +4| Sneak attack +5d6, force-slip
14| +10/+5| +4 | +9 | +4| Greater elusive dodge
15| +11/+6/+1| +5 | +9 | +5| Greater 3D combat, slippery mind, time-slip 3/day
16| +12/+7/+2| +5 | +10| +5| Sneak attack +6d6
17| +12/+7/+2| +5 | +10| +5| Space-slip
18| +13/+8/+3| +6 | +11| +6| Time strike
19| +14/+9/+4| +6 | +11| +6| Sneak attack +7d6
20| +15/+10/+5| +6 | +12| +6| Supreme elusive dodge, time-slip 4/day
[/table]


Weapon and Armor Proficiencies: A dodger is proficient with all simple and martial weapons, and with light armor.

Sneak attack: If a dodger can catch an opponent when it cannot defend herself effectively from her attack, she can strike a vital spot for extra damage. The dodger's attack deals 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 dodger flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three dodger levels thereafter. Sneak attack damage is not multiplied on a critical hit. A dodger's ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a dodger can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon to execute a sneak attack.

A dodger can sneak attack only living creatures with discernible anatomies -- undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The dodger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A dodger cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Dodgers can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic or psionic trap has a DC of 25 + the level of the spell or power used to create it. Dodgers can use the Engineering skill to disarm magic and psionic traps. Magic and psionic traps generally have a DC of 25 + the level of the spell or power used to create them. A dodger who beats a trap's DC by 10 or more with an Engineering check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Versatility (Ex): Surviving as a dodger requires a certain amount of adaptability that many others never master. A dodger gains an insight bonus equal to her class level which she can apply to her skill checks. She may divide the bonus between her skills however she likes, but cannot apply a bonus to any one skill larger than the number of ranks she has in that skill. A dodger can reassign her bonuses after spending 1 hour practicing.

Evasion (Ex): At 2nd level and higher, a dodger can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the dodger is wearing light armor or no armor. A helpless dodger does not gain the benefit of evasion.

Personal Gravity (Su): When a dodger reaches 3rd level, she learns how to alter her own personal gravity to move in ways that other creatures find bizarre and impossible. Whenever she moves at least 5 feet, she can take part of the move to traverse a wall, ceiling, or other relatively smooth vertical or overhanging surface as long as she begins and ends her turn on a horizontal surface. The height she can achieve on the wall is limited only by this movement restriction. At the end of her turn, if she is not resting on a surface that could otherwise support her, she falls prone as normal, taking falling damage as appropriate for her distance above the ground. Treat the wall or ceiling as a normal floor for the purpose of measuring her movement. Passing from floor to wall or wall to floor costs no movement; she can change surfaces freely. Opponents on the ground can make attacks of opportunity as she moves up the wall.

She can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows her to make an attack from the wall against a foe standing on the ground who is within the area she threatens; however, if she is somehow prevented from completing her move, she falls if not on a horizontal surface at the end of her turn. Likewise, she could tumble along the wall to avoid attacks of opportunity.

3D combat (Ex): At 3rd level, a dodger learns to maximize her combat abilities by using her personal gravity to confuse her opponents. Whenever a dodger attacks an opponent from a wall, ceiling, or other unusual direction she can treat that opponent as flat-footed as long as they do not also have the 3D combat ability.

Uncanny Dodge (Ex): Starting at 4th level, a dodger can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a dodger already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Time-slip (Su): At 5th level, a dodger learns to jump backward in time by a miniscule amount, ensuring that she can get the jump on her opponent. Using this ability is a free action which grants a dodger a +30 bonus to her initiative for that encounter. A dodger can use this ability once per day at 5th level, and an additional time per day for every five levels after.

Moment's notice (Su): Once per encounter, a dodger of 6th level or higher can take an extra move action as an immediate action.

Wall-slip (Su): Beginning at 7th level, a dodger learns how to fold herself through extra spatial dimensions, allowing her to move through seemingly solid objects. As a full-round action, she can make an Acrobatics check to move through solid physical objects; the DC of the check is 10 + 10 per 5 feet of the object's thickness. She cannot move further through an object than her speed; if she attempts to do so, she is shunted to the nearest open space and takes 1d6 points of damage for every 10 feet shunted. This ability cannot be used to move through objects made of force.

Baffling opponent (Ex): At 8th level, a dodger can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The dodger can even choose a square that is impassable or occupied.

Improved uncanny dodge (Ex): A dodger of 8th level or higher can no longer be flanked. This defense denies another dodger the ability to sneak attack the character by flanking her, unless the attacker has at least four more dodger levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum dodger level required to flank the character.

Elusive dodge (Su): Beginning at 9th level, a dodger learns to evade physical attacks with uncanny skill. Once per round, whenever a dodger is successfully hit with a melee or ranged attack that does damage, she may make a Reflex save (DC equal to the damage dealt) to take half damage. This ability does not work against attacks that do not deal damage (such as many ray spells), or attacks that already allow a save for a reduced effect. Evasion and elusive dodge cannot be used on the same attack.

Greater moment's notice: At 11th level, whenever a dodger uses her moment's notice ability she may take an extra full-round action instead of a move action.

Improved Evasion (Ex): This ability, gained at 11th level, works like evasion, except that while the dodger still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless dodger does not gain the benefit of improved evasion.

Greater personal gravity: At 12th level, a dodger's mastery of her own personal gravity is complete. She can move on floors, ceilings, overhangs, and other such surfaces without penalty or restriction, even if the surface she moves on could not normally support her weight. She must still make Acrobatics checks as normal to move on surfaces that are not stationary (such as the surface of a lake, a tree branch swaying in the wind, etc.).

Force-slip: Beginning at 13th level, a dodger learns to fold herself even through force effects. She can use her wall-slip ability to move through a wall of force or similar effect with a DC 50 Acrobatics check.

Greater elusive dodge: At 14th level, whenever a dodger uses her elusive dodge ability and succeeds on the Reflex save, she takes no damage from the attack.

Greater 3D combat (Ex): Beginning at 15th level, whenever a dodger uses her 3D combat ability against an opponent who is normally immune to precision damage, she can make an Acrobatics check (opposed by the opponent's Reflex save) to deal sneak attack damage anyway.

Slippery mind (Ex): A dodger of 15th level or higher can wriggle free from magical effects that would otherwise control or compel her. If she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Space-slip (Su): Beginning at 17th level, a dodger's mastery of extra spatial dimensions is complete. She can make a DC 60 Acrobatics check that takes 1 minute to fold herself completely into a non-dimensional space. Once inside, she cannot be affected by anything but effects that explicitly function transdimensionally (such as spells cast with the Transdimensional Spell metamagic feat). The non-dimensional space is undetectable, but the dodger can see out without hindrance, as if she was occupying the square where she entered the space. She can breathe normally inside the non-dimensional space.

A dodger can spend a maximum of 1 minute per class level inside a non-dimensional space per day; if she is inside when the duration runs out, she is forcibly ejected from the non-dimensional space and appears in the same space she was in when activating the ability. If the square is occupied, she is shunted to the nearest empty square and takes 1d6 points of damage for every 10 feet moved.

Time strike (Su): At 18th level, a dodger learns to freeze an opponent in time with a single strike. As a full-round action, she can make a melee touch attack against an opponent who is flat-footed or otherwise denied their Dexterity bonus to AC. If the attack succeeds, she deals no damage but instead forces the subject to make a Fortitude save, DC 10 + her Dexterity modifier + 1/2 her class level. If the subject fails the save, it is placed into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the effect is removed (such as by a the freedom spell; Time Strike cannot be ended by a dispel magic or similar, as it is a supernatural ability). This ability is the equivalent of a 9th-level spell, with a caster level equal to the dodger's class level.

Supreme elusive dodge: When a dodger reaches 20th level, she can avoid damage almost without a thought. Whenever she uses her greater elusive dodge ability, she takes half damage even if she fails her Reflex save.


PLAYING A DODGER
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

DODGER IN THE WORLD
"A quote of somebody else talking about your class!"

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

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

sirpercival
2013-01-25, 08:01 PM
POWERBARD

"Welcome back, my friends, to the show that never ends!"

-Doug Mathis, powerbard.

A powerbard can rock your face off with a power chord, raise the roof with an arpeggio, or melt your heart with a ballad.

MAKING A POWERBARD
Powerbards work with sound like holomancers work with light, kind of.
Abilities: Charisma is king.
Races: Any.
Alignment: Any.
Starting Gold: As bard.
Starting Age: As bard.

Class Skills
The Powerbard's class skills (and the key ability for each skill) are Acrobatics (Dex), Arcana (Int), Athletics (Str), Concentration (Wis), Engineering (Int), Gather Information (Cha), Negotiation (Cha), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Scholarship (Int), Stealth (Dex), and Wordcraft (Int).
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Hit Die: d6

{table=head] |Uses per Power Chord per day
{table=head]Level|BAB|Fort|Ref|Will|Special
1 | +0| +0 | +2 | +2 | Minor arpeggios, power chords (rhythm)
2 | +1| +0 | +3 | +3 | Control sound, musician's ear
3 | +2| +1 | +3 | +3 | Countersong, resounding note
4 | +3| +1 | +4 | +4 | Bonus arpeggio
5 | +3| +1 | +4 | +4 | Bonus feat (see text)
6 | +4| +2 | +5 | +5 | Silver record
7 | +5| +2 | +5 | +5 | Power chords (harmony)
8 | +6/+1| +2 | +6 | +6 | Bonus arpeggio
9 | +6/+1| +3 | +6 | +6 | Improved countersong
10| +7/+2| +3 | +7 | +7 | Improved musician's ear
11| +8/+3| +3 | +7 | +7 | Form the band +1, gold record
12| +9/+4| +4 | +8 | +8 | Bonus arpeggio, encore
13| +9/+4| +4 | +8 | +8 | Power chords (melody)
14| +10/+5| +4 | +9 | +9 | Form the band +2
15| +11/+6/+1| +5 | +9 | +9 | Greater countersong
16| +12/+7/+2| +5 | +10| +10| Bonus arpeggio, platinum record
17| +12/+7/+2| +5 | +10| +10| Form the band +3
18| +13/+8/+3| +6 | +11| +11| Greater musician's ear
19| +14/+9/+4| +6 | +11| +11| Double encore
20| +15/+10/+5| +6 | +12| +12| 12-string, bonus arpeggio, form the band +4[/table]|{table=head]1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|—|—|—|—|—|—|—|—
1|—|—|—|—|—|—|—|—
1|1|—|—|—|—|—|—|—
1|1|—|—|—|—|—|—|—
1|1|1|—|—|—|—|—|—
1|1|1|—|—|—|—|—|—
2|2|2|1|—|—|—|—|—
2|2|2|1|—|—|—|—|—
2|2|2|1|1|—|—|—|—
2|2|2|1|1|—|—|—|—
2|2|2|1|1|1|—|—|—
2|2|2|1|1|1|—|—|—
3|3|3|2|2|2|1|—|—
3|3|3|2|2|2|1|—|—
3|3|3|2|2|2|1|1|—
3|3|3|2|2|2|1|1|—
3|3|3|2|2|2|1|1|1
3|3|3|2|2|2|1|1|1
3|3|3|2|2|2|1|1|1
3|3|3|2|2|2|1|1|1[/table][/table]

Weapon and Armor Proficiencies: A powerbard is proficient with simple weapons, light armor, and shields, as well as all guitars.

Minor arpeggios (Su): A powerbard must master certain basic musical techniques before proceeding to the more complex works of music. These techniques, known as arpeggios, function as supernatural abilities usable at will as a standard action. A powerbard begins play with three arpeggios and gain an additional arpeggio at 4th level and every four additional levels beyond 4th. A powerbard can, when gaining a new level, choose a new arpeggio in place of another power chord (see below). The save DC of any arpeggio is equal to 10 + the powerbard's Cha modifier; all arpeggios allow a Will save to negate, though most are harmless. When choosing an arpeggio, a powerbard can “relearn” an already known arpeggio, which increases the save DC and the caster level for that arpeggio by 1.

Power chords and genres: A powerbard does not cast spells as other classes do, but instead invokes musical techniques called power chords (see below for descriptions). A powerbard knows one chord at 1st level and gain one additional chord every class level. Up to 6th level, a powerbard can learn only rhythm chords; at 7th level, she gains access to harmony chords, and at 13th level she becomes able to use melody chords. A powerbard can choose her new chord at each level from any category she has access to (including minor arpeggios). For instance, at 8th level, a powerbard could select either an arpeggio, a rhythm chord, or a harmony chord.

Within a category of power chords (rhythm, harmony, or melody), a powerbard can only learn chords of a new level if she has learned at least two chords of the previous level, but she need not know all previous chords within a genre to select a chord from that genre. A powerbard can always select the first chord in a genre of a category she has access to, even if she didn’t complete the lower category genres. At 4th level, and every even level after (6th, 8th, etc.), a powerbard can learn a new chord in place of a chord she already knows of the same level.

Power chords represent musical patterns and techniques so complex that other spells seem simple in comparison. As a powerbard progresses, however, her intuitive understanding of power music grows stronger, and her chords become more ingrained in her essence. When a powerbard is capable of playing only rhythm chords, she casts them as though they were arcane spells. They all have verbal components and are subject to interruption, though they do not require material components, foci, or somatic components. This means that chords which are cast as spells cannot be played while under the effect of a silence spell (however, see the Resounding Note, below), and suffer a 20% failure chance whenever the powerbard is deafened.

At 7th level, when a powerbard becomes capable of playing harmony chords (whether or not she chooses to learn any), her rhythm chords become so much a part of her that they now function as spell-like abilities, and they no longer require verbal components. The powerbard's new harmony chords (when she learns them) function as arcane spells and follow the rules described above.

When the powerbard reaches 13th level and becomes capable of playing melody chords, another change occurs. Her melody chords now function as arcane spells, and her harmony chords function as spell-like abilities. The powerbard's rhythm chords become supernatural abilities, and no longer provoke attacks of opportunity. They are not subject to dispelling, counterspelling, or spell resistance, though they still do not function in an antimagic field.

A powerbard can learn a chord more than once; each time she relearns a chord, she gains another set of uses of that chord per day, and the save DC and caster level of that chord each increase by 1. A powerbard can play each chord she knows a certain number of times per day depending on whether it is cast as a spell (once), a spell-like ability (twice), or a supernatural ability (thrice). The allotments per level are given on the table above, but only apply if she is able to play chords of the level indicated.

A powerbard gains bonus uses of her power chords for a high Charisma score just like a spellcaster; however, each bonus daily use a powerbard is granted applies to all of her power chords of the appropriate level. For example, a powerbard with an 18 Charisma would gain an additional daily use of each of her 1st, 2nd, 3rd, and 4th-level power chords.

Although a powerbard does not prepare spells, she must rest for 8 hours and meditate for 15 minutes each day to regain her use of power chords just as a DivHead must rest and meditate to regain use of spell slots. In order to play a chord, a powerbard must have a Charisma score of at least 10 + the chord's level. The save DC for a powerbard's chords which are played as spells or spell-like abilities equals 10 + chord level + her Cha modifier, while the save DC for chords played as supernatural abilities is equal to 10 + 1/2 powerbard level + Cha modifier. Even though a powerbard does not “cast spells” in the traditional sense, her levels in this class count for the purpose of determining her overall caster level.

Control sound (Su): Beginning at 2nd level, a powerbard learns to control the sound around her. This works exactly like the control sound psionic power, with a manifester level equal to her powerbard level; she can use this ability at will.

Musician's ear (Ex): At 2nd level, a powerbard's hearing becomes much more acute than a normal person's. She gains a bonus equal to her powerbard level on Perception checks when listening, as well as saves vs being deafened and to defeat illusions with an auditory component.

Countersong (Su): Upon reaching 3rd level, a powerbard can attempt to use her knowledge of physics to cancel the sounds that a caster makes when casting a spell with verbal components. The powerbard can attempt to counterspell a spell that she has successfully identified using the Arcana skill, requires a verbal component, and is being cast within 30 feet. She must ready an action to counterspell, as normal. She makes a dispel check to counter the cast spell as if with dispel magic, except that she uses her ranks in Perform in place of her caster level as a bonus to the check (with no limit on the maximum bonus). Countersong can be used to counter a power chord with a verbal component played by another powerbard. A powerbard can use this ability a number of times per day equal to her Charisma modifier.

Resounding note (Su): At 3rd level, a powerbard can attempt to overcome a silence effect with her power chords. Whenever she attempts to play a chord which would be negated by silence, she can make a Perform check (DC 15 + the caster level of the silence) to play the chord anyway.

Bonus feat: A powerbard of 5th level or higher gains a bonus [Chord] feat of her choice for every genre she completes. If the powerbard changes one of her known chords (at an even level) and in doing so "un-completes" a path, she loses access to the bonus feat granted by that path, unless she chooses that feat as a normal feat or a bonus feat from completing a different path.

Silver record (Ex): By 6th level, a powerbard has become well-known among the fans of her music, and this celebrity grants her a measure of leeway in social situations. She gains a +4 bonus on Charisma checks and Charisma-based skill checks (except Perform checks while using other powerbard abilities), as well as the ability to call in one favor per week (as per the Favored in House feat from the Eberron Campaign Setting).

Improved countersong (Su): Beginning at 9th level, a powerbard can use her countersong ability once per round as an immediate action; she need not ready an action to do so. However, she cannot use countersong while concentrating on another powerbard ability (such as Control Sound or a power chord that requires concentration).

Improved musician's ear (Ex): At 10th level, a powerbard's hearing has become so acute that she can hear things she can't see. The powerbard gains blindsense out to a range of 10 feet times her Charisma modifier, which does not function when the powerbard is deafened or within the radius of a silence effect.

Form the band (Ex): A powerbard of 11th level or higher can combine her musical prowess with other powerbards to create effects of unparalleled strength. If two or more powerbards (one of whom is at least 11th level) play the same power chord at the same time, the save DC and caster level of the chord are both increased by +1 for each powerbard after the first (+1 for two players, +2 for three players, etc.). Use the highest save DC and caster level among the players as the base effect. At every 3 levels after 11th, the bonus for each additional powerbard increases by +1. If more than one contributing powerbard has this class feature, the bonuses do not stack; instead, use the highest bonus among all contributing powerbards.

Gold record (Ex): Upon reaching 11th level, the powerbard's fame and fortune have increased substantially, and people keep trying to give her stuff. The powerbard's bonus to Charisma check and Charisma-based skill checks increases to +8, and she can call in up to 3 favors per week (though no more than once per day). In addition, she can purchase equipment and magic items for 75% of market price; items purchased this way can only be sold for 50% of market price as normal, even if sold by someone with the Industrious regional feat.

Encore (Su): Beginning at 12th level, a powerbard can follow up a power chord with an additional, less-powerful chord. Whenever the powerbard plays a harmony or melody chord in a round, she can follow with a rhythm chord in the same round as a move action as long as she has a move action to spare. Using this ability does not count against the daily uses of the chosen rhythm chord. The powerbard can use this ability a number of times per day equal to her Charisma modifier.

Greater countersong (Su): At 15th level, a powerbard is a master of manipulating soundwaves. She can use her countersong ability any number of times per day as a free action, to a maximum number of times per round equal to her Intelligence modifier, though no more than once on a given casting.

Platinum record (Ex): A powerbard of 16th level or higher is unbelievably famous, and people will often stop her on the street for her autograph. The powerbard's bonus to Charisma check and Charisma-based skill checks increases to +16, and she can call in two favors per day, up to a maximum number of favors a week equal to her Charisma modifier. In addition, she can purchase equipment and magic items for 50% of market price; items purchased this way can only be sold for 50% of market price as normal, even if sold by someone with the Industrious regional feat.

Greater musician's ear (Ex): Upon reaching 18th level, a powerbard's ears are finely-tuned instruments of detection. She gains blindsight out to a range of 5 feet times her Charisma modifier, which does not function when the powerbard is deafened or within the radius of a silence effect.

Double encore (Su): Starting at 19th level, a powerbard can follow up her most potent power chords with additional chords of lesser strength. Whenever the powerbard plays a melody chord in a round, she can spend a use of her Encore ability to immediately follow with a harmony chord as a move action and/or a rhythm chord as a swift action, as long as she has such actions to spare. Using this ability does not count against the daily uses of either the rhythm chord or the harmony chord.

12-string (Su): At 20th level, a powerbard is an unparalleled master of the power chord. She can play two power chords simultaneously in the same action. The powerbard cannot use both this ability and Encore or Double Encore in the same round. She can use this ability a number of times per day equal to her Charisma modifier.


PLAYING A POWERBARD
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

POWERBARD IN THE WORLD
"A quote of somebody else talking about your class!"

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

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

POWERBARD CHORDS

Minor Arpeggios
Adagio -- Allies within 30 feet gain +1 morale bonus to Will saves for 1 round/level.
Allegro -- Allies within 30 feet gain +1 morale bonus to attack rolls for 1 round/level.
Andante -- One enemy within 30 feet makes Will save or can only take move actions for 1 round.
Grave -- Enemies within 30 feet suffer -1 morale penalty to Will saves for 1 round.
Largo -- Allies within 30 feet double range increment of ranged weapons for 1 round/level.
Lento -- One enemy within 30 feet makes Fort save or suffers -5 foot morale penalty to land speed and loses swift action for 1 round/level.
Marcia -- Allies within 30 feet gain +5 foot morale bonus to land speed and the Run feat for 1 round/level.
Moderato -- Enemies within 30 feet suffers a -1 morale penalty to attack rolls for 1 round/level.
Presto Con Fuoco -- Allies within 30 feet deal +2 energy damage, gain energy resistance 3 for 1 round/level.
Vivace -- Allies within 30 feet gain 1d4 temporary hit points for 1 round/level.


Rhythm Chords
Dragonforce
{table]1|Inside the Winter Storm -- Allies gain +2d6 cold damage on attacks.
2|Black Fire -- Allies gain +4d4 negative energy damage on attacks.
3|Sonic Firestorm -- Allies gain +2d8 fire and +2d8 sonic damage on attacks.[/table]

Machinae Supremacy
{table]1|Force Feedback -- Allies' weapons deal force damage.
2|A View from the End of the World -- Horrifying illusions frighten enemies.
3|Killer Instinct -- Allies automatically confirm critical hits.[/table]

Queen
{table]1|A Kind of Magic -- Reveal magical auras.
2|Misfire -- Allies gain miss chance vs ranged attacks.
3|We Will Rock You -- Allies gain morale bonuses.[/table]

Rush
{table]1|Armor and Sword -- Conjure temporary equipment for allies.
2|Time Stand Still -- Enemies lose actions.
3|Virtuality -- Allies become temporarily incorporeal.[/table]

Spinal Tap
{table]1|Rainy Day Sun -- Weather within the area of effect becomes calm and clear.
2|Diva Fever -- Enemies make Fort save or become sickened.
3|Rock and Roll Creation -- Summon a Bass Golem or Tweeter Swarm.[/table]

Wyld Stallynz
{table]1|Remember the Trashcan -- Allies gain +Cha mod luck bonus to next save.
2|The Power of Rock Compels You -- Free allies from mental control.
3|The Reaper -- Next Fortitude save that target enemy fails also causes it to drop unconscious.[/table]

Harmony Chords
Chrono Trigger
{table]4|Secret of the Forest -- As commune with nature, but more limited.
5|Magus Confronted -- Enemy spellcasters have difficulty with your allies.
6|Morning Glow -- Allies gain the benefit of a full night's rest.[/table]

Electric Mayhem
{table]4|Poison Ivy -- Poison one enemy.
5|Mack the Knife -- Allies double critical threat range and +1 critical multiplier for weapons.
6|Don't Blame the Dynamite -- Explosion deals Bludgeoning and Fire damage.[/table]

Foreigner
{table]4|No Hiding Place -- Invisible creatures affected by faerie fire, creatures automatically fail Hide checks.
5|Starrider -- Allies gain benefit of dimension door.
6|Spellbinder -- Allies gain SR against enemy spells and SLAs.[/table]

Iji (http://www.youtube.com/playlist?list=PL0DCF936733BF2A25)
{table]4|Welcome to the Party, Pal -- Subject is teleported to a space adjacent to you and stunned.
5|Glass Soldier -- Subject loses all DR and Hardness, may die if damaged by a confirmed critical hit.
6|Make Up Your Mind -- As Dominate Person; subject is confused on a failed save.[/table]

Led Zeppelin
{table]4|Dazed and Confused -- Enemy must save or be confused; become dazed on failed save.
5|Communication Breakdown -- Enemies must save or suffer sensory deprivation.
6|Stairway to Heaven -- Enemies must save or be shifted to random plane.[/table]

World's End Girlfriend
{table]4|The Offering Inferno -- Energy damage becomes fire and profane.
5|We Are the Massacre -- Allies gain benefits from slain enemies.
6|River Was Filled With Stories -- Scry several places at once.[/table]

Melody Chords
Aerosmith
{table]7|Seasons of Wither -- Enemies suffer debilitating effects.
8|Angel -- Allies temporarily gain Half-Celestial template.
9|Dream On -- Create a bubble of Dream-stuff.[/table]

Blind Guardian
{table]7|Lionheart -- Allies take on aspects of dire lions.
8|Banish from Sanctuary -- Banish all enemies in area.
9|Curse My Name -- All enemies in area suffer deadly curse.[/table]

Jethro Tull
{table]7|Cold Wind to Valhalla -- Enemies take increasing cold damage each round.
8|Occasional Demons -- Allies temporarily gain the Half-Fiend template.
9|Astronomy -- Falling stars damage enemies within range each round.[/table]

Metallica
{table]7|Blitzkreig -- Allies take extra actions.
8|Creeping Death -- Enemy makes Fort saves at successive penalties until it dies.
9|Master of Puppets -- Dominate several enemies within range.[/table]

Red Hot Chili Peppers
{table]7|Around the World -- Teleport yourself and allies.
8|Parallel Universe -- Shift portions of the real world into alternate dimensions and vice-versa, creating a bewildering array of effects.
9|Me and My Friends -- Create duplicates of yourself and your allies.[/table]

The Who
{table]7|Won't Get Fooled Again -- Negate illusions in area.
8|Behind Blue Eyes -- Eavesdrop on the thoughts of nearby creatures.
9|Miracle Cure -- Remove all negative conditions from allies in range.[/table]

sirpercival
2013-01-25, 08:32 PM
Power Chord Descriptions

Rhythm Chords
A Kind of Magic
Rhythm, Queen 1
Area: 60-foot radius emanation centered on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The intricate whorls of arcane energy around you become visible to you and your allies.

All allies within the area gain the benefit of the detect magic spell, and may substitute your bonus for theirs on any Spellcraft checks made to determine school.

Armor and Sword
Rhythm, Rush 1
Range: Close (25 ft + 5 ft/2 levels)
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Your allies are suddenly armed and armored to their liking.

You conjure into being equipment for your allies within range. Each ally receives up to one each of a weapon of their choice (including ammunition, if applicable), a suit of armor of their choice (which is automatically worn), and a shield of their choice. All equipment is mundane and non-masterwork, and disappears when the duration expires, or if it is out of the possession of the ally it was given to for more than 1 full round. Each ally may only choose equipment with which they are proficient.

A View from the End of the World
Rhythm, Machinae Supremacy 2
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will partial (disbelief)
Spell Resistance: No

Your enemies grow pale as they see horrifying visions of the apocalypse.

This chord is a mind-affecting illusion and a fear effect. Enemies within the area of effect gain an immediate Will save to disbelieve the illusion; if they fail, they become frightened for the chord's duration. However, the visions they see are horrifying enough to cause them anguish even if they realize those visions are not real. Enemies affected by this chord are shaken even with a successful save.

Black Fire
Rhythm, Dragonforce 2
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your allies' weapons seem to fade to matte black, crackling with negative energy.

All allies within the area deal an additional +4d4 negative energy damage with every attack for the duration of the chord.

Diva Fever
Rhythm, Spinal Tap 2
Area: 30-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The discordant tones you produce cause your enemies to feel queasy and feverish.

All enemies within the area become sickened if they fail a Fortitude save, which persists for the duration of the chord even if they leave the area of effect. Any enemy who enters the area is affected by this chord and must make a save.

Force Feedback
Rhythm, Machinae Supremacy 1
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Your allies' weapons become blue and translucent.

Any attacks made by an ally within the area for the duration of this chord become [Force] effects. This means that they ignore damage reduction, and affect ethereal and incorporeal creatures normally with no miss chance.

Inside the Winter Storm
Rhythm, Dragonforce 1
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your allies' weapons acquire a coating of frost, creaking with sudden cold.

All allies within the area deal an additional +2d6 cold damage with every attack for the duration of the chord.

Killer Instinct
Rhythm, Machinae Supremacy 3
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A gleam appears in your allies' eyes, as they focus in on enemies with deadly concentration.

For the duration of this chord, your allies in the area of effect automatically confirm critical threats.

Misfire
Rhythm, Queen 2
Area: 60-foot radius emanation centered on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The sound of your playing swirls around your allies, deflecting incoming ranged attacks.

Each ranged attack directed at you or an ally within the area of effect for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.

Rainy Day Sun
Rhythm, Spinal Tap 1
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The weather around you becomes calm and clear, resonating with the notes you've played.

For the duration of this chord, the weather within the area of effect becomes calm and clear. This suppresses the negative effects of fog and any natural bad weather; to suppress fog and weather effects from spells like obscuring mist or control weather, you must succeed on an opposed caster level check. Your opponent gains a bonus on the check equal to the level of the spell minus 1.

Remember the Trashcan
Rhythm, Wyld Stallynz 1
Area: 60-foot radius burst centered on you
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your allies suddenly feel luckier than usual.

All allies within range (including yourself) gain a luck bonus equal to your Charisma modifier on their next saving throw, as long as it occurs within 1 minute from when you played this chord.

Rock and Roll Creation
Rhythm, Spinal Tap 3
Range: Close (25 ft + 5 ft/2 levels)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None

You play the chord, and suddenly the air shimmers and a mechanical apparatus appears where you designate.

You summon a medium Bass Golem or Lesser Tweeter Swarm (your choice each time you play this chord). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you wish, you can direct it not to attack, to attack particular enemies, or to perform other actions.

Sonic Firestorm
Rhythm, Dragonforce 3
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your allies' weapons hum with the vibrating sound of crackling fire.

All allies within the area deal an additional +2d8 fire damage and +2d8 sonic damage with every attack for the duration of the chord.

The Power of Rock Compels You
Rhythm, Wyld Stallynz 2
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Your allies shake their heads, eyes and minds clearing.

All charm and compulsion effects, possession, or other forms of mental control currently affecting any allies within the area are suppressed for the duration of this chord. If an ally leaves the area, any effects which had been suppressed resume until the ally returns to the area; any allies entering the area gain the benefit of the chord as long as they are inside it. In addition, all allies within the area of effect gain a +4 morale bonus to saves vs mind-affecting effects.

The Reaper
Rhythm, Wyld Stallynz 3
Range: Close (25 ft + 5 ft/2 levels)
Duration: See text
Saving Throw: Will negates (disbelief)
Spell Resistance: Yes

[j]Your enemy sees a vision of the Grim Reaper, which stays with them like a shadow.[/i]

This chord is a mind-affecting illusion effect. If the target of this chord fails its save, the next Fortitude save it fails for any reason (within 1 minute) causes it to fall unconscious in addition to any other effects a failed Fortitude save would have in that situation. The subject remains unconscious for a number of rounds equal to your caster level, or until it the subject of a successful DC 15 Heal check.

Time Stand Still
Rhythm, Rush 2
Area: 60-foot radius burst centered on you
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes

The notes ring out and time stutters for a moment, confusing your enemies.

All enemies within the area of effect must make a Will save or lose their next standard action. Any enemy who succeeds must make a second Will save at the same DC or lose their next move action; any enemy who succeeds on the second Will save must make a third Will save at the same DC or lose their next swift action.

Virtuality
Rhythm, Rush 3
Area: 30-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

You play a chord and your allies' substance moves out of phase with the rest of reality for a short time.

Allies within the area of effect gain the incorporeal subtype for the duration of the chord, along with all their equipment. An ally who leaves the area of effect immediately becomes corporeal; if the space is occupied, that ally is shunted to the nearest empty space and takes 1d6 damage per 10 feet moved.

We Will Rock You
Rhythm, Queen 3
Area: 60-foot radius emanation centered on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your allies hear this chord and get fired up.

Allies gain the benefit of the good hope spell while in the area of effect of this chord.


Harmony Chords

Communication Breakdown
Harmony, Led Zeppelin 5
Area: 30-foot radius burst centered on you
Duration: Permanent
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

Sounds fade and sights darken as the chord resonates through your enemies' bodies.

Enemies within the area of effect must make a Fortitude save or become blinded permanently, and a second Fortitude save or become deafened permanently.

Dazed and Confused
Harmony, Led Zeppelin 4
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

Strange auditory hallucinations cause your enemy to become disoriented.

Target enemy must save or become confused as the spell for the duration of the chord. On a successful save, the enemy is instead dazed for 1 round.

Don't Blame the Dynamite
Harmony, Electric Mayhem 6
Area: 30-foot radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

As you play the chord, the area around you erupts into a cacophony of explosions.

Any creature within the area except you takes 1d8 points of damage per caster level as the chord explodes away from you. Half of the damage is fire damage and the other half is bludgeoning damage. Unattended objects take double damage from the blast.

Glass Soldier
Harmony, Iji 5
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

Your enemy's skin and bones grow thin and brittle.

The target enemy loses all damage reduction and hardness it had. In addition, if the target fails a Fortitude save, then the next time it is suffers a critical hit, it must make and additional Fortitude save equal to the damage dealt or immediately die.

Mack the Knife
Harmony, Electric Mayhem 5
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Your allies become deadlier with their weapons.

For the duration of this chord, double the critical threat range and increase by 1 the critical multiplier of your allies' weapons, for all allies within the area of effect. This chord stacks with other effects that increase critical threat range except the keen weapon enchantment.

Magus Confronted
Harmony, Chrono Trigger 5
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

Enemy spellcasters recoil as your allies appear next to them, disrupting their spells.

Enemy spellcasters within the area of effect must make a Will save or be unable to cast defensively for the duration of the chord; they are aware of this effect if the fail their Will save. In addition, whenever an enemy attempts to cast a spell, any of your allies in the area of effect may spend an immediate action to teleport to an empty space directly adjacent to that enemy.

Make Up Your Mind
Harmony, Iji 6
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 humanoid
Duration: 1 hour/level
Saving Throw: Will partial
Spell Resistance: Yes

The notes of this chord resonate in your opponent's mind, overwhelming any other coherent thoughts.

This is a mind-affecting compulsion effect. This chord operates as the dominate person spell, except that on a successful save the subject is confused for 1 round.

Morning Glow
Harmony, Chrono Trigger 6
Area: 60-foot radius burst centered on you
Duration: Instantaneous and 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The warm radiance of the rising sun washes over your allies, refreshing and bolstering them.

This is a mind-affecting compulsion effect. All allies within the area of effect (including yourself) gain some of the benefits of a full day and night's rest. Subjects are healed 2 hit points per character level and 2 points of ability damage per ability score, and have any fatigue or exhaustion removed. In addition, subjects of this spell gain a morale bonus to attack rolls, saves, and skill checks equal to 1/4 your caster level for 1 hour per level.

No Hiding Place
Harmony, Foreigner 4
Area: 60-foot radius burst centered on you
Duration: 1 minute
Saving Throw: None
Spell Resistance: Yes

All around, everything comes into incredibly sharp visual focus. Previously unseen creatures begin to glow, giving away their position.

Every invisible creature in the area of effect suffers the effect of faerie fire for 1 minute. Creatures in the area automatically fail Hide checks during the duration.

Poison Ivy
Harmony, Electric Mayhem 4
Range: Close (25 ft + 5 ft/2 levels)

An opponent near you suddenly blanches as their blood turns venomous.

As the poison spell, but at close range, requiring a ranged touch attack.

River Was Filled With Stories
Harmony, World's End Girlfriend 6
Effect: 1 or more magical sensors

As you play softly, you look into the river and see images ebb and flow in the water.

Playing this chord grants you the ability to scry a number of different people or locations at once, as per the scrying and scry location spells. You can scry up to one target per four caster levels each time you play this chord. This chord requires a river or other source of clear running water as a focus.

Secret of the Forest
Harmony, Chrono Trigger 4
Range: Close (25 ft + 5 ft/2 levels)
Duration: Instantaneous

i]The trees whisper to you, telling all the stories they know.[/i]

You gain the benefit of the commune with nature spell, over all area in range.

Spellbinder
Harmony, Foreigner 6
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

Your allies smirk as enemy spells slide off them with no effect.

All allies within the area of effect gain SR 11 + your CL against all spells and SLAs cast by enemies.

Stairway to Heaven
Harmony, Led Zeppelin 6
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous; see text
Saving Throw: Will partial
Spell Resistance: No

Your opponent finds itself inexorably drawn across planar barriers.

Your target must make a Will save or be immediately sent to another plane, chosen at random. With a successful save, the target manages to bind itself to the current plane strongly enough to resist the chord; therefore, it cannot undergo any sort of extradimensional travel for 1 hour, as per the dimensional anchor spell.

Starrider
Harmony, Foreigner 5
Range: Long (400 ft + 40 ft/level)
Target: You and all willing allies within 60 feet
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You and your allies scatter in all directions, evading capture.

You and all allies within 60 feet instantly teleport to any location in range of the chord. Each target may select their own destination.

The Offering Inferno
Harmony, World's End Girlfriend 4
Area: 60-foot emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Allies and enemies alike are astounded as their energy attacks become raging, unholy infernos.

All energy damage dealt in the area of effect is altered so that half of the damage is fire damage and the other half is profane.

We Are the Massacre
Harmony, World's End Girlfriend 5
Area: 30-foot radius burst centered on you
Duration: Instantaneous and 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your allies gain energy from their fallen foes.

When you play this chord, magic washes over the allies in range, granting them the ability to store up good fortune culled from their victories. From that point forward, up to 1 hour per level, whenever an ally affected by this chord slays an enemy, they gain 1 luck reroll which they can use either to power their existing luck feats or to reroll a saving throw (as per the Survivor's Luck feat).

Welcome To the Party, Pal
Harmony, Iji 4
Range: Long (400 ft + 40 ft/level)
Target: One creature
Duration: Instantaneous and 1 round
Saving Throw: Will partial and Fortitude partial
Spell Resistance: See text

Your enemy appears next to you, reeling in surprise.[i]

The target of this chord must make a Will save or be teleported instantly to an empty square adjacent to you of your choice (if there are no empty squares adjacent to you, the chord fails). In addition, the target must also make a Fortitude save or be stunned for 1 round; spell resistance applies to the stunning effect, but not the teleportation.


Melody Chords

Angel
Melody, Aerosmith 8
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

[i]Your allies take on heavenly characteristics.

All your allies gain the benefits of the Half-Celestial template while within the area of effect.

Around the World
Melody, Red Hot Chili Peppers 7
Area: 60-foot radius burst centered on you
Duration: Instantaneous

With a piercing, lasting note, you and your allies disappear, carried on the wings of music to far-away lands.

You teleport yourself and all your willing allies within the area of effect as per the teleport spell.

Astronomy
Melody, Jethro Tull 9
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature/level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Your music calls down the stars from the heavens to destroy your enemies.

Each round, each target within range is hit by a falling star. You must make a ranged touch attack against each target, using your Charisma modifier in place of your Dexterity modifier; a successful strike deals 1d8 damage per caster level bludgeoning damage.

Banish from Sanctuary
Melody, Blind Guardian 8
Area: 60-foot radius burst centered on you
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Nearby enemies vanish as they are forced back to their home planes.

All enemies within the area of effect must make a Will save or be instantly forced back to their home plane.

Behind Blue Eyes
Melody, The Who 8
Area: 120-foot radius emanation centered on you
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

The notes you play resonate in your mind, taking shape into words that echo the thoughts of those around you.

This is a mind-affecting effect. You can eavesdrop on the thoughts of every creature in the area of effect, as per the brain spider spell.

Blitzkrieg
Melody, Metallica 7
Area: 60-foot radius burst centered on you
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your allies are spurred into action by this trumpeting chord.

All of your allies within the area of effect immediately take a standard action. If they choose to use that action to attack, they may make a full attack instead.

Cold Wind to Valhalla
Melody, Jethro Tull 7
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

The chord rips through the air, sucking all heat out with it.

All enemies within the area of effect suffer 1d6 cold damage per 4 caster levels every round. Beginning in the 2nd round and each round thereafter, increase the damage each enemy takes by 2d6 if that enemy fails a Fortitude save. The damage increases each round are cumulative.

Creeping Death
[b]Melody, Metallica 8
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: See text
Saving Throw: See text
Spell Resistance: No

You play, and the notes take root in your enemy, slowly approaching its heart.

This is a necromancy effect which places a curse on your target. An enemy targeted by this chord must make a Fortitude save every hour. For every failed save, the target makes all further Fortitude saving throws against this chord at a cumulative -2 penalty. Once the target fails 5 saving throws, it dies.

This chord cannot be dispelled, nor can it be removed by break enchantment or limited wish. A miracle or wish spell removes the curse, as does remove curse cast by a spellcaster of at least 17th level.

Curse My Name
Melody, Blind Guardian 9
Area: 30-foot radius burst centered on you
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You sing lyrics of the Dark Speech which cause your enemies to blanch.

All enemies in the area of effect must make a Will save or suffer a curse as per greater bestow curse. All enemies suffer the same curse, which can only be removed by a miracle or wish spell, or remove curse cast by a 20th-level spellcaster.

Dream On
Melody, Aerosmith 9
Area: 20-foot radius emanation centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No

As you play the chord, the music swells around you in a dreamy bubble.

Dream On creates a planar bubble (as per the planar bubble spell) which emulates the Dreamheart (see Manual of the Planes page 201 for information on the Region of Dreams). Though time passes much more quickly inside the bubble than outside, things have difficulty transitioning across the boundary. Attacks cannot be made across the boundary in either direction; spells cannot be cast across the boundary (including power chords cast as spells), nor can spell-like, supernatural, or extraordinary abilities be activated across the boundary (including power chords activated as SLAs or supernatural abilities). Creatures inside the bubble must make a Will save to be able to leave, though they can otherwise act normally.

Any creature trapped inside the bubble may make Lucid Dreaming checks as normal if it has ranks in the skill; a DC 20 Lucid Dreaming check allows a creature to leave the bubble without making a Will save. You may substitute a Perform check for a Lucid Dreaming check if you wish. You can make a special Lucid Dreaming check to emulate the effects of any power chord you know (DC 20 + 3 times chord level), without expending a daily use of the chord. However, the range and/or area of effect of any chord emulated this way is limited to inside the Dream bubble.

When the chord ends, all spells and effects which began inside the bubble also end. Consumables and daily uses activated inside the bubble are not expended, and spell slots or power points are returned to their pre-bubble state. However, the effect of any spells or abilities with an instantaneous duration remain, as does any damage, conditions, or death sustained during the time spent inside the bubble.

Lionheart
Melody, Blind Guardian 7
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The notes ring out and your allies grow in strength and ferocity.

All allies within the area of effect take on some qualities of a were-dire lion for the duration of the chord. Each willing ally gains a +14 bonus to Strength, a +4 bonus to Dexterity, and a +6 bonus to Constitution, as well as damage reduction 10/silver and a +5 bonus to natural armor. Each ally also gains two claw attacks (1d6 + Str for a medium creature) and a bite attack (1d8 + Str/2 for a medium creature), as well as the Multiattack feat. Allies affected by lionheart can make a full attack at the end of a charge, and are immune to fear.

Master of Puppets
Melody, Metallica 9
Area: 30-foot radius emanation centered on you
Duration: Concentration, up to 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

The notes you play worm their way into your opponents' consciousness, taking them over.

This is a mind-affecting compulsion effect. Any enemy within the area of effect who fails their Will save comes is affected as if by dominate monster. You can dominate a number of creatures this way up to your Charisma modifier; however, wrangling so many creatures requires a sizable amount of concentration.

Me and My Friends
Melody, Red Hot Chili Peppers 9
Area: 30-foot radius burst centered on you
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your chord takes on the semblance and substance of you and your friends.

You create one duplicate of each ally in range, including yourself, as per the Body Outside Body spell. In addition to the normal restrictions, the duplicates cannot use the original creatures' supernatural or spell-like abilities, but they can duplicate extraordinary abilities. The original creatures take no damage when a duplicate is destroyed.

Miracle Cure
Melody, The Who 9
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Allies are suddenly cured by the power of rock.

All targets within range are cured of all of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, and stunned. The chord ends sleep effects and the effect of the feeblemind spell and the seasons of wither chord, and ends any additional effects from poison, as the neutralize poison spell. Each target is cured 1d4 points of damage per caster level, and healed of all ability damage and drain, negative levels, and levels permanently drained by a force or creature (but not level or Constitution loss due to death).

Occasional Demons
Melody, Jethro Tull 8
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your allies take on fiendish characteristics.

All of your allies gain the benefits of the Half-Fiend template while within the area of effect.

Parallel Universe
Melody, Red Hot Chili Peppers 8
Area: One-mile radius spread centered on your square
Duration: 24 hours/2 levels (D)
Saving Throw: Will partial; see text
Spell Resistance: No

The air and ground warp, taking on strange and unusual configurations.

Parallel Universe causes substantial disorientation within the area it affects. Direction and distance become impossible to determine, as the world itself bends and twists.
All attacks have a 50% miss chance.
Area effects with a source or target within the area have a 20% chance of improper placement. If this occurs, the spell is centered 1d4 x 5 feet in a random direction from where the caster intended. To determine direction, use the rules for a missed splash weapon (PH 158).
All Perception checks based on vision take a -10 penalty.
Any movement, from a 5-foot step to a full run and everything between, occurs in a random direction. (Again, use the rules for a missed splash weapon to determine direction.) Reroll any result that places the creature in an "illegal" space (in another creature's area, within a wall, and so on). A random roll that results in a fall off a ledge (or a similar mishap) is allowable. A successful Will save negates this particular effect, but that save must be repeated for each round of movement.
Any teleportation effects with a destination inside the area of the parallel universe deposit their passengers 1d% x 5 feet from the intended destination. If this would put them inside a solid object, treat as a mishap as described in the teleport spell. If this would send them outside the chord's area, roll again. A teleport effect cast within the chord's area and intended to transport the subject to a point outside the affected area requires a successful Will save; failure indicates that the subject instead teleports to a random point within the area of the parallel universe.

When within your own parallel universe, you are immune to the last two effects (movement and teleportation), but not the others. You may attempt to guide your companions through the parallel universe; this does not allow them to find their way automatically, but it does grant them a +4 bonus on Will saves to resist those two effects. The center of the effect is determined when you play the chord, and does not change if and when you move.

Seasons of Wither
Melody, Aerosmith 7
Area: 60-foot radius burst centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You play a discordant note, and your enemies grow so weak and slow they can barely move.

All enemies within range must make a Fortitude save, or their Strength and Dexterity scores each drop to 1. Each affected creature is unable to use Strength- or Dexterity-based skill checks, and likely cannot move due to the weight of its equipment. Each subject remains in this state until a heal, limited wish, miracle, or wish spell, or a miracle cure chord or similar effect, is used to cancel the effect of the seasons of wither.

Won't Get Fooled Again
Melody, The Who 7
Area: 60-foot radius burst centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The notes spring out and disrupt all illusions in the area.

All illusion spells and effects in the area of effect of this chord are immediately ended. To disrupt any illusion spell or effect of 7th level or higher, you must succeed on a caster-level check for each, against a DC of 11 + the caster level of the effect.

Garryl
2013-01-25, 11:30 PM
Hey! You finally got this up again. Nice. The retrieval work I did for you was a success, I take it?

And to think that the Powerbard evolved out of a joke. I'm just sad that what may be the best track from Iji just doesn't have a Power Chord-worthy name.

sirpercival
2013-01-26, 07:52 AM
Hey! You finally got this up again. Nice. The retrieval work I did for you was a success, I take it? Yes, it was quite successful, thank you! I had started on this a while back, and then it fell off the wagon. Now that Ethos is ported, I figured I'd take some time and put up a bunch of Magipunk stuff. The only problem is that there's still Crystal Mage to be reworked, and Planeswalker is only half done...


And to think that the Powerbard evolved out of a joke. I'm just sad that what may be the best track from Iji just doesn't have a Power Chord-worthy name. Lol. Actually, I think the Powerbard evolved from the Evernight writeup that SneakySable threw down.

the_david
2013-01-26, 09:02 AM
I love the idea behind the lifetorn. I'm sure I can use them in some sort of campaign. Probably in one that I'm running right now.

sirpercival
2013-01-26, 10:16 AM
DOMESKIPPER

"Let me tell you how this is gonna go. You're gonna buy the equipment I tell you to buy. Then I'm gonna teach you how to use it. You'll sleep with it, eat with it, bring it to your mother's birthday party. Then, when I decide you're ready, I'll take you out into the Wilds, and we'll find us a dragon... and you'll shoot it in the goddamn face. Now is that something you'd be interested in?"

-Marcus Darby, domeskipper and big game hunter

A domeskipper can be a glamorous celebrity, leading safaris of nervous rich folk into the Wilds to hunt dangerous creatures. Or, he could be an outcast, exiled from the cities and forced to adapt to life in the wilderness.

MAKING A DOMESKIPPER
A domeskipper is a pretty bad dude. Seriously. Plus, he has his own pet rhinoceros. Who's gonna mess with that?
Abilities: Strength, Dexterity, Constitution, and Wisdom are all important, with a minor in Charisma.
Races: Any.
Alignment: Any.
Starting Gold: As ranger.
Starting Age: As ranger.

Class Skills
The Domeskipper's class skills (and the key ability for each skill) are Acrobatics (Dex), Animal Affinity (Cha), Athletics (Str), Heal (Wis), Natural Lore (Wis), Perception (Wis), Profession (Wis), and Stealth (Dex).
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Hit Die: d8

{table=head]Level|BAB|Fort|Ref|Will|Special|ManKno|ManRea|Stan ces
1 | +1 | +2 | +2 | +0 | Animal companion, Track, wild empathy |3 | 3 (2)| 1
2 | +2 | +3 | +3 | +0 | 1st favored enemy |4 | 3 (2)| 1
3 | +3 | +3 | +3 | +1 | Endurance |5 | 3 (2)| 1
4 | +4 | +4 | +4 | +1 | Woodland stride |5 | 4 (2)| 2
5 | +5 | +4 | +4 | +1 | 2nd favored enemy |6 | 4 (2)| 2
6 | +6/+1 | +5 | +5 | +2 | Surefooted, trained for war |6 | 4 (2)| 2
7 | +7/+2 | +5 | +5 | +2 | Swift tracker |7 | 4 (2)| 2
8 | +8/+3 | +6 | +6 | +2 | 3rd favored enemy |7 | 4 (2)| 2
9 | +9/+4 | +6 | +6 | +3 | Evasion |8 | 4 (2)| 2
10| +10/+5 | +7 | +7 | +3 | Trackless step |8 | 5 (3)| 3
11| +11/+6/+1 | +7 | +7 | +3 | 4th favored enemy |9 | 5 (3)| 3
12| +12/+7/+2 | +8 | +8 | +4 | Good breeding |9 | 5 (3)| 3
13| +13/+8/+3 | +8 | +8 | +4 | Camouflage |10| 5 (3)| 3
14| +14/+9/+4 | +9 | +9 | +4 | 5th favored enemy |10| 5 (3)| 3
15| +15/+10/+5 | +9 | +9 | +5 | Improved evasion |11| 6 (3)| 3
16| +16/+11/+6/+1 | +10 | +10 | +5 | Hide in plain sight |11| 6 (3)| 4
17| +17/+12/+7/+2 | +10 | +10 | +5 | 6th favored enemy |12| 6 (3)| 4
18| +18/+13/+8/+3 | +11 | +11 | +6 | Primal awakening |12| 6 (3)| 4
19| +19/+14/+9/+4 | +11 | +11 | +6 | Consummate hunter |13| 6 (3)| 4
20| +20/+15/+10/+5| +12 | +12 | +6 | 7th favored enemy, stance mastery |13| 7 (4)| 4[/table]

Weapon and Armor Proficiencies: A domeskipper is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Maneuvers: A domeskipper begins his career with knowledge of three martial maneuvers. The disciplines available to him are Falling Star (http://www.giantitp.com/forums/showthread.php?t=10707), Essence of Gaia (http://www.giantitp.com/forums/showpost.php?p=14597185&postcount=21), Tiger Claw, and White Raven. (Disciplines may be exchanged for other homebrew disciplines at the DM's discretion.) At the beginning of each encounter, a domeskipper is granted a subset of his readied maneuvers at random; the remaining readied maneuvers are granted to his animal companion.

Whenever the domeskipper expends a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the domeskipper, but is granted as a recovered, readied maneuver to his animal companion. Whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the companion, but is granted as a refreshed, readied maneuver to the domeskipper.

Only one maneuver each may be granted to the domeskipper and his animal companion each round; if more are available, then the maneuvers are granted in the order they were expended. Both the domeskipper and his animal companion may expend a readied, granted maneuver as a swift action with no effect.

Animal companion (Ex): A domeskipper may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the domeskipper on his adventures as appropriate for its kind.

A 1st-level domeskipper's companion is completely typical for its kind except as noted below. As a domeskipper advances in level, the animal’s power increases as shown on the table. A domeskipper's effective level for the purposes of his animal companion is either his domeskipper level (including effects that modify his effective domeskipper level) or his initiator level (including effects that modify his effective initiator level), whichever is greater. If a domeskipper releases his companion from service, or his previous animal companion perishes, he may gain a new one after 24 hours.

A domeskipper of 4th level or higher may select a more powerful animal companion; if he does so, the creature gains abilities as if the character’s domeskipper level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s domeskipper level and compare the result with the domeskipper level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the domeskipper's effective level to 0 or lower, she can’t have that animal as a companion.)

The Domeskipper's Animal Companion
A domeskipper's animal companion is different from a normal animal of its kind in many ways. A domeskipper's animal companion is superior to a normal animal of its kind and has special powers, as described below.

{table=head]Class Level|Bonus HD|Nat Armor|Str/Dex Adj.|Bonus Tricks|Special
1st-2nd|+0|+0|+0|1|Link, share stance
3rd-5th|+2|+2|+1|2|Evasion
6th-8th|+4|+4|+2|3|Devotion
9th-11th|+6|+6|+3|4|Multiattack
12th-14th|+8|+8|+4|5| --
15th-17th|+10|+10|+5|6|Improved evasion
18th-20th|+12|+12|+6|7| --[/table]

Animal Companion Basics
Use the base statistics for a creature of the companion’s kind, but make the following changes.
Class Level -- The character’s domeskipper level. The domeskipper's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus HD -- Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is equal to 3/4 of the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj. -- The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex Adj. -- Add this value to the animal companion’s Strength and Dexterity scores.
Bonus Tricks -- The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the domeskipper might choose to teach it (see the Animal Affinity skill). These bonus tricks don’t require any training time or Animal Affinity checks, and they don’t count against the normal limit of tricks known by the animal. The domeskipper selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex) -- A domeskipper can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Animal Affinity skill. The domeskipper gains a +4 circumstance bonus on all wild empathy checks and Animal Affinity checks made regarding an animal companion.
Share Stance (Ex) -- At the domeskipper option, he may have any stance he enters also affect his animal companion, whenever the companion is within 5 feet.
Evasion (Ex) -- If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex) -- An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack -- An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex) -- When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.


Alternative Animal Companions

A domeskipper of sufficiently high level can select his animal companion from one of the following lists, applying the indicated adjustment to the domeskipper's level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level -3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)

7th Level or Higher (Level -6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)

10th Level or Higher (Level -9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Snake, giant constrictor (animal)

13th Level or Higher (Level -12)
Dire bear
Elephant (animal)

16th Level or Higher (Level -15)
Dire tiger
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)


Track: A domeskipper gains Track as a bonus feat.

Wild empathy (Ex): A domeskipper can improve the attitude of an animal. This ability functions just like a Negotiation check made towards a person. The domeskipper rolls 1d20 and adds his domeskipper level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting relationship of "Just Met", while wild animals are usually "Acquaintance (Negative)".

To use wild empathy, the domeskipper and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A domeskipper can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Favored Enemy (Ex): At 2nd level, a domeskipper may select a type of creature from among those given on this table. The domeskipper gains a +2 bonus on Natural Lore, Negotiation, Persuasion, and Perception checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th level), the domeskipper may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the domeskipper chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the domeskipper's bonuses do not stack; he simply uses whichever bonus is higher.

Endurance: A domeskipper gains Endurance as a bonus feat at 3rd level.

Woodland Stride (Ex): Starting at 4th level, a domeskipper may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Trained for war: At 6th level, a domeskipper's animal companion gains the Warbeast template.

Surefooted (Ex): Beginning at 6th level, a domeskipper is well acquainted with the dangers of unstable ground. He no longer takes any penalty to Acrobatics or Stealth checks from broken terrain or stairs. He also does not need to make a DC 10 Acrobatics check when running or charging down a steep slope.

Swift tracker (Ex): At 7th level, a domeskipper can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex): Beginning at 9th level, a domeskipper can avoid even 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 domeskipper is not wearing heavy armor. A helpless domeskipper does not gain the benefit of evasion.

Trackless step (Ex): Starting at 10th level, a domeskipper leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Good breeding: At 12th level, a domeskipper's animal companion gains the magebred animal template.

Camouflage (Ex): A domeskipper of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Improved evasion (Ex): At 15th level, while a domeskipper still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless domeskipper does not gain the benefit of improved evasion.

Hide in plain sight (Ex): While in any sort of natural terrain, a domeskipper of 16th level or higher can use the Hide skill even while being observed.

Primal awakening: At 18th level, a domeskipper's animal companion gains the Feral template (Savage Species pg 115).

Consummate hunter (Ex): Beginning at 19th level, whenever a domeskipper initiates a maneuver against one of his favored enemies, he may choose to immediately recover it as a granted maneuver instead of granting it to his animal companion. The animal companion may similarly choose to immediately recover a maneuver instead of granting it to the domeskipper when the companion initiates a maneuver against one of the domeskipper's favored enemies.

Stance mastery (Ex): At 20th level, a domeskipper can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.

PLAYING A DOMESKIPPER
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

DOMESKIPPER IN THE WORLD
"A quote of somebody else talking about your class!"

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

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

DOMESKIPPER ACFS

Atlantean Domeskipper
Some domeskippers come from oceanic environments, particularly those that operate in and around Atlantis. They manage their watery demesnes with different techniques than land-bound domeskippers.

Manuevers: An Atlantean domeskipper chooses maneuvers from the following disciplines: Essence of Gaia (see below), Ocean Soul (http://www.giantitp.com/forums/showthread.php?t=45205), Tiger Claw, and White Raven.

Animal Companion (Ex): An Atlantean domeskipper chooses from the following animal companions: porpoise, Medium shark, and squid. In addition, at higher levels he can choose a more powerful companion as normal:
Crocodile or Shark (Large) at 4th level (level -3)
Elasmosaurus (dinosaur) at 7th level (level -6)
Shark (Huge) or Whale (Orca) at 10th level (level -9)
Octopus (giant) at 13th level (level -12)
Dire shark or Squid (giant) at 16th level (level -15)

Aquatic Adaptation: At 4th level, an Atlantean domeskipper gains a +8 racial bonus to Swim checks, and can hold his breath underwater for 4 rounds per point of Constitution. At 6th level, he gains a swim speed equal to his base land speed, and can breathe on land and underwater equally well. This ability replaces the domeskipper's Woodland Stride and Surefooted class features.

Evernight Domeskipper
Domeskippers from Evernight are bounty hunters, moving through the city to find those skulking degenerates who owe money to the people in power.

Maneuvers: An Evernight domeskipper chooses maneuvers from the following disciplines: Black Rain (http://www.giantitp.com/forums/showthread.php?p=5471518), Interesting Times (http://www.minmaxboards.com/index.php?topic=6830.0), Shadow Hand, and White Raven.

Animal Companion (Ex): An Evernight domeskipper gains the companionship of a smaller but far more intelligent creature than she otherwise would have. This is identical to the sorcerer's ability to summon a familiar (PH 52), including all benefits granted and gained by the familiar, except as noted below. Her functional level for determining the abilities of the companion is equal to her domeskipper level.
She does not lose experience points if her urban companion is slain, and she requires only 24 hours to replace one who is lost.
Her animal companion has total hit points equal to 3/4 her own hit points, rather than half as per a familiar.
The animal companion gains the ability to speak with other animals of its kind when she has an effective master level of 1st, rather than 7th.
When she reaches an effective master level of 7th, she can speak with animals of her companion's kind, as per speak with animals. This is a supernatural ability that functions constantly, and it requires only a free action to reactivate if somehow dispelled.

Urban Tracking: An Evernight Domeskipper gains Urban Tracking as a bonus feat, and adds Gather Information to her class skills. This replaces the domeskipper's Track class feature.

Crowd-walker (Ex): When moving through a crowd, an Evernight domeskipper of 4th level or higher moves at her normal rate, rather than requiring two squares of movement for every square as is normal. In addition, light debris does not impede her movement, and she treats heavy debris as light debris. Any other sort of rough terrain impedes her normally, however. This ability replaces the domeskipper's Woodland Stride class feature.

Hidden Stalker (Ex): At 13th level, an Evernight domeskipper no longer takes a -5 penalty on Stealth checks when moving faster than half speed, nor does she take the standard -10 penalty when attempting to hide during a brief distraction. In addition, the presence of other people within 5 feet is considered sufficient cover for her to hide, making it easy for her to vanish into a crowd. At 16th level, she gains hide in plain sight, but this ability functions in any urban environment, rather than only in natural environments as written. This ability replaces the domeskipper's Camouflage and Hide in Plain Sight class features.


Jarrashi Domeskipper
A domeskipper trained in the beautiful desert city of Jarrash learns about hardship in a wasteland of heat and sand.

Manuevers: A Jarrashi domeskipper chooses maneuvers from the following disciplines: Desert Wind, Falling Star, Tiger Claw, and White Raven.

Animal Companion (Ex): A Jarrashi domeskipper chooses from the following animal companions: bat, camel, dog, lizard, donkey, hawk, or horned lizard. In addition, at higher levels he can choose a more powerful companion as normal from the following lists:

4th level or Higher (Level –3)
Dire bat
Lizard, monitor
Peccary (treat as boar)
Puma (treat as leopard)
Snake, Large viper

7th Level or Higher (Level –6)
Deinonychus (dinosaur)
Dire hawk (Monster Manual II)
Dire peccary (treat as dire boar)
Protoceratops (dinosaur)
Rhinoceros
Snake, Huge viper

10th Level or Higher (Level –9)
Dire puma
Dire snake (Monster Manual II)
Dire tortoise
Dire vulture
Hippopotamus

13th Level or Higher (level –12)
Diprotodon
Elephant
Giant banded lizard

16th Level or Higher (level –15)
Dire elephant (Monster Manual II)
Roc
Dire rhinoceros (Fiend Folio)
Triceratops (dinosaur)

Heat Endurance: A Jarrashi domeskipper gains Heat Endurance as a bonus feat at 3rd level instead of Endurance.

Sandskimmer: A Jarrashi domeskipper gains Sandskimmer as a bonus feat at 4th level instead of the woodland stride class feature.

North Domeskipper
Trained under the frozen sun and glowing Aurora of North, domeskippers from the polar regions learn to deal with frigid temperatures and icy environs.

Manuevers: A North domeskipper chooses maneuvers from the following disciplines: [url=http://www.giantitp.com/forums/showthread.php?p=8096955]]Bitter Edge[/burl], Falling Star, Tiger Claw, and White Raven.

Animal Companion (Ex): A North domeskipper chooses from the following animal companions: dog, riding dog, gyrfalcon (treat as hawk), raven, snowy owl (treat as owl), or wolf. In addition, at higher levels he can choose a more powerful companion as normal from the following lists:

4th level or Higher (Level –3)
Bear, black
Branta
Snow leopard (treat as leopard)
Wolverine

7th Level or Higher (Level –6)
Bear, brown
Dire wolf
Dire wolverine
Megaloceros
Terror bird (from Fiend Folio)

10th Level or Higher (Level –9)
Bear, polar
Glyptodon
Smilodon

13th Level or Higher (level –12)
Dire bear
Dire elk (from Monster Manual II)
Woolly mammoth

16th Level or Higher (level –15)
Dire rhinoceros (from Fiend Folio)
Dire tiger
Megatherium (from Fiend Folio)

Snowrunner: A North domeskipper gains Snowrunner as a bonus feat at 6th level, instead of the surefooted class feature.

Snowflake Wardance: A North domeskipper gains Snowflake Wardance as a bonus feat at 13th level instead of the camouflage class feature. The domeskipper activates a snowflake wardance by expending a readied maneuver as a free action; the wardance lasts for a number of rounds equal to twice the level of the maneuver.

sirpercival
2013-01-26, 10:52 AM
This discipline is for any character that has an Animal Companion or Wild Cohort [henceforth referred to as "partner"]. Other things (like Special Mount, Psicrystal, or Familiar) work just fine, but the nature flavor of the rest of the abilities works best with druids & rangers.

It also uses Rushes (http://www.ruleofcool.com/smf/index.php/topic,856.0.html).

Martial Discipline: Essence of Gaia

Associated weapons: All axes, all spears, scythe, sickle, quarterstaff, and natural weapons.
Key skill: Animal Affinity [a.k.a. Handle Animal].

Whenever mention is made of "your partner", this refers to any companion you've gained through class features and feats other than Leadership, the Thrallherd class, and their derivatives. Common examples include:
Animal companion
Familiar
Companion gained via the Wild Cohort feat
Psicrystal
Special Mount

Feat:Gaian Retribution
You and your partner protect each others' backs.
Prerequisite: One Essence of Gaia stance.
Benefit: Whenever an opponent successfully deals damage to you, if you are in an Essence of Gaia stance, your partner gains a +1 morale bonus to attack and damage per 10 points of damage dealt. This bonus only applies to attacks against that opponent, and lasts for 1 round. You gain the same benefit whenever you are in an Essence of Gaia stance and an opponent successfully deals damage to your partner. You and your partner must both know which opponent caused the damage to gain the benefit of this feat.

Maneuver and Stance List

1st level
Call of Vines -- Strike. Enemy is entangled by plant growth for 1 round.
Distraction -- Boost. Target provokes AoO from your partner.
Grasp of the Bear -- Strike. Make a successful melee attack with improved grab.
Stalker in the Wilds -- Stance. Gain sneak attack +1d6 while in natural settings.


2nd level
Defensive Partnership -- Counter. Your partner attacks an opponent who just struck you.
Dual Movement -- Rush. Swap places with partner.
Lend Strength -- Boost. Increase partner's size by 1 category for 1 round.
Venomstrike -- Strike. Make a melee attack which poisons your target.


3rd level
Gaia Infusion -- Stance. Gain +2 to Str, Dex, and Con.
Gecko Run -- Rush. Move as if via spider climb.
Lessening Strike -- Strike. Reduce opponent's size by 1 category for 1 round.
Listen to the Earth -- Stance. Gain tremorsense.


4th level
Constricting Vines -- Strike. Opponent is grappled by plant life for 1 round.
Wild Reposition -- Boost. Your partner moves up to its speed.
Wolfpack Harry -- Strike. Both partners make single attack.


5th level
Arboreal Charge -- Strike. Charge in one tree and out another.
As the Wilds -- Stance. Gain plant immunities, lose speed and Dex.
Defensive Partnership, Greater -- Counter. Your partner attacks an opponent who is about to strike you, may interrupt attack.
Lend Might -- Boost. Increase your partner's size by 2 categories for 1 round


6th level
Diminishing Strike -- Strike. Reduce opponent's size by 2 categories for 1 round.
Venomstrike, Greater -- Strike. Make a melee attack which poisons your target with a more virulent poison.
Wild Assault -- Boost. Partner makes single move + attack.


7th level
Inflict Transformation -- Strike. Opponent is affected by baleful polymorph.
Vinefury Strike -- Strike. Opponent is grappled and pinned by plant life indefinitely.
Wild Cavalry -- Boost. Partner makes a charge attack.


8th level
Arboreal Evasion -- Counter. Immediate-action transport via plants.
Gaian Intellectus -- Stance. While in natural terrain, know the position of every living thing w/in 60 feet; find the path to places in natural terrain.
Stoneform Strike -- Strike. Make an attack which inflicts petrification.
Wolfpack Unison -- Strike. You and your partner each make a full attack.


9th level
Sublime Unison -- Strike. You and your partner each initiate a strike you know (which total to 9 levels).



Maneuver and Stance Descriptions

Arboreal Charge
Essence of Gaia (Strike) [Teleportation]
Level: Domeskipper 5
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You charge directly into a tree, reappearing at another at top speed and hurtling toward your target from an unexpected direction.

As part of this maneuver, move up to twice your speed in a straight line to a tree, teleport to another tree within 10 feet per initiator level as per transport via plants, then move up to the remainder of your movement from before the teleportation in a straight line, then make an attack as though at an end of a charge. This is otherwise treated as a charge, except as noted above. You needn't move to the nearest space from which you can attack the target. As you come from an unexpected direction, your opponent must make a Spot check (DC 15 + your Wisdom modifier) or be flatfooted against your charge attack. This maneuver is a supernatural ability.

Arboreal Evasion
Essence of Gaia (Counter)
Level: Domeskipper 8
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
As your opponent swings, you disappear and reappear elsewhere.

You may initiate this maneuver at any time as an immediate action, gaining the benefit of the transport via plants spell. The plant you enter need not be Medium-sized or larger, but you may only transport yourself a distance up to 50 feet per initiator level. Since this is an immediate action, you may use this to avoid an attack of which you are aware. This maneuver is a supernatural ability.

As the Wilds
Essence of Gaia (Stance)
Level: Domeskipper 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You skin becomes tougher and you take on some of the characteristics of a plant.

While you are in this stance, your natural armor bonus increases by +2, but you suffer a -4 penalty to your Dexterity and your base speed is reduced by 10 feet. In addition, you are immune to extra damage from critical hits and precision damage, mind-affecting spells and abilities, poison, sleep, paralysis, stunning, and polymorphing. Any spell or effect that would affect plant creatures also affects you, for the duration of the stance. This maneuver is a supernatural ability.

Call of Vines
Essence of Gaia (Strike)
Level: Domeskipper 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
You attack a creature to mark it, and the grass, bushes, and trees around it grow up and tangle with its nether portions.

When you initiate this strike, make a melee attack against your opponent at +1d6 damage. If you are successful, grasses, weeds, bushes, and even trees wrap, twist, and entwine about your target, causing it to become entangled for 1 round. An affected creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. The entangling effect of this maneuver does not function if there are no plants within 5 feet of the target (creatures with the Plant type do not count). This maneuver is a supernatural ability.

Constricting Vines
Essence of Gaia (Strike)
Level: Domeskipper 4
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
You attack a creature to mark it, and the grass, bushes, and trees around it grow quickly and grasp at it with their pulpy tendrils.

When you initiate this strike, make a melee attack against your opponent with +3d6 damage. If you are successful, grasses, weeds, bushes, and even trees wrap, twist, and entwine about your target, attempting to grapple it. Your target must make a grapple check, opposed by the grapple check of the plants. Treat the plants as a Large creature with a base attack bonus equal to your initiator level and a Strength score of 19. Thus, the plants' grapple check modifier is equal to your initiator level +8. If the creature fails its grapple check, it is grappled by the plants, as well as taking 1d6+4 bludgeoning damage. The grappling effect of this maneuver does not function if there are no plants within 5 feet of the target (creatures with the Plant type do not count). This maneuver is a supernatural ability.

Defensive Partnership
Essence of Gaia (Counter)
Level: Domeskipper 2
Initiation Action: 1 immediate action
Range: Partner
Target: Your partner
Duration: Instantaneous
Enraged by the assault on you, your partner launches to your defense.

When a creature successfully strikes you with a melee or natural weapon, if your partner also threatens the creature, you can use this maneuver to grant your partner an immediate attack against that creature.

Defensive Partnership, Greater
Essence of Gaia (Counter)
Level: Domeskipper 5
Initiation Action: 1 immediate action
Range: Partner
Target: Your partner
Duration: Instantaneous
Your partner jumps to your defense, interrupting an attack against you.

Whenever a creature attempts to attack you, if your partner threatens that creature, you may use this maneuver to grant your partner an immediate attack of opportunity against the creature. If your partner's AoO succeeds, the creature must succeed on a Fortitude save (DC equal to the damage dealt) or be unable to complete its attack against you.

Diminishing Strike
Essence of Gaia (Strike)
Level: Domeskipper 6
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude
You strike your opponent, who suddenly shrinks to miniature size.

When you use this maneuver, make a normal melee attack. If you are successful, the creature you struck must make a Fortitude save (DC 16 + your Wisdom modifier) or be reduced, quartering its height, length, and width and dividing its weight by 16 for one round. This decrease changes the creature’s size by two categories. The target gains a +6 size bonus to Dexterity and a -6 size penalty to Strength (to a minimum of 1), but its size modifier for AC and attacks changes as appropriate to its new size category. This maneuver doesn’t change the target’s speed. All equipment worn or carried by a creature is similarly reduced by the maneuver.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this maneuver. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). This maneuver is a supernatural ability; multiple magical effects that reduce size do not stack.

Distraction
Essence of Gaia (Boost)
Level: Domeskipper 1
Initiation Action: 1 swift action
Range: 30 feet
Target: One creature your partner threatens
Duration: Instantaneous
Saving Throw: Will negates
You make a motion with your weapon, and your opponent is momentarily distracted, allowing your partner an opening.

Make a melee attack roll with your weapon. Your target must make a Will save (DC equal to the result of your attack roll) or provoke an attack of opportunity from your partner.

Dual Movement
Essence of Gaia (Rush) [Teleportation]
Level: Domeskipper 2
Initiation Action: 1 move action
Range: Personal and partner
Target: You and your partner
Duration: Instantaneous
You and your partner suddenly appear in each others' respective locations.

When you use this maneuver, you and your partner suddenly switch places without moving through the intervening space. This maneuver is a supernatural ability.

Gaia Infusion
Essence of Gaia (Stance)
Level: Domeskipper 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You take on slightly more feral characteristics, becoming tougher, swifter, and stronger.

While you are in this stance, you gain a +2 bonus to Strength, Dexterity and Constitution. This maneuver is a supernatural ability.

Gaian Intellectus
Essence of Gaia (Stance)
Level: Domeskipper 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You begin communing with the essence of Gaia, receiving information on the surrounding area.

While you are in this stance, you gain immediate knowledge of the exact position of every creature within 60 feet, regardless of spells, Hide checks, or other effects which would obscure your target's position. In addition, while you are in natural terrain, you may spend a standard action to gain the benefit of the find the path spell to determine the best route to any other location in natural terrain.

Gecko Run
Essence of Gaia (Rush)
Level: Domeskipper 3
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
You move quickly, hurrying up and down walls, trees, and ceilings.

When you use this maneuver, you may move up to your speed with the benefit of the spider climb spell. This maneuver is a supernatural ability.

Grasp of the Bear
Essence of Gaia (Strike)
Level: Domeskipper 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You attack your opponent, twisting into a wrestling hold.

When you initiate this strike, make a normal melee attack against your opponent. If you succeed, you may immediately begin a grapple, as per the Improved Grab special ability.

Inflict Transformation
Essence of Gaia (Strike)
Level: Domeskipper 7
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates, Will partial
You attack your opponent, channeling the gentler nature of Gaia into your strike.

When you initiate this maneuver, make a normal melee attack. If you are successful, the creature you struck must make a Fortitude save (DC 17 + your Wisdom modifier) or be affected as if by the baleful polymorph spell with a caster level equal to your Initiator Level. This maneuver is a supernatural ability.

Lend Might
Essence of Gaia (Boost)
Level: Domeskipper 5
Initiation Action: 1 swift action
Range: Partner
Target: Your partner
Duration: 1 round
You channel strength through the special bond you have with your partner, and it grows significantly larger in response.

Use this maneuver to cause your partner to grow, quadrupling its height and multiplying its weight by 16 for one round. This increase changes increases its size category by two, and it gains a +12 size bonus to Strength, a +6 size bonus to Constitution, and a -4 size penalty to Dexterity. Your partner gains a +4 enhancement bonus to its natural armor, but its size modifier for AC and attacks changes as appropriate to its new size category. Determine space and reach as appropriate to your partner's new size.

If insufficient room is available for the desired growth, your partner attains the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— this maneuver cannot crush your partner by increasing its size.

All equipment your partner wears or carries is similarly enlarged by the maneuver. Melee and projectile weapons deal more damage. Other magical properties are not affected by this maneuver. Any enlarged item that leaves your partner's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

This maneuver is a supernatural ability; multiple magical effects that increase size do not stack.

Lend Strength
Essence of Gaia (Boost)
Level: Domeskipper 2
Initiation Action: 1 swift action
Range: Partner
Target: Your partner
Duration: 1 round
You channel strength through the special bond you have with your partner, and it grows larger in response.

Use this maneuver to cause your partner to grow, doubling its height and multiplying its weight by 8 for one round. This increase changes its size category to the next larger one, and it gains a +4 size bonus to Strength and a +2 size bonus to Constitution. Your partner gains a +2 enhancement bonus to its natural armor, but its size modifier for AC and attacks changes as appropriate to its new size category. Determine space and reach as appropriate to your partner's new size.

If insufficient room is available for the desired growth, your partner attains the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— this maneuver cannot crush your partner by increasing its size.

All equipment your partner wears or carries is similarly enlarged by the maneuver. Melee and projectile weapons deal more damage. Other magical properties are not affected by this maneuver. Any enlarged item that leaves your partner's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

This maneuver is a supernatural ability; multiple magical effects that increase size do not stack.

Lessening Strike
Essence of Gaia (Strike)
Level: Domeskipper 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude
You strike your opponent, who suddenly shrinks.

When you use this maneuver, make a normal melee attack. If you are successful, the creature you struck must make a Fortitude save (DC 13 + your Wisdom modifier) or be reduced, halving its height, length, and width and dividing its weight by 8 for one round. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity and a -2 size penalty to Strength (to a minimum of 1), but its size modifier for AC and attacks changes as appropriate to its new size category. This maneuver doesn’t change the target’s speed. All equipment worn or carried by a creature is similarly reduced by the maneuver.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this maneuver. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).This maneuver is a supernatural ability; multiple magical effects that reduce size do not stack.

Listen to the Earth
Essence of Gaia (Stance)
Level: Domeskipper 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The ground suddenly seems to be part of your body, and you can feel all the myriad creatures of the world moving over it.

While you are in this stance, you gain tremorsense to a range of 30 feet.

Stalker in the Wilds
Essence of Gaia (Stance)
Level: Domeskipper 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your senses grow keener, and you find yourself examining every creature for weak spots, as if you were planning to cull the herd.

While in this stance, you gain sneak attack +1d6 (see the Rogue class feature) while in natural surroundings.

Stoneform Strike
Essence of Gaia (Strike)
Level: Domeskipper 8
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Permanent
You strike your opponent with such force that they turn to stone.

Make a normal melee attack against your opponent as part of this strike. If you are successful, your opponent must make a Fortitude save (DC 18 + your Wisdom modifier) or be petrified. This maneuver is a supernatural ability.

Sublime Unison
Essence of Gaia (Strike)
Level: Domeskipper 9
Initiation Action: 1 standard action
Range: Varies
Target: Varies
Duration: Varies
Saving Throw: Varies
You and your partner move in lockstep, destroying your enemies.

When you initiate this maneuver, choose two maneuvers you know whose total levels add up to 9, and which must take no longer than 1 standard action to initiate. You initiate one of these maneuvers, and your partner initiates the other; this happens even if you did not have the two chosen maneuvers readied. You and your partner may not initiate either of the chosen maneuvers again (either via this maneuver or through readying and initiating them individually as normal) for the rest of the encounter.

Venomstrike
Essence of Gaia (Strike)
Level: Domeskipper 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
The wound left behind by your attack displays a shimmering, sickly coating.

When you use this maneuver, make a normal melee attack. If you are successful, the creature you struck is affected by a mild venom, which deals 2 points of Constitution damage unless the target makes a Fortitude save (DC 12 + your Wisdom modifier) against the poison to negate the damage. There is no secondary damage from the poison. This maneuver is a supernatural ability.

Venomstrike, Greater
Essence of Gaia (Strike)
Level: Domeskipper 6
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
The wound left behind by your attack oozes black sludge.

When you use this maneuver, make a normal melee attack. If you are successful, the creature you struck is affected by a strong venom, which deals 1d8 points of Constitution damage immediately and an additional 1d8 Constitution damage one minute later. The target may attempt a Fortitude save (DC 16 + your Wisdom modifier) against each instance to negate the damage from the poison. This maneuver is a supernatural ability.

Vinefury Strike
Essence of Gaia (Strike)
Level: Domeskipper 7
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Varies (see below)
You attack a creature to mark it, and the grass, bushes, and trees extend branches, thorns, and roots to pummel and grab your opponent.

When you initiate this strike, make a melee attack against your opponent with +12d6 bonus damage. If you are successful, grasses, weeds, bushes, and even trees begin to clutch at your target with amazing strength. If you are successful, grasses, weeds, bushes, and even trees wrap, twist, and entwine about your target, attempting to grapple it. Your target must make a grapple check, opposed by the grapple check of the plants. Treat the plants as a Huge creature with a base attack bonus equal to your initiator level and a Strength score of 25. Thus, the plants' grapple check modifier is equal to your initiator level +15. If the creature fails its grapple check, it is grappled and pinned by the plants, and remains pinned until it can escape. Each round that the creature remains pinned, the constriction of the plants deals 2d8+12 damage. The grappling effect of this maneuver does not function if there are no plants within 5 feet of the target (creatures with the Plant type do not count). This maneuver is a supernatural ability.

Wild Assault
Essence of Gaia (Boost)
Level: Domeskipper 6
Initiation Action: 1 swift action
Range: Partner
Target: Your partner
Duration: Instantaneous
You scream wild fury to your partner, who moves to attack your enemies.

When you initiate this maneuver, your partner immediately moves up to its speed (provoking AoOs as normal for the movement), and may make a single melee attack at the end of the movement against an enemy it threatens.

Wild Cavalry
Essence of Gaia (Boost)
Level: Domeskipper 7
Initiation Action: 1 swift action
Range: Partner
Target: Your partner
Duration: Instantaneous
You scream wild fury to your partner, who charges your enemies.

When you initiate this maneuver, your partner immediately makes a charge action (provoking AoOs as normal for the movement) against any enemy which it could normally charge.

Wild Reposition
Essence of Gaia (Boost)
Level: Domeskipper 4
Initiation Action: 1 swift action
Range: Partner
Target: Your partner
Duration: Instantaneous
You call out to your partner in wild abandon, who is then spurred to motion.

When you initiate this maneuver, your partner immediately moves up to its speed (provoking AoOs as normal for the movement).

Wolfpack Harry
Essence of Gaia (Strike)
Level: Domeskipper 4
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You strike your opponent, and your partner takes advantage of the momentary distraction to strike as well.

You and your partner each make a single melee attack against a creature that you both threaten.

Wolfpack Unison
Essence of Gaia (Strike)
Level: Domeskipper 8
Initiation Action: 1 full-round action
Range: Melee attack
Target: One or more creatures
Duration: Instantaneous
Working together, you and your partner savage your enemies.

As part of this maneuver, you and your partner each make a full-attack action.

Garryl
2013-01-26, 12:31 PM
New link for Rushes: http://www.ruleofcool.com/smf/index.php/topic,856.0.html

You can also use the original thread on GitP if you prefer, but if I make any updates I'm unlikely to modify that page: http://www.giantitp.com/forums/showthread.php?t=178947

sirpercival
2013-01-26, 12:34 PM
New link for Rushes: http://www.ruleofcool.com/smf/index.php/topic,856.0.html

You can also use the original thread on GitP if you prefer, but if I make any updates I'm unlikely to modify that page: http://www.giantitp.com/forums/showthread.php?t=178947

Thanks! I updated the link.

sirpercival
2013-01-26, 02:43 PM
ZEN FUNDAMENTALIST

"I have heard the whispered knowledge of the world: it is death, come in the night."

-Allas Wraith, Zen pioneer

A Zen Fundamentalist uses all of the tools of his body and mind against his opponents.

MAKING A ZEN FUNDAMENTALIST
A zen fundamentalist applies the correct amount of force in the correct location to neutralize threats.
Abilities: All abilities are important for a Zen Fundamentalist. Luckily, all abilities are increased with levels of Zen Fundamentalist.
Races: Any.
Alignment: Any.
Starting Gold: 5d4x10gp (125)
Starting Age: As monk.

Class Skills
The Zen Fundamentalist's class skills class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Heal (Wis), Martial Lore (Int), Perception (Wis), Scholarship (Int), and Stealth (Dex).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Hit Die: d8

{table=head]Level|BAB|Fort|Ref|Will|Special|ManKno|ManRea|Stan ces
1 | +1 | +2 | +2 | +2 | Ability boost (+2), fundamentals 1/day |6 | 4 | 1
2 | +2 | +3 | +3 | +3 | Bonus feat |7 | 4 | 2
3 | +3 | +3 | +3 | +3 | Evasion |8 | 5 | 2
4 | +4 | +4 | +4 | +4 | Ability boost (+2), zen touch |9 | 5 | 2
5 | +5 | +4 | +4 | +4 | Bonus feat, fundamentals 2/day |10| 6 | 3
6 | +6/+1 | +5 | +5 | +5 | Uncanny dodge |11| 6 | 3
7 | +7/+2 | +5 | +5 | +5 | Ability boost (+2) |12| 6 | 3
8 | +8/+3 | +6 | +6 | +6 | Bonus feat |13| 7 | 3
9 | +9/+4 | +6 | +6 | +6 | Improved uncanny dodge |14| 7 | 4
10| +10/+5 | +7 | +7 | +7 | Ability boost (+4), fundamentals 3/day |15| 8 | 4
11| +11/+6/+1 | +7 | +7 | +7 | Bonus feat, improved zen touch |16| 8 | 4
12| +12/+7/+2 | +8 | +8 | +8 | Improved evasion |17| 8 | 4
13| +13/+8/+3 | +8 | +8 | +8 | Ability boost (+4) |18| 9 | 4
14| +14/+9/+4 | +9 | +9 | +9 | Bonus feat |19| 9 | 5
15| +15/+10/+5 | +9 | +9 | +9 | Fundamentals 4/day |20| 10| 5
16| +16/+11/+6/+1 | +10 | +10 | +10 | Ability boost (+4) |21| 10| 5
17| +17/+12/+7/+2 | +10 | +10 | +10 | Bonus feat |22| 10| 5
18| +18/+13/+8/+3 | +11 | +11 | +11 | Greater zen touch |23| 11| 5
19| +19/+14/+9/+4 | +11 | +11 | +11 | Ability boost (+6) |24| 11| 5
20| +20/+15/+10/+5| +12 | +12 | +12 | Bonus feat, fundamentals 5/day |25| 12| 6[/table]


Weapon and Armor Proficiencies: A zen fundamentalist is proficient with simple weapons, as well as the bastard sword (exotic), falchion, flail, kukri, longsword, nunchaku, rapier, sai, scimitar, shortsword, siangham, spiked chain, trident, and two-bladed sword. He is also proficient with light and medium armor (but not shields).

Maneuvers: A zen fundamentalist begins his career with knowledge of six martial maneuvers. The disciplines available to him are Coin's Edge (http://www.giantitp.com/forums/showthread.php?t=75548), Diamond Mind, Riven Hourglass (http://www.giantitp.com/forums/showthread.php?t=220580l), Setting Sun, Shadow Hand, and Sublime Tapestry (http://www.ruleofcool.com/smf/index.php/topic,832.0.html). Once he knows a maneuver, a zen fundamentalist must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by zen fundamentalists is considered an extraordinary ability unless otherwise noted in its description. A zen fundamentalist's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

A zen fundamentalist learns additional maneuvers at higher levels, as shown on the above table. He must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers he can learn are based on his initiator level, as normal. Upon reaching 4th level, and at every even-numbered zen fundamentalist level after that (6th, 8th, 10th, and so on), a zen fundamentalist can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he can learn; he need not replace the old maneuver with a maneuver of the same level.

Unlike other martial adepts, a zen fundamentalist's disciplines do not have associated skills. Instead they require ability checks, which also gain a bonus equal to his Initiator Level + 3. The ability associated with each discipline is as shown in the table below. A zen fundamentalist who gains access to other disciplines (such as through the Martial Study feat or by taking levels in a maneuver-granting prestige class) uses the key ability score for those disciplines' associated skills.

{table=head]Discipline|Ability Score
Coin's Edge|Charisma
Diamond Mind|Constitution
Riven Hourglass|Strength
Setting Sun|Wisdom
Shadow Hand|Dexterity
Sublime Tapestry|Intelligence[/table]

Maneuvers readied: A zen fundamentalist can ready four of his six maneuvers per encounter at level 1, and as he advances in level and learns more maneuvers, he is able to ready more, but still must choose which maneuvers to ready. A zen fundamentalist readies maneuvers by meditating and exercising for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones.

A zen fundamentalist begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them. A zen fundamentalist can spend a move action at any time to recover maneuvers; if he does so, he rolls 1d6 and recovers a number of expended maneuvers of his choice up to the associated ability score modifier, minimum 1, as given in the table below. He can't use a recovered maneuver in the same round that he recovers it, or recover a maneuver in the same round that he expended it.

{table=head]d6 Result|Ability Score
1|Strength
2|Dexterity
3|Constitution
4|Intelligence
5|Wisdom
6|Charisma[/table]

Stances Known: A zen fundamentalist begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 5th, 9th, 14th, and 20th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a zen fundamentalist cannot learn a new stance at higher levels in place of one he already knows.

Ability boost (Ex): At 1st level, and every 3 levels after, a zen fundamentalist increases his lowest ability score by the indicated amount. If two or more ability scores are tied for the lowest, he chooses one of them to which to apply this ability.

Fundamentals (Ex): A zen fundamentalist learns how to apply his physical and mental attributes in unusual ways, to his own benefit. He may apply an insight bonus equal to the ability score modifier of his choice to any one damage or d20 roll; he may do so once per day for each ability score modifier. At 5th level, and every 5 levels after, he gains an additional daily use of this ability per ability score modifier.

Bonus feat: At 2nd level, and every 3 levels after, a zen fundamentalist gains a bonus feat. He may choose any zen fundamentalist, combat form, luck, or other fighter bonus feat for which he meets the prerequisites.

Evasion (Ex): At 3rd level, a zen fundamentalist learns to avoid even 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. A helpless zen fundamentalist does not gain the benefit of evasion.

Zen touch (Ex): Upon reaching 4th level, a zen fundamentalist gains the ability to imbue his allies with the same calm and focus that he himself makes use of. By spending a swift action to touch a willing ally other than himself, he can grant that ally an insight bonus to attack rolls, damage rolls, saves, or skill checks (his choice) equal to one of the zen fundamentalist's ability score modifiers. This bonus lasts for 1 round per zen fundamentalist level, and he can grant each ability score modifier as a bonus once per day, to the same or a different ally.

Uncanny dodge (Ex): Starting at 6th level, a zen fundamentalist can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a zen fundamentalist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Improved uncanny dodge (Ex): A zen fundamentalist of 9th level or higher can no longer be flanked. This defense denies a dodger the ability to sneak attack the character by flanking him, unless the attacker has at least four more dodger levels than the target does zen fundamentalist levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum dodger level required to flank the character.

Improved zen touch (Ex): Beginning at 11th level, a zen fundamentalist may use his zen touch to affect any willing ally within 30 feet. In addition, the bonus applies to any two of attack rolls, damage rolls, saves, or skill checks (his choice).

Improved evasion (Ex):[/v] At 12th level, a zen fundamentalist only takes half damage on a failed Reflex save (he still takes no damage on a successful save) whenever evasion would apply. A helpless zen fundamentalist does not gain the benefit of improved evasion.

[b]Greater zen touch (Ex): Upon reaching 18th level, a zen fundamentalist may use his zen touch to affect any willing ally that he can see. In addition, the bonus applies to all of the target's attack rolls, damage rolls, saves, and skill checks for the duration of the effect.

PLAYING A ZEN FUNDAMENTALIST
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

ZEN FUNDAMENTALIST IN THE WORLD
"A quote of somebody else talking about your class!"

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

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

sirpercival
2013-01-27, 09:40 AM
HOLOMANCER

"They'll see exactly what I want them to see -- no more, no less."

-Thomas Winter, head holomancer of Shining Light Advertising Agency

What do you want the world to look like? Do you want it brighter, darker, prettier, uglier? Hire a holomancer, and your world will look exactly like you want it to.

MAKING A HOLOMANCER
A holomancer controls what you see, and can use light itself as a weapon.
Abilities: Charisma and Dexterity are the most important; Intelligence and Constitution are similarly useful.
Races: Any.
Alignment: Any.
Starting Gold: As warlock.
Starting Age: As warlock.

Class Skills
The Holomancer's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Negotiation (Cha), Perform (Cha), Persuasion (Cha), Profession (Wis), Scholarship (Int).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Die: d6

{table=head]Level|BAB|Fort|Ref|Will|Special|InvKno|S&E
1 | +0 | +0 | +0 | +2 |Coherent light 1d6, invocations (least) | 1 | 0
2 | +1 | +0 | +0 | +3 |Spectral vision | 2 | 0
3 | +2 | +1 | +1 | +3 |Coherent light 2d6 | 2 | 1
4 | +3 | +1 | +1 | +4 |Bend light | 3 | 1
5 | +3 | +1 | +1 | +4 |Coherent light 3d6 | 3 | 2
6 | +4 | +2 | +2 | +5 |Invocations (lesser) | 4 | 2
7 | +5 | +2 | +2 | +5 |Coherent light 4d6 | 5 | 2
8 | +6/+1 | +2 | +2 | +6 |Improved spectral vision | 5 | 3
9 | +6/+1 | +3 | +3 | +6 |Coherent light 5d6 | 6 | 3
10| +7/+2 | +3 | +3 | +7 |Improved bend light | 6 | 4
11| +8/+3 | +3 | +3 | +7 |Coherent light 6d6, invocations (greater) | 7 | 4
12| +9/+4 | +4 | +4 | +8 |Illusion resistance | 8 | 4
13| +9/+4 | +4 | +4 | +8 |Coherent light 7d6 | 8 | 5
14| +10/+5 | +4 | +4 | +9 |Greater spectral vision | 9 | 5
15| +11/+6/+1 | +5 | +5 | +9 |Coherent light 8d6 | 9 | 6
16| +12/+7/+2 | +5 | +5 | +10|Invocations (bright) | 10| 6
17| +12/+7/+2 | +5 | +5 | +10|Coherent light 9d6 | 11| 6
18| +13/+8/+3 | +6 | +6 | +11|Lightwalk | 11| 7
19| +14/+9/+4 | +6 | +6 | +11|Coherent light 10d6 | 12| 7
20| +15/+10/+5 | +6 | +6 | +12|Supreme spectral vision | 12| 8
[/table]

Weapon and Armor Proficiencies: Holomancers are proficient with simple weapons and light armor, but not with shields. They can use their invocations and coherent light while wearing light armor without penalty; however, medium or heavy armor or using a shield incurs arcane spell failure as normal.

Invocations: A holomancer does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a group of abilities known as invocations that represent his ability to bend, shape, and alter light. A holomancer can use any invocation he knows at will, with the following qualifications.

A holomancer's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A holomancer is entitled to Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A holomancer can choose to use an invocation defensively by making a Concentration check, to avoid attacks of opportunity. A holomancer's invocations are subject to spell resistance unless an invocation specifically states otherwise. A holomancer's caster level with his invocations are equal to his holomancer level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the holomancer's Charisma modifier. Since spell-like abilities are not actually spells, a holomancer cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities. Unlike other spell-like abilities, invocations are subject to arcane spell failure for armor heavier than light.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and bright. A holomancer begins with knowledge of one invocation, which must be of the lowest grade (least). As a holomancer gains levels, he learns new invocations, as summarized in the table above and described below. At any level when a holomancer gains access to a new grade of invocations, he can also replace an invocation he already knows with another invocation of the same or lesser grade.

Prismatic essences and light sculpting: A holomancer learns some invocations that can modify his coherent light, changing the shape, color, or luminosity. Those that change the color or luminosity are prismatic essences, and those that alter shape are light sculpts. A holomancer can apply up to one prismatic essence he knows and one light sculpt he knows to each use of coherent light; doing so is part of the same action as the coherent light. Prismatic essences and light sculpting are discussed in more detail below. The holomancer learns prismatic essences and light sculpting invocations at the indicated levels in the table above; these invocations cannot be changed at higher levels like other invocations.

Coherent light (Su): The first ability a holomancer learns is coherent light. A holomancer attacks his foes with bursts of bright, high-energy photons. Coherent light is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw, and deals 1d6 damage at first level, increasing by 1d6 every two levels after. Coherent light is the equivalent of a spell whose level is equal to one-half the holomancer's class level rounded down, with a minimum of 1st and a maximum of 9th.

As a supernatural ability, coherent light is not subject to spell resistance. Coherent light deals half damage to objects. Metamagic feats cannot improve a holomancer's coherent light (because it is a supernatural ability and not a spell). However, the feat Ability Focus (coherent light) increases the DC for all saving throws (if any) associated with a holomancer's coherent light by 2. If a holomancer's base attack bonus is high enough to allow him iterative attacks, he may make a full attack action with coherent light; however, some light sculpting invocations or prismatic essences can only be used as standard actions. See the prismatic essence and light sculpting sections for details.

Spectral vision (Ex): At 2nd level, a holomancer's eyes become accustomed to seeing in different parts of the spectrum. He gains low-light vision and darkvision out to a range of 60 feet.

Bend light (Sp): By manipulating the ambient light level, a holomancer of 4th level or higher can decrease or increase the illumination of an area at will. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately). This ability does not function in areas of total natural darkness, as there is no light to work with; however, a holomancer can use this ability to counter magical light or darkness effects of 1st level or lower. This ability affects a 5 foot per level radius area emanating from the holomancer.

The holomancer can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If he decreases the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly. If he decreases the ambient light in an area by 100%, even those with low-light vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Hide checks (to a maximum of +4 when all the light is gone).

The holomancer can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If he increases the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.

Improved spectral vision (Su): At 8th level, a holomancer's vision becomes even more enhanced. He becomes immune to blindness, and the range of his darkvision increases to 120 feet. In addition, he continuously functions under the effect of arcane sight. Glowing blue eyes are a trademark of experienced holomancers.

Improved bend light (Su): A holomancer of 10th level or higher gains an increased facility with pure light. He can use daylight and deeper darkness at will as supernatural abilities; these effects cannot be countered except by a holomancer of equal or higher level.

Illusion resistance (Ex): Beginning at 12th level, a holomancer has worked so extensively with illusions that he can recognize them on sight. He gains a save automatically when viewing or otherwise sensing an illusion, as if he had interacted with it; he also gains a +4 insight bonus on all saves against illusion spells and effects.

Greater spectral vision (Su): At 14th level, a holomancer's eyes become even more extraordinary, granting him x-ray vision. He gains the ability to see into and through solid matter. The range of the vision is 30 feet, with the holomancer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks this ability.

Lightwalk (Su): Beginning at 18th level, a holomancer can transform himself into a beam of light and move along geodesics with incredible ease. He can use greater teleport as a supernatural ability at will, but only to locations with which he has line-of-sight.

Supreme spectral vision (Su): At 20th level, a holomancer can see magic as easily as he can see light. He is continuously under the effects of both true seeing and greater arcane sight.


PLAYING A HOLOMANCER
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

HOLOMANCER IN THE WORLD
"A quote of somebody else talking about your class!"

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

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


Holomancer Invocations
Holomancers choose the invocations they learn as they gain levels, much like bards or sorcerers choose which spells to learn. However, a holomancer's arcane repertoire is even more limited, and his invocations are spell-like abilities, not spells.

In addition to its grade (least, lesser, greater, or bright), every invocation has a spell level equivalent, which is used in the calculation of save DCs and for other purposes. A least invocation has a level equivalent of 1st or 2nd; a lesser, 3rd or 4th; a greater, 5th or 6th; and a bright invocation has a level equivalent of 6th or higher (maximum 9th). The level equivalent for each invocation is given in its description. A holomancer can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

Prismatic Essence Invocations
Some of a holomancer's invocations, such as crimson ray, modify the damage or other effects of a holomancer's coherent light. These are called prismatic essence invocations. Unless noted otherwise, coherent light modified by prismatic essence invocations deals damage normally in addition to imparting the effect described in the invocation description. However, when coherent light is modified by a prismatic essence invocation, it becomes a spell-like ability (not a supernatural ability), and therefore is subject to spell resistance.

A holomancer can apply only one prismatic essence invocation to a single coherent light, choosing from any of the prismatic essence invocations that he knows. When a holomancer applies a prismatic essence invocation to his coherent light, the spell level equivalent of the modified coherent light is equal to the spell level of the coherent light or of the prismatic essence invocation, whichever is higher. If a holomancer targets a creature with prismatic coherent light that has immunity to the invocation’s effect, it still takes the damage from the coherent light normally (provided it isn’t also immune to the coherent light).

A holomancer can apply a prismatic essence invocation and a light sculpting invocation (see below) to the same coherent light. When a holomancer uses both kinds of invocations to alter coherent light, the spell level equivalent is equal to the spell level of the coherent light, the level of the prismatic essence invocation, or the level of the light sculpting invocation, whichever is higher.

Least Prismatic Essence Invocations
Crimson Ray -- Coherent light deals fire damage, and does +1 point of damage per die.
Luminous Ray -- Target must make Will save or glow for 2 rounds, making their location and outline clearly visible despite shadows, invisibility or any other non-barrier source of concealment. While they glow, ranged attacks against them have a +1 circumstance bonus to hit.
Ochre Ray -- Coherent light deals acid damage, and target must make Fortitude save or be sickened. Only applies to first iterative attack.

Lesser Prismatic Essence Invocations
Amber Ray -- Coherent light deals electricity damage, and target must make Reflex save or be slowed for 1 round. Only applies to first iterative attack.
Bright Ray -- Target must make Fortitude save or become blinded for 1d4 rounds. Standard action.
Flickering Ray, Lesser -- Target must make Will save or become confused for 1d4 rounds. Only applies to first iterative attack.
Jade Ray -- Target is poisoned; 1d10 Constitution damage initial and secondary, Fort save to negate each. Only applies to first iterative attack.

Greater Prismatic Essence Invocations
Cerulean Ray -- Target must make Fort save or be petrified, as flesh to stone. Standard action.
Everbright Ray -- Target must make Fort save or become blinded permanently. Standard action.
Flickering Ray, Greater -- Target must make Will save or become paralyzed for 1d4 rounds. Standard action.
Indigo Ray -- Target must make Will save or become insane, as insanity spell. Only applies to first iterative attack.

Bright Prismatic Essence Invocations
Heliotrope Ray -- Target must make Will save or be transported to another plane (chosen at random). Standard action.
Dark Ray -- Target must make Fort save or die. Standard action.


Light Sculpting Invocations
Some of a holomancer's invocations, such as vibrant spear, modify the range, target(s), or area of a holomancer's coherent light. These are called light sculpting invocations. Unless noted otherwise, coherent light subject to light sculpting invocations deal damage normally in addition to imparting the effects described in the invocation description. A holomancer can apply only one light sculpt at a time to coherent light, and he can choose from any of the light sculpting invocations that he knows. A holomancer need not apply a light sculpting invocation to his coherent light.

When a holomancer applies a light sculpting invocation to his coherent light, the spell-level equivalent is equal to the spell level of the coherent light or of the light sculpting invocation, whichever is higher. A holomancer can apply a light sculpting invocation and a prismatic essence invocation (see Prismatic Essence Invocations above) to the same coherent light. When a holomancer uses a prismatic essence and a light sculpt to alter coherent light, the spell-level equivalent is equal to the spell level of the coherent light, the prismatic essence invocation, or the light sculpting invocation, whichever is higher.

Least Light Sculpting Invocations
Vibrant Glaive -- Form coherent light into a glaive, gain reach and can make AoOs.
Vibrant Spear -- Coherent light range increases to 250 feet. Standard action.

Lesser Light Sculpting Invocations
Vibrant Chain -- Coherent light jumps from initial target to secondary targets. Standard action.
Vibrant Line -- Coherent light takes the shape of a 60-foot line. Standard action.

Greater Light Sculpting Invocations
Vibrant Burst -- Coherent light takes the shape of a 30-foot burst. Standard action.
Vibrant Cone -- Coherent light takes the shape of a 40-foot cone. Standard action.

Bright Light Sculpting Invocations
Vibrant Aura -- Creatures entering 30-ft radius area centered on holomancer suffer coherent light damage. Immediate action.


Least Invocations
Change Face -- Use disguise self as the spell.
Darkness -- Use darkness as the spell.
Distraction -- Use distract, distract assailant, or distracting ray as the spells.
Helpful Shadows -- Use blur as the spell.
Hidden Secrets, Least -- Use invisibility as the spell.
Hologram, Least -- Use minor image as the spell.
Mirrorwalk -- Use mirror image as the spell.
Patternweave, Least -- Use hypnotic pattern as the spell.
Phantom Assailant -- Illusory double appears, target denied Dexterity bonus if successfully attacked.
See the Unseen -- Use see invisibility, as the spell.
Trick of the Eye -- You and an ally or illusion instantly swap places as a standard action.

Lesser Invocations
Bait 'n' Switch -- You and an ally or illusion instantly swap places as a swift action.
Benevolent Shadows -- Use displacement as the spell.
Hidden Secrets, Lesser -- Use greater invisibility as the spell.
Hologram, Lesser -- Use major image as the spell.
Patternweave, Lesser -- Use rainbow pattern as the spell.
Phantom Duo -- Two illusory doubles appear, target denied Dexterity bonus if successfully attacked.
Shadowcall -- Use shadow conjuration as the spell.
Virtualscape -- Use hallucinatory terrain as the spell.

Greater Invocations
Change Face, Greater -- Use seeming as the spell.
Hologram, Greater -- Use programmed image as the spell.
Phantasms -- Use phantasmal assailant, phantasmal decoy, phantasmal disorientation, or phantom foe, as the spell.
Phantom Mob --Three illusory doubles appear, target denied Dexterity bonus if successfully attacked.
Shadowblast -- Use shadow evocation as the spell.
Virtualscape, Greater -- Use mirage arcana as the spell.

Bright Invocations
Change Face, Bright -- Use veil as the spell.
Enemy of my Enemy -- Create illusory duplicate of target that fights using the some of the original's statistics.
Hologram, Bright -- Use project image as the spell.
Patternweave, Bright -- Use scintillating pattern as the spell.
Shadowblast, Bright -- Use greater shadow evocation as the spell.
Shadowcall, Bright -- Use shades as the spell.
Solar Focus -- Focus sunlight into affected area.

New Invocation Descriptions

Bait 'n' Switch (credit: Dralnu)
Lesser Invocation
Initiation: 1 swift action
Range: 60ft.
Target: You and one other creature
Duration: Instantaneous
Saving Throw: None or Will negates (harmless)
In the blink of an eye, you and your ally seamlessly swap places.

This ability works as Trick of the Eye, except the range is 60ft. and the initiation action is 1 swift action.

Distract (credit: Dralnu)
Least Invocation
When you use this invocation, you may choose to gain the effect of distract (SpC 69), distract assailant (SpC 69), or distracting ray (SpC 69), as the spell.

Enemy of my Enemy (credit: Dralnu)
Bright Invocation
Initiation: 1 standard action
Range: 25ft. + 5ft. /2 levels
Target: One creature
Duration: 1 round / level
Your foe charges towards you, only to come face to face with its own image charging back at him.

You create a pseudo-real duplicate of your target. The illusion is an exact copy of the original (at the time of casting) in all regards except otherwise noted here: It does not retain any supernatural abilities or class abilities, though it does retain any extraordinary abilities that the original has. The illusion's AC is 10 + your size modifier + your Dex modifier. It has half the total HP of the original.

The illusion appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. You can mentally command it as a free action and, therefore, you can direct it not to attack, to attack particular enemies, or to perform other actions.

You can never have more than one figment created by this invocation at a time. If a second figment is created with this invocation, the first figment disappears.

Phantasms (credit: Dralnu)
Greater Invocation
When you use this invocation, you may choose to gain the effect of phantasmal assailant (SpC 154), phantasmal decoy (SpC 155), phantasmal disorientation (SpC 155), or phantom foe, as the spell.

Phantom Assailant (credit: Dralnu)
Least Invocation
Initiation: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round
A duplicate of you exits your body. With a grin, it charges at the enemy.

An illusory duplicate of you springs into being, starting in a square adjacent to yours by "leaving" your body. It acts similarly to a summoned monster, acting immediately, on your turn. You can mentally command it as a free action. The figment can perform any number of basic actions that your character could perform during this round, such as attacking. It cannot, however, mimic any invocations or special class abilities that you may have.

The image uses your land speed for movement and uses your current total attack bonus when attacking. The figment can only make one attack against the target's touch AC. If it hits an opponent with an attack, the attack deals no damage but the opponent is denied its Dexterity bonus to its AC until the beginning of its next turn and the image immediately disappears.

Any successful attack against the image destroys it. The image’s AC is 10 + your size modifier + your Dex modifier. It seems to react normally to area spells (such as looking like it's burned or dead after being hit by a fireball).

Phantom Duo (credit: Dralnu)
Lesser Invocation
Initiation: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round
Two duplicates of you exit your body. With a grin, they charge at the enemy.

This invocation works as Phantom Assailant, except two figments are produced instead of one. These figments may also use your BAB to determine how many attacks they can make, instead of being limited to just one.

Phantom Mob (credit: Dralnu)
Greater Invocation
Initiation: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round
Three duplicates of you exit your body. With a grin, they charge at the enemy.

This invocation works as Phantom Mob, except three figments are produced instead of two.

Solar Focus (credit: Noliar)
Bright Invocation
Initiation: 1 standard action
Duration: Concentration

The Holomancer takes all the sunlight in the area within medium range of herself and concentrates it within an area she specifies within that range (100 ft +10ft/level). In the area affected where the sunlight is not focused the illumination is reduced by 95% (there is a little illumination from scattering and reflection.) The effect where the sunlight is concentrated depends on how tight the focus is and on the ambient conditions as described below. While maintaining the Solar Focus the Holomancer may change the position of the focused patch once per round as a free action.
{table=head]Ambient Light|{colsp=3}Area of Effect
|5' square|5' radius|10' radius
Within 1 hr of noon, clear|Blinding light, 2d8 damage/level/round, soft metals melt, anything that can burn catches fire|Blinding light, d8 damage/level/round, reflex save or catch fire|Blinding light, d8 damage/2 levels/round, reflex save or catch fire
Daytime, clear|Blinding light, d8 damage/level/round, reflex save or catch fire|Blinding light, d8 damage/2 levels/round, reflex save or catch fire|Blinding light, d8 damage/4 levels/round, reflex save or catch fire
Twilight, clear|Blinding light, d8 damage/4 levels/round, reflex save or catch fire|Blinding light, unattended flammable materials catch light in 2 rounds|Dazzling light, unattended highly flammable materials catch light in 4 rounds
Within 1 hr of noon, heavy cloud|Blinding light, 2d6 damage/level/round, reflex save or catch fire|Blinding light, d6 damage/level/round, reflex save or catch fire|Blinding light, d6 damage/2 levels/round, reflex save or catch fire
Daytime, heavy cloud|Blinding light, d6 damage/2 levels/round, reflex save or catch fire|Blinding light, d6 damage/4 levels/round, reflex save or catch fire|Blinding light, unattended flammable materials catch light in 2 rounds
Twilight, heavy cloud|Dazzling light, unattended highly flammable materials catch light in 4 rounds|Dazzlng light|Brightly illuminated[/table]

Trick of the Eye (credit: Dralnu)
Least Invocation
Initiation: 1 standard action
Range: 30ft.
Target: You and one other real or illusory creature
Duration: Instantaneous
Saving Throw: None or Will negates (harmless)
In the blink of an eye, you and your ally seamlessly swap places.

You and a willing ally instantly switch positions. You may also switch positions with an illusion you created. If you swap with an illusion that is a duplicate of you, the swap is impossible for onlookers to detect.

raspberrybadger
2013-01-27, 03:33 PM
Very nice. I especially like the dodger, divhead, and holomancer. I like how the classes allow everyone to be awesome in their own way in many situations.
My first thought with this system is to run it like Shadowrun.

My first thought on holomancers - they look weak in combat at low levels, but they can get invisibility at will. That could make them fairly underpowered in some situations, and fairly overpowered in others. It looks like they get more powerful in combat as they pick up a lesser invocations.

My first thought on mentalists - they also look weak in general for the first couple of levels. That's perhaps ok because they get full manifesting with fun class features.

My first thought on dodgers - awesome. Second thought - just how well they actually perform in combat depends a lot on what magical items they have.

On synthesists: Can mutagenic strike work on the non-living? Outsiders?
Also, their power seems rather dependent on the optimization ability of the player - but no worse really than lots of 3.5 stuff.

Anyway, if I wasn't already running a game IRL and putting together one on these boards, I'd want to run a game with this stuff. That's usually a good sign.

Garryl
2013-01-27, 04:15 PM
Mutagenic Strike requires a Fort save and does not work on objects, so Undead and Constructs are immune (in addition to being immune to all of the effects other than the ability score penalties). Outsiders are fully affected, though.

sirpercival
2013-01-27, 07:46 PM
Very nice. I especially like the dodger, divhead, and holomancer. I like how the classes allow everyone to be awesome in their own way in many situations.
My first thought with this system is to run it like Shadowrun. Yes, there's definitely some good shadowrunnery in this setting. :)


My first thought on holomancers - they look weak in combat at low levels, but they can get invisibility at will. That could make them fairly underpowered in some situations, and fairly overpowered in others. It looks like they get more powerful in combat as they pick up a lesser invocations.

My first thought on mentalists - they also look weak in general for the first couple of levels. That's perhaps ok because they get full manifesting with fun class features.

My first thought on dodgers - awesome. Second thought - just how well they actually perform in combat depends a lot on what magical items they have. So, in terms of power, in the Magipunk games I'm running I started at level 4. No one really had so much of an advantage in combat at that level, though I didn't have all the classes covered, and the game itself was a lot of roleplay. Not a ton of combat, really.


On synthesists: Can mutagenic strike work on the non-living? Outsiders?
Also, their power seems rather dependent on the optimization ability of the player - but no worse really than lots of 3.5 stuff. It really depends on what you're going for in terms of power. The Mechanosynth is definitely more of a combat brute, while the biosynth is more of a utility character.


Anyway, if I wasn't already running a game IRL and putting together one on these boards, I'd want to run a game with this stuff. That's usually a good sign. Yay! I'm glad you like it.

Honestly, though, this is barely scratching the surface of all the stuff I have for the setting. There are 5 more base classes to post, for example (1 of which is unfinished, and 1 needs a rework)... then there's 20 prestige classes (with a few more in the planning stages), the skill system, a crapton of feats, a huge number of racial substitution levels, a bunch of new items, and setting information.

Lol.

sirpercival
2013-01-27, 08:57 PM
MAGITECHNICIAN

"Oh yeah, I can build one of those for you. Did you want it right now, or after that remorhaz eats your face?"

-Brogdin, dwarven Magitechnician

A magitechnician is one of those blessed individuals that makes the world run, by providing all sorts of magical gizmos to society.

MAKING A MAGITECHNICIAN
A magitechnician makes the world go round… usually by having his Laboratory Assistant run on a hamster wheel.
Abilities: Charisma and Intelligence are the most important, followed by Constitution.
Races: Any. Gnomes, dwarves, and warforged in particular are drawn to this class.
Alignment: Any.
Starting Gold: As artificer.
Starting Age: As artificer.

Class Skills
The Magitechnician's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Perception (Wis), Profession (Wis), Scholarship (Int), and Thievery (Int).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Die: d6

{table=head]Level|BAB|Fort|Ref|Will|Reserve|WSLvl|Special
1 | +0 | +0 | +0 | +2 |20 | 0th| Magitech training, item creation, weird science, Scribe Scroll
2 | +1 | +0 | +0 | +3 |40 | 1st| Disable trap, Brew Potion
3 | +2 | +1 | +1 | +3 |60 | 1st| Craft Wondrous Item
4 | +3 | +1 | +1 | +4 |80 | 2nd| Laboratory assistant, bonus feat
5 | +3 | +1 | +1 | +4 |100 | 2nd| Craft Magic Arms & Armor, retain essence
6 | +4 | +2 | +2 | +5 |150 | 2nd| Craft Wand
7 | +5 | +2 | +2 | +5 |200 | 3rd| Metamagic spell trigger
8 | +6/+1 | +2 | +2 | +6 |250 | 3rd| Bonus feat
9 | +6/+1 | +3 | +3 | +6 |300 | 3rd| Craft Rod
10| +7/+2 | +3 | +3 | +7 |400 | 4th| Jury-rig
11| +8/+3 | +3 | +3 | +7 |500 | 4th| Metamagic spell completion
12| +9/+4 | +4 | +4 | +8 |700 | 4th| Craft Staff, bonus feat
13| +9/+4 | +4 | +4 | +8 |900 | 5th| Skill mastery
14| +10/+5 | +4 | +4 | +9 |1,200| 5th| Forge Ring
15| +11/+6/+1 | +5 | +5 | +9 |1,500| 5th| Mechanallurgy
16| +12/+7/+2 | +5 | +5 | +10|2,000| 6th| Bonus feat
17| +12/+7/+2 | +5 | +5 | +10|2,500| 6th| Advanced mechanallurgy
18| +13/+8/+3 | +6 | +6 | +11|3,000| 6th| Manic crafting
19| +14/+9/+4 | +6 | +6 | +11|4,000| 7th| Low-tech
20| +15/+10/+5 | +6 | +6 | +12|5,000| 7th| Artifex, bonus feat[/table]

Weapon and Armor Proficiencies: Magitechnicians are proficient with all simple weapons and a martial weapon of their choice. They are also proficient with light and medium armor, and with shields (but not tower shields).

Craft Reserve: A magitechnician receives a pool of points he can spend instead of experience points when crafting a magic item, as indicated on the table above. Each time the magitechnician gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A magitechnician can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.

Magitech training: A magitechnician is trained in several special techniques for dealing with magical items, including detecting magical auras, as well as advanced studies in working with particular types of magic items.

A magitechnician can make a special knowledge check with a bonus equal to his magitechnician level + his Int modifier to detect whether a specific item has a magical aura. The magitechnician must hold and examine the object for 1 minute. A successful check against a DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.
The magitechnician cannot take 10 or 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the magitechnician can learn no more about that object.

A magitechnician also gains a bonus on Use Magic Device checks equal to 3 + 1/2 his magitechnician level (rounded down).

Item Creation (Ex): A magitechnician can create a magic item even if he does not have access to the spells that are prerequisites for the item. The magitechnician must make a successful Use Magic Device check (DC 15 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st level wand of magic missile, a magitechnician would need a Use Magic Device check result of 16 or higher. To create a bottle of air (caster level 7th), he would need a check result of 22 or higher to emulate the water breating prerequisite.

The magitechnician must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try each day until the item is complete (as per the magic item creation rules). If he comes to the end of the crafting time and he still has not successfully emulated one of the powers, he can make one final check (his last-ditch effort), even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

For purposes of meeting item prerequisites, a magitechnician's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the magitechnician's actual level as its caster level. Costs are always determined using the item's minimum caster level or the magitechnician's (if it is higher); thus, a 3rd-level magitechnician can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 x 3 x 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.

A magitechnician can make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DC for the check (see Magitech Training above). He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.

Weird science (Su): A magitechnician possesses the ability to imbue items with magical power. This allows the magitechnician to create Devices that combine the effects of one or more spells, either arcane or divine. A weird science Device can be operated by any creature with roughly similar ability to physically manipulate objects as the magitechnician who built the Device.

A Device may be constructed using a single spell, in which case that spell functions normally, or it may use several spells. Creating a weird science Device requires 1 hour of work per spell level included in its creation. For example, a Device containing a 2nd level spell and a 1st level spell would take 3 hours to construct. The total number of spell levels in a Device cannot exceed the maximum shown in the table above, under "Maximum Weird Science Level". A 0th-level spell counts as 1/2 level for these purposes, and a 1st-level magitechnician can only put a single 0th-level spell in any given Device.

A magitechnician can have a number of activatable Devices equal to half his class level rounded down, minimum 1; he can permanently deactivate and render unuseable a Device he created by spending a full-round action holding the Device and concentrating on it, thereby freeing up space for new Devices.

Once a Device has been created, it can be activated once without difficulty; activating the Device any further times requires a Use Magic Device check (DC 15 + three times the total level of the Device + twice the number of spells in the Device), with the DC increasing by 3 for each successful activation. A magitechnician gains a +5 bonus to activate weird science Devices that he creates. Each time the operator fails an activation check, there is a cumulative 10% chance (max 50%) that the Device is destroyed in the process.

If multiple spells are used in the same Device, the results of the spells are resolved one at a time in an order chosen by the magitechnician at the time the Device was created, and any choices that must be made when the spell is cast (e.g., protection from energy) are determined by the operator when the Device is activated. Saving throws have a DC of 10 + spell level + Intelligence modifier of the magitechnician who created the Device. The caster level for all power/spell effects included in a Device is equal to the class level of the magitechnician that created the Device. Weird science Devices have no vocal, somatic, or material components. Spells with expensive material components or XP components must have those components supplied by the operator each time the Device is activated.

Activating a weird science Device is the same action as casting the component spell with the longest casting time in the Device. Thus a Device combining a spell with a swift action casting time and a standard action casting time would require a standard action to activate, and a Device combining a swift action spell with an immediate action spell would take a swift action to activate.

A magitechnician may not use a spell cast from a weird science Device to satisfy any requirements for item creation.

Bonus feats: A magitechnician gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.

In addition, a magitechnician gains a bonus feat for which he meets the prerequisites at 4th level, and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the magitechnician must choose a metamagic feat, one of the magitechnician feats listed below, or a feat from the following list: Attune Magic Weapon, Craft Construct, Etch Schema, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, or Wand Mastery.

Disable trap (Su): Beginning at 2nd level, a magitechnician can use the Engineering skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher, if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. A magitechnician can also use the Engineering skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. A magitechnician who beats a trap's DC by 10 or more with an Engineering check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Laboratory assistant (Ex): At 4th level, a magitechnician may construct a loyal mechanical warrior, laboratory assistant, bodyguard, and friend. This assistant costs the magitechnician nothing, as it is assumed that in the time to achieve 4th level he has been researching and working on the parts for the assistant in his spare time. The assistant gains in power as the magitechnician increases in level; see the Laboratory Assistant section below for details. Should a laboratory assistant be destroyed, the magitechnician may construct another. Constructing a replacement assistant costs 500gp per Hit Die and takes 1 day for every 1,000gp spent.

A magitechnician can program his assistant to perform certain tasks, called "routines". This works exactly like teaching an animal tricks with the Animal Affinity skill, but the magitechnician automatically succeeds on the check. As a creature with an Intelligence score of 2, the assistant can be programmed with a total of 5 routines (one routine slot is automatically taken up by Item Creation; see below), and it gains bonus routines based on the magitechnician's level.

Once the assistant has been programmed, as a move action the magitechnician can instruct it to perform a routine that it knows; this does not require a check. The magitechnician can attempt to instruct the assistant to perform a routine that it has not been programmed for; this requires a full-round action and a check against a DC of 25. The magitechnician gains a bonus equal to his magitechnician level on the check.

Laboratory Assistant
A magitechnician's laboratory assistant has the following base abilities:

{table=head]{colsp=2}Laboratory Assistant
{colsp=2}Medium Construct

Hit Dice:|3d10+20 (36 hp)

Initiative:|+1

Speed:|30 ft. (6 squares)

Armor Class:|16 (+1 Dex, +5 natural), touch 11, flat-footed 15

Base Attack/Grapple:|+2/+4

Attack:|Slam +4 melee (1d8+3)

Full Attack:|Slam +4 melee (1d8+3)

Space/Reach:|5 ft./5 ft.

Special Attacks:|None

Special Qualities:|Construct traits, item creation

Saves:|Fort +1, Ref +2, Will +2

Abilities:|Str 15, Dex 12, Con --, Int 2, Wis 13, Cha 6

Skills:|Athletics +4, Perception +3

Feats:|2 chosen by magitechnician

Alignment:|Always neutral[/table]

Item Creation (Su): A laboratory assistant can perform the daily tasks related to item creation on behalf of its master. The master must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold and XP cost himself. The only cost a laboratory assistant can help with is time. The master spends 1 hour initiating the process, channeling spell prerequisites into the laboratory assistant, and paying the XP cost to make the item. He may then leave, allowing the assistant to carry the process through to completion. The assistant uses the magitechnician's Engineering check and Use Magic Device check bonuses, as necessary.

Weapon Attack: The assistant is not proficient with any weapons. However, if the magitechnician chooses to grant the assistant a weapon proficiency as one of its feats, the assistant may wield that weapon, and can use its slam attack as a secondary natural attack.

In addition, the assistant gains the following abilities based on the magitechnician's class level:

{table=head]Level|Bonus HD|NatArmAdj.|Str/Dex Bonus|Bonus Routines|Special
4th-5th|+0|+0|+0|0|Upgrade A
6th-7th|+1|+1|+0|1|Upgrade A
8th-9th|+2|+3|+1|2|Upgrade A
10th-11th|+4|+5|+2|3|Upgrade B
12th-13th|+6|+7|+3|4|Upgrade B
14th-15th|+8|+9|+4|5|Upgrade B
16th-17th|+10|+11|+6|6|Upgrade C
18th-20th|+12|+13|+8|7|Upgrade C[/table]

Ability Descriptions:
Class level -- the magitechnician's class level.
Bonus HD -- Extra ten-sided (d10) Hit Dice. These extra Hit Dice improve the assistant's base attack and base save bonuses. An assistant's base attack bonus is equal to three-quarters of its HD, rounded down. An assistant has no good saves. An assistant gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice. The number listed is the current total of extra HD over and above the base assistant's total. For example, an assistant that belongs to a 8th-level magitechnician has a total of 5 HD.
Natural Armor Adj. -- The number noted here is an improvement to the assistant's existing natural armor bonus. For example, an assistant that belongs to an 8th-level magitechnician gains an additional +3 bonus for a total natural armor bonus of +8.
Str/Dex Bonus -- Add this value to the assistant's Strength and Dexterity scores. For example, an assistant that belongs to a 15th-level magitechnician gains an additional +4 for total Strength and Dexterity scores of 19 and 16, respectively.
Bonus Routines -- The value given in this column is the total number of "bonus" routines that the assistant knows in addition to any that the magitechnician might choose to program (see above, and the Animal Affinity skill). These bonus routines don't require any programming time, and they don't count against the normal limit of routines known by the assistant. The magitechnician selects these bonus routines, and once selected, they can't be changed.
Upgrade -- The magitechnician chooses an upgrade from the appropriate menu to apply to the assistant.

Laboratory Assistant Upgrades: Menu A
Buff (Ex) -- The assistant gains an extra 5 hit points.
Celerity (Ex) -- The assistant's land speed is increased by 10 feet.
Cleave (Ex) -- The assistant gains the Cleave feat. It need not meet the prerequisites.
Deflection (Ex) -- The assistant gains a +1 deflection bonus to Armor Class.
Fly (Ex) -- The assistant has physical wings and a fly speed of 20 feet (average).
Improved Bull Rush (Ex) -- The assistant gains the Improved Bull Rush feat. It need not meet the prerequisites.
Improved Slam Attack (Ex) -- The assistant gains the Improved Natural Attack feat.
Mobility (Ex) -- The assistant gains the Mobility feat. It need not meet the prerequisites.
Power Attack (Ex) -- The assistant gains the Power Attack feat.
Resistance (Ex) -- Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The assistant gains resistance 5 against that energy type.
Swim (Ex) -- The assistant is streamlined and sharklike, and gains a swim speed of 30 feet.
Trip (Ex) -- If the assistant hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the assistant.


Laboratory Assistant Upgrades: Menu B
The magitechnician may instead grant two upgrades from menu A.
Energy Touch (Ex) -- The assistant deals an extra 1d6 points of damage of an energy type you choose (fire, cold, acid, or electricity) with its slam attack.
Extra Attack -- If the assistant is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier × 1½. If the assistant is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.
Fast Healing (Ex) -- The assistant heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.
Heavy Deflection (Ex) -- The assistant gains a +4 deflection bonus to Armor Class. If the assistant already had the Deflection menu A upgrade, this upgrade replaces that one and the magitechnician may choose an additional menu A upgrade.
Improved Buff (Ex) -- The assistant gains an extra 15 hit points.
Improved Critical (Ex) -- The assistant gains the Improved Critical feat with its slam attacks. It need not meet the prerequisites.
Improved Damage Reduction (Ex) -- The assistant's surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).
Improved Fly (Ex) -- The assistant has physical wings and a fly speed of 40 feet (average). If the assistant already has the Fly menu A upgrade, this upgrade replaces that one and the magitechnician may choose an additional menu A upgrade.
Improved Grab (Ex) -- To use this ability, the assistant must hit with its slam attack. An assistant can use this ability only on a target that is at least one size smaller than itself.
Improved Swim -- The assistant is streamlined and sharklike, and gains a swim speed of 60 feet. If the assistant already has the Swim menu A upgrade, this upgrade replaces that one and the magitechnician may choose an additional menu A upgrade.
Increased Size -- The assistant's size increases to Large. Note that since the assistant has the Construct type, it gains additional hit points as well as the other effects of increasing in size.
Muscle (Ex) -- The assistant gains a +4 bonus to its Strength score.
Poison Touch (Ex) -- If the assistant hits with a melee attack, the target must make an initial Fortitude save (DC 10 + ½ astral construct’s HD + assistant's Wis modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage.
Pounce (Ex) --The assistant can make a full attack at the end of a charge.
Smite (Su) -- Once per day per 3 Hit Dice, the assistant can make one attack that deals extra damage equal to its Hit Dice.
Trample (Ex) -- As a standard action during its turn each round, a Large or larger assistant can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + ½ assistant's Hit Dice + assistant's Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.


Laboratory Assistant Upgrades: Menu C
The magitechnician may instead grant two upgrades from menu B.
Blindsight (Ex) -- The assistant has blindsight out to 60 feet.
Constrict (Ex) -- The assistant has the improved grab ability with its slam attack. In addition, on a successful grapple check, the assistant deals damage equal to its slam damage. If the assistant already had the Improved Grab menu B upgrade, this upgrade replaces that one and the magitechnician may choose an additional menu B upgrade.
Extra Buff (Ex) -- The assistant gains an extra 30 hit points.
Extreme Damage Reduction (Ex) -- The assistant's surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.
Extreme Deflection (Ex) -- The assistant gains a +8 deflection bonus to Armor Class. If the assistant already had the Heavy Deflection menu B upgrade, this upgrade replaces that one and the magitechnician may choose an additional menu B upgrade.
Extreme Size -- The assistant's size increases to Huge. If the assistant already had the Increased Size menu B upgrade, this upgrade replaces that one and the magitechnician may choose an additional menu B upgrade. Note that since the assistant has the Construct type, it gains additional hit points as well as the other effects of increasing in size.
Natural Invisibility (Su) -- The assistant is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Spell Resistance (Ex) -- The assistant gains spell resistance equal to 10 + its Hit Dice.
Rend (Ex) -- The assistant makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An assistant that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1½ times its Str modifier.
Spring Attack (Ex) -- The assistant gains the Spring Attack feat. It need not meet the prerequisites.
Whirlwind Attack (Ex) -- The assistant gains the Whirlwind Attack feat. It need not meet the prerequisites.



Retain essence (Su): Upon reaching 5th level, a magitechnician gains the ability to salvage the XP from a magic item and use those points to create another magic item. The magitechnician must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the magitechnician adds the XP it took to create the item to his craft reserve. These points are lost if the magitechnician does not use them before gaining his next level.

Metamagic spell trigger (Su): At 7th level, a magitechnician gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, a magitechnician can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item. A magitechnician cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads. The magitechnician can apply a total number of metamagic levels per day equal to 7 + twice his Intelligence modifier using this ability.

Jury-rig (Su): Beginning at 10th level, a magitechnician gains more facility with his weird science ability. Creating a weird science device only takes him 30 minutes per spell level included in the device.

Metamagic spell completion (Su): At 11th level, a magitechnician gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 15 + (4 x the modified spell level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th level effect, has a DC of 15 + (4 x 7) or 43. A magitechnician can use this ability a number of times per day equal to 3 + his Int modifier.

Skill mastery (Ex): A magitechnician of 13th level or higher can take 10 when using an Arcana or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.

Mechanallurgy (Su): At 15th level, a magitechnician can split a magical item into smaller, different items. By spending 48 hours working with an enchanted item, the magitechnician can divide it into any number of less powerful magical items of the same type (for example, he may split a wondrous item into other wondrous items, but not potions). The total market price of the items he creates cannot be more than 75% of the original item. He must still meet the prerequisites for creating the new items (or emulate them with a Use Magic Device check) as normal.

Advanced mechanallurgy (Su): Beginning at 17th level, a magitechnician learns how to meld together magical items to make different magical items. By spending 72 hours working with two or more enchanted items of a given type, the magitechnician can fuse them together to create a new item of the same type (for example, he can fuse magic weapons into another magic weapon, but not scrolls into a staff). The maximum market price of an item he can create is 75% of the total market prices of all the fused items, or his magitechnician level squared times 200gp, whichever is less. For example, an 18th-level magitechnician could create an item with a maximum market price of 64,800gp or 75% of the total market price of the items he fuses together. He must still meet the prerequisites for creating the item (or emulate them with a Use Magic Device check) as normal.

Manic crafting (Su): At 18th level, a magitechnician is so practiced with making weird science devices that he can do so in 10 minutes per spell level.

Low-tech (Su): A magitechnician of 19th level or higher can use his low-level Devices more reliably. The DC to reactivate a Device whose total level is 4th or less is halved.

Artifex (Ex): Upon reaching 20th level, any item a magitechnician creates counts as an artifact for the purposes of interacting with spells such as Mage's Disjunction. Crafting the item still follows the normal item creation rules, but the finished product counts as an artifact.


PLAYING A MAGITECHNICIAN
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

MAGITECHNICIAN IN THE WORLD
"A quote of somebody else talking about your class!"

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

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

sirpercival
2013-01-28, 12:23 AM
PSYKIN

"The power I wield would destroy a lesser being. In fact, it already has -- many times."

-Janowyn Steele, Psykin Master.

While a Mentalist is subtle and manipulative, a Psykin uses the power of her mind more directly, as a weapon (quite literally).

MAKING A PSYKIN
A psykin is a melee brute and psykinetic genius.
Abilities: Wis > Str = Con > Dex > Int = Cha.
Races: Any.
Alignment: Any.
Starting Gold: As psychic warrior.
Starting Age: As psychic warrior.

Class Skills
The Psykin's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Perception (Wis), Profession (Wis), Psi (Int), and Stealth (Dex).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Die: d10

{table=head]Level|BAB|Fort|Ref|Will|Special|PP/day|PowKno|MaxPowLvl
1 | +1 | +2 | +0 | +2 | Force armor, force blade |1 |1 | 1st
2 | +2 | +3 | +0 | +3 | Psychic augment |3 |1 | 1st
3 | +3 | +3 | +1 | +3 | Disruptive field |7 |2 | 1st
4 | +4 | +4 | +1 | +4 | Focused attack |11 |2 | 1st
5 | +5 | +4 | +1 | +4 | Channel |16 |3 | 2nd
6 | +6/+1 | +5 | +2 | +5 | Disruptive armor |23 |3 | 2nd
7 | +7/+2 | +5 | +2 | +5 | Improved disruptive field |31 |4 | 2nd
8 | +8/+3 | +6 | +2 | +6 | Focused defense |38 |4 | 2nd
9 | +9/+4 | +6 | +3 | +6 | Improved channel |48 |5 | 3rd
10| +10/+5 | +7 | +3 | +7 | Psychic body |58 |5 | 3rd
11| +11/+6/+1 | +7 | +3 | +7 | Disruptive strike |70 |6 | 3rd
12| +12/+7/+2 | +8 | +4 | +8 | Improved focused attack |84 |6 | 3rd
13| +13/+8/+3 | +8 | +4 | +8 | Psychic ward |99 |7 | 4th
14| +14/+9/+4 | +9 | +4 | +9 | Improved focused defense |114 |7 | 4th
15| +15/+10/+5 | +9 | +5 | +9 | Improved psychic body |131 |8 | 4th
16| +16/+11/+6/+1 | +10| +5 | +10| Greater disruptive strike |150 |8 | 4th
17| +17/+12/+7/+2 | +10| +5 | +10| Burst strike |170 |9 | 5th
18| +18/+13/+8/+3 | +11| +6 | +11| Improved psychic ward |191 |9 | 5th
19| +19/+14/+9/+4 | +11| +6 | +11| Absorptive strike |213 |10 | 5th
20| +20/+15/+10/+5 | +12| +6 | +12| Psychic reflection |235 |10 | 5th[/table]

Weapon and Armor Proficiencies: Psykin are proficient with all simple weapons, light armor and shields, and with their own force blades and force armor.

Power Points/Day: A psykin's ability to manifest powers and use many of her class features is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Wisdom score. Her race may also provide bonus power points per day, as may certain feats and items. A psykin cannot spend more power points at any one time on a power or class feature than her psykin level.

Powers Known: A psykin begins play knowing one psykin power of her choice, and she unlocks the knowledge of new powers at every odd level, chosen from the psykin power list below. A psykin can manifest any power that has a power point cost equal to or lower than her manifester level. The number of times a psykin can manifest powers in a day is limited only by her daily power points. A psykin simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points. The Difficulty Class for saving throws against psykin's powers is 10 + the power’s level + the psykin's Wisdom modifier.

Force armor (Su): A psykin's mind generates a tangible field of force that provides a +5 armor bonus to Armor Class. The psykin can raise or lower the force armor by spending a swift action at any time. Unlike mundane armor, force armor entails no armor check penalty or speed reduction. Because force armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. A psykin's force armor can be invisible or can appear as a colored glow, at her option. A psykin can wear physical armor as well, but the two armor bonuses to AC don't stack (use the larger value); in this way the psykin could gain two sets of armor properties with her Psychic Augment class feature (see below).

Force blade (Su): As a swift action, a psykin can create a semisolid blade composed of psychic force. The blade can take the form of any simple or martial weapon; the psykin can use it two-handed if she chooses, and the reach of the weapon and any additional effects are governed by the form chosen. The force blade deals 1d8 damage per two psykin levels rounded down, minimum 1d8 (crit 19-20/x2), and is counted as masterwork (the benefit of masterwork does not stack with the Psychic Augment ability below). The psykin gains the usual benefits to her attack and damage rolls from a high Strength bonus.

The force blade can be broken (it has hardness 10 and 10 hit points); however, a psykin can simply create another with her next swift action. The moment she relinquishes her grip on the force blade, it dissipates. A force blade is considered a magic weapon for the purpose of overcoming damage reduction.

A psykin can use feats such as Power Attack or Combat Expertise in conjunction with the force blade just as if it were a normal weapon. She can also choose force blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade, and several psykin class features can improve a force blade (see below).

Even in places where psionic effects do not normally function (such as within a null psionics field), a psykin can attempt to sustain her force blade by making a DC 20 Will save. On a successful save, the psykin maintains her force blade for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the force blade vanishes. As a swift action on her turn, the psykin can attempt a new Will save to rematerialize her force blade while she remains within the psionics-negating effect.

Psychic augment (Su): Beginning at 2nd level, a psykin can spend a standard action to augment her force blade or force armor. She can apply weapon or armor properties, up to a total bonus of +10 (gaining an equal enhancement bonus, as normal), which lasts for 10 minutes per class level; the force blade and armor cannot be enhanced with properties which carry a flat gold cost instead of a bonus equivalent. To use this ability, a psykin must spend power points equal to twice the total bonus - 1. For example, a 5th-level psykin could apply up to a total bonus of +3 to her force blade or force armor, since she cannot spend more than 5 power points on her class features.

Disruptive field (Su): A psykin of 3rd level or higher may spend 1 power point as an immediate action to generate a psychic field which disrupts spellcasting and psionics around her. The field is an emanation which extends to a radius of 10 feet, and lasts for 1 round per psykin level; any opponent within the area of the field must make a caster or manifester level check (DC equal to 5 + the psykin's manifester level) to cast spells or manifest powers. For each power point the psykin spends, increase the radius of the emanation by 5 feet.

Focused attack (Ex): At 4th level, a psykin can expend her psionic focus to improve her combat skill. She gains an insight bonus to one attack roll equal to her Wisdom modifier, and 1d6 bonus damage for that attack per point of Wisdom modifier.

Channel (Su): Upon reaching 5th level, a psykin learns to channel her powers through her force blade. The psykin can use a standard action to manifest a power she knows and deliver the power through her force blade with a melee attack. Manifesting a power in this manner does not provoke attacks of opportunity. The power must have a manifesting time of 1 standard action or less, and be a targeted power. The power does not take effect unless the attack is successful. If the power deals damage and the attack is a confirmed critical hit, apply the critical multiplier to the damage dealt by the power as well.

Disruptive armor (Su): Beginning at 6th level, a psykin's force armor provides her some protection against magical and psionic attacks. Whenever a psykin is protected by her force armor, she gains power and spell resistance equal to 10 + the armor bonus of the force armor. She may voluntarily raise and lower this resistance as a swift action.

Improved disruptive field: Whenever a psykin of 7th level or higher uses her Disruptive Field ability, the DC of the caster or manifester level check is 10 + the psykin's manifester level.

Focused defense (Ex): Beginning at 8th level, whenever a psykin is psionically focused, she gains an insight bonus to AC equal to her Wisdom modifier.

Improved channel (Su): At 9th level, a psykin can channel a power she knows as part of a full attack action, and the power affects each target she hits in melee combat that round. Doing so discharges the power at the end of the round, in the case of a touch-range power that would otherwise last longer than 1 round. This ability works in all other ways like the Channel class feature.

Psychic body (Ex): Upon reaching 10th level, a psykin learns how to supplement their psionic ability by drawing on their own physical essence. The psykin can sacrifice hit points instead of spending power points, on a one-for-one basis; these surrogate power points cannot be used on powers or abilities which would heal hit points or grant power points, nor to create items or grant abilities which would do so.

Disruptive strike (Su): At 11th level, a psykin learns to disrupt magic and psionic effects with her force blade. Whenever the psykin makes a successful attack with her force blade, she may spend 5 power points as part of the same action to affect her opponent with a targeted dispel that affects both magic and psionics. Her bonus on the dispel check is equal to her psykin level, with no maximum.

Improved focused attack: Beginning at 12th level, whenever a psykin uses her focused attack ability, the bonus to attack and damage last until the beginning of her next turn.

Psychic ward (Su): At 13th level, whenever a psykin is subject to an effect that allows a saving throw, she may spend 1 power point as an immediate action to gain an insight bonus on the save equal to her Wisdom modifier.

Improved focused defense (Ex): Whenever a psykin of 14th level or higher is psionically focused, she adds twice her Wisdom modifier as an insight bonus to AC. This ability replaces the effect of the focused defense ability.

Improved psychic body: Beginning at 15th level, whenever a psykin uses her psychic body ability, she gains 2 power points for each hit point she spends, instead of one.

Greater disruptive strike (Su): At 16th level, a psykin learns to completely shut down magical and psionic effects with her force blade. Whenever the psykin makes a successful attack with her force blade, she may pay 11 power points as part of the same action. If she does, the struck opponent must make a Will save (DC 16 + the psykin's Wisdom modifier) or be affected as if by an antimagic field and null psionics field for 1 round. The effect has no radius, and only affects the struck opponent and their equipment.

Burst strike (Su): A psykin of 17th level or higher can spend power points to have her melee attacks affect multiple opponents at the same time. Whenever the psykin makes an attack with her force blade, for every 2 power points she spends, her attack affects an additional opponent who is adjacent to the initial target. She uses the same attack and damage rolls for all targets, and any target which is successfully struck takes damage and additional affects (such as Disruptive Strike or Channel) as if they were the only target.

Improved psychic ward: At 18th level, whenever a psykin uses her psychic ward ability, the bonus to saving throws applies to all allies within 60 feet.

Absorptive strike (Su): Whenever a psykin of 19th level or higher successfully dispels an effect with her disruptive strike ability, she may spend 3 power points to steal the effect for herself, as per the reaving dispel spell.

Psychic reflection: Upon reaching at 20th level, a psykin can turn spells and powers back on their creators. Whenever the psykin is targeted by a spell or power (but not subject to an area of effect), as a free action she may turn the spell or power back on the caster or manifester, as per spell turning or reddopsi, respectively.

PLAYING A PSYKIN
A mentalist is a subtle and powerful psionicist, able to control his friends and enemies alike.
Combat: While the mentalist has a repertoire of abilities (such as mindspike and mindwhirl) which can be used against his enemies, his primary modus operandi will always be his psionic powers.
Advancement: A mentalist has a variety of options, from the Neuromancer to the Cogitant.
Resources: A mentalist has many friends, some of whom I'm sure he obtained legitimately.

PSYKIN IN THE WORLD
"A quote of somebody else talking about your class!"

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

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

PSYKIN POWER LIST
1st level
Control Light
Control Object
Control Sound
Deflection Field
Energy Arc
Energy Push
Energy Ray
Far Hand
Floating Disk
Mighty Spring
My Light
Stomp

2nd level
Concussion Blast
Control Air
Energy Bolt
Energy Burst
Energy Cone
Energy Emanation
Energy Missile
Energy Stun
Ethereal Volley
Extend Reach
Power Claws
Power Weapon
Telekinetic Force

3rd level
Dispel Psionics
Energy Ball
Energy Lance
Energy Retort
Helping Hand, Psionic
Microkinesis
Telekinetic Boomerang
Telekinetic Thrust

4th level
Control Body
Energy Current
Energy Flash
Inertial Barrier
Psychokinetic Weapon
Telekinetic Maneuver
Weapon of Energy

5th level
Concussive Detonation
Energy Barrage
Energy Nullification Field
Energy Trap
Energy Wave
Telekinetic Buffer
Telekinetic Sphere, Psionic

sirpercival
2013-01-28, 02:07 AM
Note: This class was written by Garryl, originally posted here (http://www.minmaxboards.com/index.php?topic=1061.0)… Garryl has kindly allowed me to pilfer it wholesale for Magipunk (with slight edits).


MEDIC

"Don't worry, Mr. Jenkins. We'll fix that severed head of yours right up."

-Winona Sere, Medic

Down-on-their-luck medics have been known to make Lifetorn in back alleys for some quick creds.

MAKING A MEDIC
Medics are arcane spellcasters specializing in medicinal and healing magic. Their focus on the study of life and how to preserve it gives them unparalleled mastery of healing magic, but also reveals unusual uses for healing magic, including effects more traditionally associated with the darker side of Necromancy.
Abilities: A high Wisdom is vital to Medics. It controls their spellcasting and enhances many of their other abilities. A good Constitution score is also important to let the Medic survive on the battlefield.
Races: Any. Everyone likes a Medic.
Alignment: Medics can be of any alignment. While most Medics are good- or neutral-aligned, some are evil, including many who focus more on analyzing the death part of life and death.
Starting Gold: As cleric.
Starting Age: As cleric.

Class Skills
The Medic's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Heal (Wis), Negotiation (Cha), Perception (Wis), Profession (Wis), Scholarship (Int), and Wordsmithing (Int).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Die: d8

{table=head]Level|BAB|Fort|Ref|Will|Special
1 | +0 | +0 | +2 | +2 | Armored Mage, Battlefield Treatment (anesthetize, first aid 1, inoculate), Healing Hands
2 | +1 | +0 | +3 | +3 | Remote Healer
3 | +2 | +1 | +3 | +3 | Battlefield Treatment (stimulant)
4 | +3 | +1 | +4 | +4 | Advanced Learning
5 | +3 | +1 | +4 | +4 | Battlefield Treatment (first aid 2)
6 | +4 | +2 | +5 | +5 | Battlefield Treatment (psychiatry)
7 | +5 | +2 | +5 | +5 | Universal Healer
8 | +6/+1 | +2 | +6 | +6 | Advanced Learning, Battlefield Treatment (first aid 3)
9 | +6/+1 | +3 | +6 | +6 | Battlefield Treatment (metabolic boost)
10| +7/+2 | +3 | +7 | +7 | Rapid Healer (+2 levels)
11| +8/+3 | +3 | +7 | +7 | Battlefield Treatment (first aid 4)
12| +9/+4 | +4 | +8 | +8 | Advanced Learning, Battlefield Treatment (kinesiology)
13| +9/+4 | +4 | +8 | +8 | Armored Evasion
14| +10/+5 | +4 | +9 | +9 | Battlefield Treatment (first aid 5)
15| +11/+6/+1 | +5 | +9 | +9 | Battlefield Treatment (medical miracle)
16| +12/+7/+2 | +5 | +10| +10| Advanced Learning
17| +12/+7/+2 | +5 | +10| +10| Battlefield Treatment (first aid 6)
18| +13/+8/+3 | +6 | +11| +11| Battlefield Treatment (true healing)
19| +14/+9/+4 | +6 | +11| +11| Rapid Healer (+1 level)
20| +15/+10/+5| +6 | +12| +12| Advanced Learning, Battlefield Treatment (first aid 7), Master Healer[/table]

Weapon and Armor Proficiencies: Medics are proficient with all simple weapons. Medics are also proficient with light and medium armor and with shields (other than tower shields).

Spellcasting: A Medic spontaneously casts arcane spells like a Sorcerer, except that she uses Wisdom to determine the maximum spell level she can cast, the save DCs of her spells, her bonus spells per day, and other spellcasting characteristics that a Sorcerer normally uses Charisma for. The Medic's amount of spells per day are indicated on the table below. A Medic's spells are drawn from the Medic spell list, and she is considered to know all spells on her class spell list.


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


Armored Mage (Ex): A Medic can cast Medic spells while wearing medium or lighter armor and wearing a shield (other than a tower shield) without incurring the usual risk of spell failure. This benefit does not apply while wearing heavier armor or wielding a tower shield.

Battlefield Treatment (Ex): Once per day per Medic level, a Medic can use her medical talent to produce magical effects on those around her (usually including herself, if desired). While these abilities fall under the category of battlefield treatment and the descriptions discuss tending to a patient, they can all be activated even if she is unable to directly act upon the subjects of her ability as long as she is capable of casting spells with somatic components. Each ability requires both a minimum Medic level and a minimum number of ranks in the Heal skill to qualify; if she does not have the required number of ranks in the Heal skill, she does not gain the battlefield treatment ability until she acquires the needed ranks.

Starting a battlefield treatment effect is a standard action. Unless otherwise stated, a Medic need only spend a free action, maintain line of sight, line of effect, range (as indicated in the ability in question), and the ability to provide somatic components to maintain the ability and continue treating her patients. Some battlefield treatment abilities require concentration, which means a Medic must take a standard action each round to maintain the ability. Even while using battlefield treatments that don't require concentration, a Medic cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a somatic component, she cannot perform a battlefield treatment while paralyzed, grappled, or otherwise unable to move (although arcane spell failure does not apply). Unless otherwise stated, a Medic can stop using a battlefield treatment at any time, even when it is not her turn (this does not take an action).

Battlefield treatments use a blend of both magic and medicine. As such, they do not function on nonliving creatures or on creatures with no discernible anatomy. However, despite providing healing and other effects normally associated with positive energy, battlefield treatments do not use either positive or negative energy; they affect all valid subjects equally.

Battlefield Treatments:
Anesthetize (Sp): If a Medic has at least 3 ranks in Heal, she can attempt to disable one or more creatures with anesthetic magic. Each creature to be anesthetized must be within 90 feet, and must not be threatened or engaged in stressful or strenuous activity. The distraction of a nearby combat or other dangers prevents the ability from working, as the subject's increased adrenaline counteracts the anesthetic effect. A medic can target one creature with each use of this ability, plus one for every three Medic levels beyond 1st.

To use the ability, a Medic makes a Heal check. Her check result is the DC for each affected creature’s Fortitude save against the effect. If a creature’s saving throw succeeds, she cannot attempt to anesthetize that creature again for 24 hours. If its saving throw fails, the creature suffers nonlethal damage equal to its normal maximum hit points +1. This nonlethal damage remains until healed (naturally or magically), or for as long as she continues to tend to her subjects (up to a maximum of 1 round per Medic level), requiring concentration. Once she ceases tending to the subjects of this ability, they immediately heal half of the nonlethal damage caused by this ability (rounded up), and continue to heal half of the nonlethal damage currently remaining (rounded up) each round until none remains. Any potential threat requires her to make another Heal check and allows the creature a new saving throw against a DC equal to the new Heal check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect (even if the subject would not recognize it due to unconsciousness), immediately allowing them to heal the nonlethal damage. Anesthetize is an enchantment (healing) ability equivalent to a 1st-level spell.

First Aid (Su): If a Medic has at least 3 ranks in Heal, she can use her talent to rapidly heal the wounds of others. Her or a single ally within 30 feet gains fast healing 1 for as long as she continues to treat it. When she stops treating the subject, whether involuntarily or by choice (which may be declared with no action even if it is not her turn or she is unable to act), then it immediately heals an additional amount equal to her Medic level plus her Wisdom modifier. As long as she is not interrupted, she may maintain First Aid as long as she is willing and able. At 5th level and every three levels thereafter, the fast healing provided by this ability increases by 1, she adds her Wisdom modifier an additional time to the final healing, and she can affect up to one additional ally with each use of this ability.

Inoculate (Su): If a Medic has at least 3 ranks in Heal, she can use her medical skill to counter the effects of diseases and poisons. Each round of the inoculation, she makes a Heal check. Any ally within 30 feet of her (including herself) that would be required to make a saving throw against a disease or a poison may use her Heal check result in place of its saving throw if, after the saving throw is rolled, the Heal check result proves to be higher. If an ally within range of the inoculation is already under the effect of a disease or poison, it gains another saving throw against the effect when the Medic begins the inoculation, but it must use her Heal check result for the save. Inoculate has no effect against effects that don’t allow saves. A medic may keep up the inoculation for up to 10 rounds.

Stimulant (Su): Starting at 3rd level, if a Medic has at least 6 ranks in Heal, she can use psychology and a small dose of stimulating magic to improve an ally's reactions and concentration for a short time. The subject gains a +2 competence bonus on all skill checks, a +1 competence bonus on all saving throws, and a +5 foot competence bonus to all of its movement speeds. The effect lasts as long as she tends to the subject, up to a maximum of 2 minutes. A Medic cannot affect herself with this ability. Stimulant is a mind-affecting ability.

Psychiatry (Su): Starting at 6th level, if a Medic has at least 9 ranks in Heal, she can use her knowledge of the mind's workings to counter the effects of charms and compulsions. This functions as Inoculate, except that it functions against charms and compulsions instead of diseases and poisons. Psychiatry is a mind-affecting ability.

Metabolic Boost (Su): Starting at 9th level, if a Medic has at least 12 ranks in Heal, she can provide a surge of life-giving energy to one or more allies, filling them with energy. She or a single ally within 30 feet gains immunity to fatigue and exhaustion (existing conditions are removed), a +2 competence bonus to all ability scores, a +1 competence bonus on all attack rolls and damage rolls, a +1 competence bonus to caster level, manifester level, initiator level, meldshaper level, and effective Binder level, and a +1 competence bonus to essentia capacity. When this ability ends, all subjects are fatigued. This lasts as long as the Medic tends to the subjects and for 5 rounds thereafter. As long as she is not interrupted, she may maintain Metabolic Boost as long as she is willing and able. A Medic can affect up to one additional ally per three Medic levels after 9th.

Kinesiology (Su): Starting at 12th level, if a Medic has at least 15 ranks in Heal, she can use her knowledge of the body's movements to counter the effects of movement-impairing effects. This functions as Inoculate, except that it functions against movement-impairing effects instead of diseases and poisons. Similarly, a subject can use the result of the Medic's Heal check in place of an Escape Artist or grapple check to resist or escape a grapple, and can attempt a new Escape Artist or grapple check (using the result of her Heal check) to escape a grapple when she activates this ability.

Medical Miracle (Sp): Starting at 15th level, if a Medic has at least 18 ranks in Heal, her mastery of health and healing allows her to fend off even death itself. She can return to life a single creature within 30 feet that died within the past 1 round. This functions as per the resurrection spell, except that no material components are needed, no level loss (or Constitution loss) is incurred, the subject is revived even if its soul is trapped or destroyed, and the subject cannot refuse to return to life. If the subject died more than 1 round ago, she must expend additional Battlefield Treatment uses, as indicated below.
{table=head]Time Since Death|Total Uses Expended
1 round|1
up to 1 minute|3
up to 10 minutes|6
up to 1 hour|10
up to 1 day|15[/table]

True Healing (Su): Starting at 18th level, if a medic has at least 21 ranks in Heal, she can use her knowledge and magic to ablate even the most grievous wounds. A single ally within 30 feet other than herself gains regeneration equal to her Wisdom modifier (not bypassed by any damage type) and cannot die. However, whenever the subject converts damage to nonlethal damage through the regeneration granted this way, the medic suffers one quarter that amount of nonlethal damage, even if she is immune. This effect lasts as long as the medic continues to tend the subject and for 5 rounds thereafter, or until her hit points are less than her nonlethal damage (even if she is still conscious and able to act), whichever comes first. As long as the medic is not interrupted, she may maintain True Healing as long as she us willing and able. A medic can affect up to one additional ally per three Medic levels after 18th.


Healing Hands (Ex): Whenever a Medic casts a Medic spell from the healing subschool that heals damage, she may choose to add her Wisdom modifier to the amount of healing provided.

Remote Healer (Ex): Starting at 2nd level, a Medic can cast Medic spells from the healing subschool with a range of Touch on willing targets as though their range was 30 feet instead of Touch.

Advanced Learning: At 4th and every 4 levels thereafter, a Medic may choose a single spell of a level no greater than the highest level Medic spell she knows. This can come from the Cleric or Sor/Wiz spell lists, but must be either a spell from the healing subschool, a spell that can provide healing or deal damage through positive or negative energy, or a non-damaging Necromancy spell. Add this spell to the Medic's class spell list and her Medic spells known. Once selected, this choice cannot be changed except through effects that allow her to change which spells she knows. She does not gain additional spells known through Advanced Learning for classes and abilities that increase her effective Medic level for spells known unless they also improve her effective Medic level for this class feature. She may still be allowed to select higher level spells when she gains this ability due to her increased Medic spellcaster level.

Universal Healer (Ex): Starting at 7th level, when a Medic casts a Medic spell from the healing subschool on a willing subject, she may cause it to heal the subject for the full normal amount, even if the subject would normally be unaffected or damaged by it. This has no effect upon spells that do not normally provide healing, with the exception of effects that use positive or negative energy to deal damage.

In addition, a Medic can use her battlefield treatments on nonliving creatures and those without discernible anatomies. She must still obey all other restrictions of the battlefield treatment she uses.

Rapid Healer (Ex): Starting at 10th level, a Medic can expend a spell slot of two levels higher than normal when casting a Medic spell from the healing subschool, targeting only willing allies, to cast it as a swift action instead of a standard action or a full-round action. This has no effect (other than increasing the level of the spell slot used) on spells with other casting times, or if any of the creatures that she targets are not willing. Beginning at 19th level, a Medic need only expend a spell slot one level higher to cast a Medic spell faster this way.

Armored Evasion (Ex): Starting at 13th level, a Medic gains the ability to avoid the damage of explosive spells and other effects that require a Reflex save. This functions as the Monk's Evasion ability, except that it can be used regardless of the type of armor worn.

Master Healer (Ex): Starting at 20th level, a Medic can continue tending to creatures with Battlefield Treatment while casting spells and activating magic items. The Medic can begin a battlefield treatment as a swift action instead of a standard action. Finally, she can expend 20 uses of her Battlefield Treatment ability to restore a creature to life with Medical Miracle as though with true resurrection instead of resurrection and regardless of how long ago it died. When a Medic revives a creature in this way, she must still possess a part of its body (as normal for the resurrection spell) or be near the location at which the creature died.

PLAYING A MEDIC
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

MEDIC IN THE WORLD
"A quote of somebody else talking about your class!"

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

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

Medic Spell List
0th (15) - Create Water, Cure Minor Wounds, Daze, Deathwatch, Delay Disease (SpC), Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Touch of Fatigue, Virtue

1st (18) - Bless, Command, Cure Light Wounds, Daze Monster, Delay Poison, Endure Elements, Goodberry, Healthful Rest (SpC), Lesser Restoration, Lesser Vigor (CD), Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear, Remove Paralysis, Sanctuary, Shield of Faith, Sleep, Stabilize (SpC)

2nd (27) - Aid, Barkskin, Bear's Endurance, Bull's Strength, Calm Emotions, Cat's Grace, Close Wounds (SpC), Consecrate, Cure Moderate Wounds, Death Knell, Deep Slumber, Eagle's Splendor, Fog Cloud, Fox's Cunning, Gentle Repose, Ghoul Touch, Heroism, Hold Person, Hydrate (Sa), Make Whole, Owl's Wisdom, Rage, Remove Blindness/Deafness, Remove Disease, Resist Energy, Shield Other, Status

3rd (21) - Blindness/Deafness, Cauterizing Flame*, Contagion, Create Food and Water, Cure Serious Wounds, Dispel Magic, Haste, Helping Hand, Insignia of Healing (RoD), Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Mass Lesser Vigor (CD), Neutralize Poison, Prayer, Protection from Energy, Ray of Exhaustion, Remove Curse, Restoration, Slow, Vigor (CD), Water Breathing

4th (14) - Air Walk, Cancerous Regeneration*, Cure Critical Wounds, Death Ward, Delay Death (SpC), Enervation, Freedom of Movement, Mass Cure Light Wounds, Modify Memory, Panacea (SpC), Poison, Repel Vermin, Spell Immunity, Stoneskin

5th (17) - Atonement, Break Enchantment, Greater Command, Greater Dispel Magic, Greater Heroism, Greater Vigor (CD), Heal, Hold Monster, Mass Cure Moderate Wounds, Mind Fog, Overcure*, Raise Dead, Revivify (MH), Spell Resistance, Stone to Flesh, True Seeing, Waves of Fatigue

6th (14) - Eyebite, Greater Status, Greater Restoration, Heroes' Feast, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Cure Serious Wounds, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Regenerate, Slay Living, Vigorous Circle (CD)

7th (8) - Fortunate Fate (SpC), Mass Cure Critical Wounds, Refuge, Repulsion, Resurrection, Sequester, Spirit Nova*, Waves of Exhaustion

8th (7) - Clone, Destruction, Discern Location, Greater Spell Immunity, Mass Heal, Protection from Spells, Temporal Stasis

9th (6) - Energy Drain, Foresight, Freedom, Soul Bind, Soul Nova*, True Resurrection

*New spell, detailed below.

New Spells
Cancerous Regeneration
Necromancy (healing)
Level: Cleric 4, Healer 4, Medic 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: Instantaneous; See text
Saving Throw: Will partial
Spell Resistance: Yes

When laying your hand upon a living creature, you channel an overdose of positive energy into it, healing its wounds but causing some of its cells to rapidly multiply. This cures 3d8 points of damage, but also causes a short-lived cancer in the subject. For one round per two caster levels (maximum 5 rounds) the subject suffers 2 points of Constitution damage each round (treat this ability damage as resulting from a disease). A dispel magic or similar effect has no effect upon this cancer as the positive energy that created it has already exerted its effects, but immunity to disease, a remove disease spell, or other methods of ending disease will immediately destroy the cancer, preventing any subsequent Constitution damage from that casting. A successful Will save halves the healing provided but prevents the Constitution damage.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. Undead and other creatures that are damaged instead of healed by this spell do not grow a cancer, and are therefore not at risk of its Constitution damage.

Cauterizing Flame
Evocation (healing) [Fire]
Level: Cleric 3, Healer 3, Medic 3, Wu Jen (Fire) 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half (harmless); See text
Spell Resistance: Yes (harmless); See text

You hurl a bolt of flame at a creature. Rather than harming it, the flame seals the subject's wounds.

The subject of this spell is immediately healed for 1d6 points of damage per caster level (maximum 10d6), dealing nonlethal fire damage to it equal to half the amount of damage actually cured. In addition, any bleeding wounds that the subject may be suffering from are healed, preventing any further damage (although it does not prevent subsequent wounds). Unlike other healing spells, cauterizing flame does not restore nonlethal damage. Since this spell does not use positive or negative energy, undead are healed as much as any living creatures.

Cauterizing flame only heals creatures with flesh or muscle tissue, instead dealing 1d6 points of fire damage per two levels (maximum 5d6) to other subjects instead of its normal effects. Thus, gaseous, incorporeal, and skeletal creatures are damaged by it, as are many constructs, oozes, and undead. Creatures with exoskeletons are treated according to the flesh and muscle they may have beneath (if any).

Overcure
Conjuration (healing, teleportation)
Level: Medic 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: 1 round/level or until discharged; See text
Saving Throw: Will negates (harmless); See text
Spell Resistance: Yes (harmless); See text

This spell rips a small hole into the positive energy plane within the subject's body. While the dimensional tear lasts, the subject is bombarded with positive energy. When the subject is healed to its full strength, its own body closes the tear on its own and purges the excess positive energy. This can be an extreme exertion if the tear does not close itself naturally.

Each round, starting immediately after you cast this spell, the subject gains 1d6 temporary hit points, plus 1d6 for each previous round of this spell's effects. These temporary hit points stack with any remaining temporary hit points from the same casting of this spell. However, when the subject's total hit points (the sum of its regular hit points and its temporary hit points) equal or exceed its normal maximum hit points, the spell is discharged, removing any remaining temporary hit points it has granted to the subject and dealing that many points of nonlethal damage to it, to a maximum of 5 points of nonlethal damage per caster level. If the spell ends otherwise (at the end of its normal duration or if dispelled), the temporary hit points are still removed, but the subject is healed for that amount of damage.

Creatures that are unaffected by positive energy or are immune to the effects of the major positive-dominant planar trait are unaffected by this spell. Creatures that are damaged by cure spells or the effects of the major positive-dominant planar trait take 1d6 points of damage per round for the duration of this spell instead of overcure's normal effects, although the spell does not discharge if such creatures' hit points equal or exceed their normal maximum.

Spirit Nova
Conjuration (healing) [Death]
Level: Cleric 7, Healer 7, Medic 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: Instantaneous; See text
Saving Throw: Fortitude partial; Will negates; See text
Spell Resistance: Yes

Spirit nova attempts to return a soul to a body that already has one. The process is deadly to both soul-possessing creatures and soulless ones, as the grafted soul leaves the body almost immediately, taking its life force or animating energies with it.

The subject of this effect must make a Fortitude save or instantly die as its soul is displaced from its body. If the creature succeeds, it must still make a Will save as its own soul attempts to fight off the invading one. If it fails the Will save, it is dazed for 1 round and has its current and maximum hit points (other than temporary hit points) reduced by 3d6, +1 per caster level, for 1 hour, after which it regains any hit points lost this way (to a maximum of its restored maximum hit points). This is not damage, so effects that prevent, reduce, or absorb damage (such as temporary hit points and regeneration) do not affect this effect.

Soulless creatures must make Will saves in place of the initial Fortitude save, but are not at risk of the secondary Will save's effects. Spirit nova has no effect upon creatures whose bodies are their souls, such as most outsiders.

Material Component: A pinch of diamond dust.

Soul Nova
Conjuration (healing) [Death]
Level: Healer 9, Medic 9
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature/level

Soul nova functions as spirit nova[i], except as noted above. In addition, any creature killed or destroyed by this effect must be returned to life twice to restore its soul to its body. The first such attempt only returns the false soul to the subject's body. This soul can act in any number of ways, as indicated by the table below. Roll a d% to determine the soul's actions when it is revived in the subject's body, with a bonus on the roll equal to the difference between the caster's caster level and the subject's HD (if the caster level is higher) or as a penalty of the same magnitude (if the caster level is lower). The subject must be slain once more to remove the false soul before the subject can be properly revived. This effect is tied to the subject's body, so effects that can revive a creature into a new body (such as true resurrection, reincarnate, or the use of a miracle or wish to recreate a dead creature's body to later be resurrected in) still function correctly.

Table: False Soul Personality
{table=head]d% result|Personality
0 or less | Powerful Outsider
1 to 15 | Manic
16 to 30 | Suicidal
31 to 50 | Omnicidal
51 to 70 | Depressive
71 to 95 | Deceiver
96 to 105 | Ancient Entity
106 or more | Dead God[/table]


[i]Powerful Outsider: The soul is that of a powerful outsider, now trapped within the subject's body. The outsider can be a Balor, Pit Fiend, Solar, or other similarly powerful entity. It uses all of its original mental ability scores, skill ranks, and alignment and it has access to its original class features and non-extraordinary racial abilities (including spellcasting or similar abilities), but is otherwise exactly like the subject. Outsider souls entrapped this way are loath to be killed, as doing so would destroy their soul forever.

Manic: The soul is just happy to be alive once more. It tries its hardest to stay that way. Most manic souls attempt to run off and experience life once more. Some attempt to regain their old lives, some attempt to live the subject's life, while others attempt to make a new life for themselves.

Suicidal: The soul immediately attempts to return to the afterlife it was pulled from through the quickest means possible.

Omnicidal: The soul is crazed and seeks the destruction of everything around it. It immediately attacks anything it can perceive to the best of its abilities. Omnicidal souls have a 50% chance of being Evil (and thus only a 25% chance each of being Neutral or Good), but they can otherwise be of any alignment, even Lawful Good. Death and rebirth in this manner can be a traumatizing experience for any entity to experience.

Depressive: The soul is heavily depressed, whether because of its original death, being ripped away from its afterlife, or for some other reason. It suffers a -4 penalty on all rolls, checks, and saves, and cannot gain morale bonuses. Depressive souls are less likely to resist being killed, but might still fiercely defend their newfound lives.

Deceiver: The soul possesses its original personality and memories, but also has perfect recollection and understanding of the subject's personality and memories. It attempts to convince all others that it is the subject, returned to life once more. A Sense Motive check, opposed by the soul's Bluff check, reveals the ruse, but the soul is considered to have a number of ranks in Bluff equal to the subject's hit dice plus 3 for the purpose of this check (or the subject's ranks in Bluff, whichever is greater), and it further receives a +10 bonus due to its familiarity with the subject.

Ancient Entity: The soul is that of an ancient entity that died a long time ago. The specific details are up to the DM. When this result is rolled, roll again on the table, with no bonus or penalty for a high or low caster level. The ancient entity takes on that personality. A second result of ancient entity means that the soul's personality is according to the DM's choice.

Dead God: The soul is an avatar of a dead or forgotten deity. It has a Divine Rank of 0. The DM should decide the specific details of the dead deity. One percent of these souls are actually the true soul of the deity. These souls instead have a Divine Rank of 1.

All false souls animating the subject's body are exactly as the subject would be, except for their memories, personalities, and alignments (and as noted above). Thus, it uses all of the subject's ability scores, skill ranks, class features (that it still qualifies for), feats, and so forth. A false soul has its own alignment (determined randomly, with equal chances of any given alignment), its own personality, and its own memories, although its memories of life are usually heavily fragmented and incomplete. Similarly, it has a vague understanding of the subject's personality and memories, although it does not know most of the details.

Material Component: A sprinkle of holy water and diamond dust worth at least 500 gp.

Expanded Healing Subschool (Variant)
Traditionally, the healing subschool exists only as a subschool of Conjuration and as a subdiscipline of Psychometabolism (the psionic equivalent of Transmutation). However, there is no real reason it couldn't be expanded for use with other schools. Under this variant, the healing subschool acts more like a descriptor than a true subschool. Thus, any school can have spells of the healing subschool. Several Medic class features and class features were designed with this variant in mind. If you choose not to use this variant, instead add the Conjuration school to the spells and abilities and treat them as dual-school spells (as described in PH2).

Several existing effects refer specifically to Conjuration spells from the healing subschool. If you use this variant, any existing ability or effect that applies to only Conjuration (healing) effects also applies all effects of the healing subschool, not just those of the Conjuration school.

sirpercival
2013-01-28, 11:24 AM
CRYSTAL MAGE

"I have achieved perfection. What have you achieved?"

-Elsbeth Mirror, crystal mage

Spellcrystals are a naturally-occurring magical phenomenon which grow organically in regions of high residual magic. They are harvested for their special properties, acting as perfect storage devices for spell energy. A crystal mage who has acquired a large spellcrystal of exceptional quality can attune to it, in a special ceremony that requires implanting the crystal in her solar plexus. The ceremony awakens the spellcrystal to sentience, and it enters into a symbiotic relationship with the mage, supplying magical skill and knowledge in exchange for life energy.

Over time, as the mage adds more geodes to the spellcrystal, the two integrate more and more closely, eventually becoming one perfect being.

MAKING A CRYSTAL MAGE
A crystal mage is an arcane spellcaster, who can specialize in any number of different party roles.
Abilities: Intelligence and Constitution are equally important for a Crystal Mage. If the Mage intends to focus on combat, a good Strength and Dexterity can be quite important.
Races: Any non-chaotic. The orderly nature of a spellcrystal's internal facets means that beings which are too chaotic and random can never fully attune themselves.
Starting Gold: As wizard.
Starting Age: As wizard.

Class Skills
The Crystal Mage's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Profession (Wis), Scholarship (Int), and Wordsmithing (Int).
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Hit Die: d6

{table=head]Level|BAB|Fort|Ref|Will|Special|Geodes|MaxLvl
1 | +0 | +0 | +0 | +2 | Spellcrystal, geodes, shard d6 | 3 | 1
2 | +1 | +0 | +0 | +3 | Grow crystal, lesser crystalline weapon | 4 | 1
3 | +2 | +1 | +1 | +3 | Crystalline constitution | 4 | 2
4 | +3 | +1 | +1 | +4 | Geode focus | 4 | 2
5 | +3 | +1 | +1 | +4 | Crystalline shield, share crystal | 5 | 3
6 | +4 | +2 | +2 | +5 | Shard d8 | 5 | 3
7 | +5 | +2 | +2 | +5 | Crystalline weapon | 5 | 4
8 | +6/+1 | +2 | +2 | +6 | Geode focus | 6 | 4
9 | +6/+1 | +3 | +3 | +6 | Improved crystalline constitution | 6 | 5
10| +7/+2 | +3 | +3 | +7 | Storm of shards | 6 | 5
11| +8/+3 | +3 | +3 | +7 | Shard d10 | 7 | 6
12| +9/+4 | +4 | +4 | +8 | Geode focus | 7 | 6
13| +9/+4 | +4 | +4 | +8 | Improved crystalline weapon | 7 | 7
14| +10/+5 | +4 | +4 | +9 | Improved crystalline shield | 8 | 7
15| +11/+6/+1 | +5 | +5 | +9 | Greater crystalline constitition | 8 | 8
16| +12/+7/+2 | +5 | +5 | +10| Geode focus, shard d12 | 8 | 8
17| +12/+7/+2 | +5 | +5 | +10| Greater storm of shards | 9 | 9
18| +13/+8/+3 | +6 | +6 | +11| Absorb crystal | 9 | 9
19| +14/+9/+4 | +6 | +6 | +11| Greater crystalline weapon | 9 | 9
20| +15/+10/+5| +6 | +6 | +12| Crystalline perfection, geode focus | 10| 9
[/table]

Weapon and Armor Proficiencies: A crystal mage is proficient with simple weapons, and with the crystal armor, weapon, and shield produced by her spellcrystal, but not with any other weapons, armor, or shields.

Spells: A crystal mage casts arcane spells which are drawn from her Geodes (see below); she knows every spell that is recorded in her spell crystal. A crystal mage need not prepare her spells ahead of time. To learn or cast a spell, the crystal mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a crystal mage's spell is 10 + the spell level + her Intelligence modifier.

A crystal mage can cast each spell that she knows once per day, up to a maximum spell level shown in the table above. In addition, she receives bonus spells per day if she has a high Intelligence score, which she can use to cast any spell she knows of the appropriate level. However, she may cast cantrips at will. The crystal mage regains her spells by getting a good night’s sleep and spending 1 hour communing with her spellcrystal. See the spellcrystal entry for more details.

Spellcrystal: A crystal mage unlocks her magical abilities by attuning to a spellcrystal in a special ceremony. This process implants the spellcrystal in the mage's chest (just below the sternum), which awakens the crystal to sentience. It remains awakened by drawing on the crystal mage's lifeforce. At first, this has no effect on the mage; however, when the mage is able to cast spells of 2nd level or higher, the spellcrystal must draw enough lifeforce that it hinders the crystal mage. As long as the mage has spells of at least 2nd-level available to cast, her hit point total decreases as shown on the table below. This damage cannot be healed, reduced, or prevented in any way until she has no more spells of that level available, at which point it can be healed normally. A crystal mage's spellcrystal begins play containing one 0th level spell for each geode she has, plus all spells associated with her geodes (see below).

A crystal mage must commune with her spellcrystal every day to regain her spells. She cannot cast any spell that is not recorded in her spellcrystal. To enable the mage to cast a spell, the spellcrystal expands its own substance so that it can hold the spell energy. Storing a 1st-level spell causes no change in the crystal. However, if the mage can cast spells of 2nd level or higher, the crystal grows over the surface of her body, and enough of the mage's body is covered by this hard shell that it provides her an armor bonus (and a penalty to Persuasion checks to disguise her appearance). In this case the spellcrystal takes up one or more body slots, as shown in the table below; the entries in the table are cumulative, and the total effect is determined by the highest-level spells the mage has available.

The armor granted by the spellcrystal is treated as light armor with no armor check penalty or arcane spell failure. Casting spells of a given level does not remove the armor bonus, Persuasion penalty, or body slot for that level; however, it does allow the hit point loss to be healed. Once a crystal mage can cast 2nd-level spells, the spellcrystal armor can be enchanted as a magic item, with the normal +50% cost of adding another effect to an existing item.

The appearance of each crystal is unique, as it reflects both the mage's personality and lifeforce, and the spells stored within it in the orientation of the crystal's internal facets. The appearance may shift over time as the mage and the crystal evolve and change. A spellcrystal grants other abilities depending on the crystal mage's level, as detailed below.

Spellcrystal armor:
{table=head]Spell Level|Body slot|HP loss|Armor bonus|Persuasion penalty
2nd|Torso|1|+4|-2
3rd|Arms|2|+1|-2
4th|Hands|3|+1|-2
5th|Body|4|+0|-2
6th|Feet|5|+1|-2
7th|Shoulders|6|+1|-2
8th|Waist|7|+0|-2
9th|Throat|8|+1|-2[/table]

Spellcrystals:
A crystal mage's spellcrystal takes on a fragment of the mage's personality during the awakening process. It is not a creature in the traditional sense, but more a symbiotic being that is a part of the crystal mage's body. A spellcrystal grants special abilities to its mage, as shown on the Spellcrystal Special Abilities table below. In addition, a spellcrystal has a personality (being a fragment of the mage's personality), which gives its mage a bonus on certain types of checks or saving throws, as given on the Spellcrystal Personalities table below.

{table=head]CrysMage Level|Int|Ability Bonus|Special
1st-2nd|6|+0|Skill Focus (Perception), perfect recall, personality
3rd-4th|7|+2| --
5th-6th|8|+2|Perfect will
7th-8th|9|+2|Crystalline concentration
9th-10th|10|+4| --
11th-12th|11|+4|Perfect spell
13th-14th|12|+4|Crystalline spell (3rd)
15th-16th|13|+6| --
17th-18th|14|+6|Crystalline spell (6th)
19th-20th|15|+6| --[/table]

Ability Bonus: The crystal mage gains a bonus to her Strength, Dexterity, or Constitution score, choosing which ability score is affected when she prepares spells for the day.

Intelligence: The spellcrystal's Intelligence score.

Skill Focus (Perception): The crystal mage's spellcrystal grants her Skill Focus (Perception) as a bonus feat.

Perfect recall (Ex): A spellcrystal is essentially an information recording engine. It remembers everything that happens within sensing distance of its crystal mage. The crystal has ranks in Arcana, Engineering, Natural Lore, and Scholarship equal to the mage's class level, and the mage can learn the results of her crystal's skill checks by taking a full-round action to commune with it.

Personality: Each spellcrystal has a distinct personality, chosen by the mage at the time of its creation from among those given on the following table. At 1st level, the mage typically gets a feel for a spellcrystal's personality only through occasional impulses, but as the mage increases in level the spellcrystal's personality becomes more pronounced. At higher levels, it is not uncommon for a spellcrystal to constantly ply its mage with observations and advice, often severely slanted toward the spellcrystal's particular worldview. The mage always sees a bit of herself in her spellcrystal, even if magnified and therefore distorted.

{table=head]Personality|Benefit to Crystal Mage
Artiste|+3 bonus on Engineering checks
Bully|+3 bonus on Persuasion checks
Coward|+3 bonus on Stealth checks
Friendly|+3 bonus on Negotiation checks
Hero|+2 bonus on Fortitude saves
Liar|+3 bonus on Persuasion checks
Meticulous|+3 bonus on Perception checks
Nimble|+2 bonus on Initiative checks
Observant|+3 bonus on Perception checks
Poised|+3 bonus on Acrobatics checks
Resolved|+2 bonus on Will saves
Sage|+3 bonus on Scholarship checks
Single-minded|+3 bonus on Concentration checks
Sneaky|+3 bonus on Stealth checks
Sympathetic|+3 bonus on Negotiation checks[/table]

Perfect Will (Su): A crystal mage's spellcrystal helps her maintain control of her mind. Starting at 5th level, if she fails her normal saving throw against an enchantment spell or effect, she can attempt an additional save 1 round later at the same DC.

Crystalline Concentration (Ex): At 7th level, once per day a spellcrystal can maintain concentration on a spell cast by its crystal mage.

Perfect Spell (Su): Beginning at 11th level, once per day a spellcrystal can smooth out any inaccuracies in a spell cast by its crystal mage. The affected spell is maximized (as per the Maximize Spell metamagic feat) without changing the casting time or level of the spell.

Crystalline Spell (Su): At 13th level, a crystal mage may cast a spell of 3rd level or lower that has a range of personal one additional time per day. At 17th level, the additional spell may be of 6th level or lower.


Geodes: A crystal mage learns spells through the use of Geodes, which are small pockets of homogeneous crystal structure within her spellcrystal, which represent particular patterns of similar magical knowledge. At first level, the spellcrystal forms 3 geodes; the crystal mage acquires another geode at 2nd level, and every 3 levels after, to a maximum of 10 geodes at 20th level. Each geode adds 6 spells of various levels to the mage's spellcrystal, as well as a cantrip of the mage's choice. The individual geodes are described below.

Shard (Ex): A crystal mage can split of a fragment of her spellcrystal (which heals the break instantly) and use it as a projectile weapon. This extraordinary ability is a ranged touch attack which deals 1d6 piercing and slashing damage + the mage's Intelligence modifier at 1st level. The damage dealt by the shard increases by 1d6 for every two additional spell levels that the mage gains the ability to cast, and the damage die size increases by one step at 6th level, 11th level, and 16th level, as shown on the table above. For example, the shard attack of a 13th-level crystal mage deals 4d10 damage.

Grow crystal: A crystal mage of 2nd level or higher can cause her spellcrystal to bud and split off smaller spellcrystals that can be used by her or other practitioners of magic. This ability functions exactly like the Scribe Scroll feat, and spellcrystals created in this fashion are otherwise identical to scrolls.

Lesser crystalline weapon (Ex): Beginning at 2nd level, whenever a crystal mage has a 1st-level spell or higher available to cast, her spellcrystal can sprout a crystalline melee weapon. This weapon can take any shape she likes, but whatever the shape it counts as a masterwork one-handed weapon with a base damage of 1d8 and a 20/x2 critical. The crystal mage can also use it as a spell-storing weapon, but can only store one spell she knows of up to 0th level in it. The crystalline weapon can be enchanted as a magic item, with the usual +50% cost of adding an additional effect to an existing item (it counts as a +1 weapon for the purposes of adding weapon enhancements). It retains the enchantment even when it has not been generated, though any spells stored in it are lost after 24 hours. A crystal mage can take Weapon Focus and similar feats for her crystalline weapon. Generating or dismissing a crystalline weapon is a full-round action that does not provoke attacks of opportunity.

Crystalline constitution (Ex): A crystal mage of 3rd level or higher has bonded more closely with her spellcrystal, aligning her essence in a more orderly fashion to prevent corruption. She becomes immune to disease and sleep effects.

Geode focus: Upon reaching 4th level, and at every 4 levels after, a crystal mage selects one geode that she knows. She can cast the spells associated with that geode each one additional time per day. She may select the same geode multiple times, if she wishes.

Crystalline shield (Ex): Beginning at 5th level, whenever a crystal mage has a 3rd-level spell or higher available to cast, her spellcrystal can sprout a crystalline shield from the arm slot that it takes up. This shield is attached to her arm and does not interfere with spellcasting in any way. It grants a +2 shield bonus to AC and has no armor check penalty or chance of arcane spell failure. It counts as a masterwork light shield, and can be enchanted as a magic item, with the usual +50% cost of adding an additional effect to an existing item. The shield retains the enchantment even when it has not been generated. Generating or dismissing the shield is a full-round action that does not provoke attacks of opportunity; a crystal mage can generate or dismiss both a crystalline weapon and a crystalline shield in the same action.

Share crystal (Ex): At 5th level, a crystal mage learns to make small spellcrystals that are useable by anyone. The casting time of such a spellcrystal remains the same, and it is just as effective as if the crystal mage had cast it herself (in terms of duration, caster level, save DC, and the like). The spell's level is increased by two, much as if a metamagic feat had been applied to it. A crystal mage can create a maximum number of spellcrystals this way each day equal to her Intelligence modifier (minimum 1). Each time this ability is used to make a shareable spellcrystal, that spell takes up one of the crystal mage's available spell castings for that day. An unused shareable crystal loses its magic after 24 hours.

Crystalline weapon (Ex): Beginning at 7th level, as long as a crystal mage has a 4th-level spell or higher available to cast, her crystalline weapon can store one spell of up to 2nd level in it.

Improved crystalline constitution (Ex): At 9th level, a crystal mage's body has become even more orderly. Her type changes to outsider, she becomes immune to stunning, paralysis, and poison, and has a 50% chance of negating critical hits (but not precision damage).

Storm of shards (Su): Beginning at 10th level, a crystal mage can release a spell in an explosion of crystal shards (effectively casting it). The storm of shards does 1d8 piercing damage per spell level in a 30-foot burst centered on the crystal mage. Anyone caught in the storm is allowed a Reflex save (DC 10 + spell level + Int modifier) for half damage. Any creature that fails its Reflex save is also affected by the sacrificed spell with no save (though spell resistance applies), even a creature that only takes half damage from a failed save (such as a character with improved evasion).

Improved crystalline weapon: At 13th level, a crystal mage's crystalline weapon improves. As long as the mage has a spell of 6th level or higher available the cast, the crystalline weapon's base damage becomes 1d10, its critical threat range improves to 19-20/x2, and she can store a spell of up to 4th level in it.

Improved crystalline shield: A crystal mage of 14th level or higher can generate her crystalline shield as an immediate action; however, if she does so, it only lasts for 1 round before retracting back into her spellcrystal armor.

Greater crystalline constitution: Upon reaching 15th level, a crystal mage is nearing perfection. She no longer takes ability penalties from aging, and cannot die from old age. She has a 75% chance of negating critical hits (but not precision damage), and is immune to fatigue, exhaustion, nonlethal damage, ability damage, and ability drain.

Greater storm of shards: Beginning at 17th level, a crystal mage's storm of shards ability improves. The storm deals 2d8 piercing damage per spell level, and the radius of the burst increases to 100 feet.

Absorb crystal (Su): When a crystal mage achieves 18th level, she learns how to supplement her store of magical energy by incorporating smaller crystals into her bonded spellcrystal. By spending 1 minute concentrating on a spellcrystal, she can destroy the spellcrystal to gain a number of bonus spell levels equal to the level(s) of the spell(s) stored in the crystal. The crystal mage can then gain an additional casting of one of her spells by spending a number of the bonus spell levels equal to the level of the spell. Bonus spell levels disappear after 24 hours if they are not used.

Greater crystalline weapon: At 19th level, a crystal mage's crystalline weapon again improves. As long as the mage has a spell of 8th level or higher available to cast, the weapon's base damage becomes 2d8, its critical multiplier improves to 19-20/x3, and she can store a spell of up to 6th level in it.

Crystalline perfection: At 20th level, a crystal mage has achieved perfection similar to that of her spellcrystal. She is immune to critical hits, and has a 50% chance to negate precision damage. She is also immune to necromancy effects, death effects, and energy drain.

PLAYING A CRYSTAL MAGE
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

CRYSTAL MAGE IN THE WORLD
"A quote of somebody else talking about your class!"

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

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


GEODES

Awareness
1 - Comprehend Languages
3 - Clairaudience/Clairvoyance
4 - Arcane Eye
5 - Scrying
6 - Scry Location
7 - Scrying, Greater


Command
1 - Charm Person
2 - Suggestion
5 - Dominate Person
6 - Geas/Quest
8 - Demand
9 - Dominate Monster


Corrosion
1 - Corrosive Grasp
2 - Acid Arrow
4 - Orb of Acid
5 - Vitriolic Sphere
6 - Acid Storm
7 - Acid Fog


Detection
1 - Detect Evil (may be substituted for a different alignment)
2 - Detect Thoughts
3 - Crown of Clarity
4 - Detect Scrying
8 - Discern Location
9 - Foresight


Disruption
1 - Karmic Aura
2 - Arcane Turmoil
3 - Dispel Magic
5 - Break Enchantment
6 - Dispel Magic, Greater
9 - Mage's Disjunction


Flame
1 - Burning Hands
2 - Scorching Ray
3 - Fireball
4 - Wall of Fire
8 - Incendiary Cloud
9 - Meteor Swarm


Frost
1 - Orb of Cold, Lesser
4 - Ice Storm
5 - Cone of Cold
6 - Freezing Sphere
8 - Polar Ray
9 - Iceberg


Morale
1 - Immediate Assistance
2 - Heroics
3 - Good Hope
5 - Heroism, Greater
6 - Heroes' Feast
7 - Righteous Wrath of the Faithful


Stone
1 - Fist of Stone
2 - Earthen Grasp
3 - Stone Shape
4 - Stoneskin
5 - Wall of Stone
8 - Bombardment


Transformation
1 - Disguise Self
2 - Alter Self
4 - Polymorph
5 - Baleful Polymorph
8 - Polymorph Any Object
9 - Shapechange


Transportation
1 - Benign Transposition
2 - Dimension Hop
4 - Dimension Door
5 - Teleport
7 - Plane Shift
8 - Teleport, Greater


Warding
1 - Shield
3 - Magic Circle Against Evil (may be substituted for a different alignment)
4 - Dimensional Anchor
6 - Antimagic Field
7 - Spell Turning
8 - Mind Blank


Will
1 - Cheat
2 - Celerity, Lesser
4 - Mystic Surge
5 - Permanency
7 - Limited Wish
9 - Wish

Garryl
2013-01-28, 01:09 PM
Huh. Geodes. That's a rather radical departure from how the initial version of the Crystalmage worked.

No spells per day table?

sirpercival
2013-01-28, 01:18 PM
Huh. Geodes. That's a rather radical departure from how the initial version of the Crystalmage worked. Yup. It needed a rework and a spell list, and I liked this idea. How does it look?

It gives me a jumping-off point for a bunch of supplementary material, too -- for example, in talking with Prime32, we had some ideas, like Dragonshard Geodes a la Dragonmark Sorcerer, and a Crystal Mage -> Frost Mage prc using ice instead of crystal.


No spells per day table? Nope. It's buried in the spellcasting section: 1/day/spell, + floating bonus slots based on your Int, + geode focus.

EDIT: BTW, I need more geodes. I'll make some, but any ideas would be welcome. Even just suggestions of names for me to fill spells into.

raspberrybadger
2013-01-28, 01:40 PM
This stuff continues to be great.

The crystal mage looks like fun, though higher level play would require more geodes I think. That's an easily fixable problem of course. Also, the Transformation geode has alter self, polymorph, PAO, shapechange. When giving wizards a crazy limited spell list... those are usually at the top of the shortlist to leave out.

Edit: If you're looking for possible geodes, the Pathfinder witch patrons are enough like them that it wouldn't take much work to adapt them. Here. (http://www.d20pfsrd.com/classes/base-classes/witch/witch-patrons) Some have divine or pathfinde spells, and all would need a couple of spells deleted, and some are redundant with what you have, but that's a lot of possibilities there.

Nothing to say about the medic.

Psykin look fun. I guess they get AOE blasting just in case they run into a bunch of small targets. Mostly it looks like they are much much better off spending pp to augment their weapon and armour. Also, can they take Expanded Knowledge? If so, they can pick up buffs to make them much much better in melee. Also, once they pick up the hp -> pp thing, they can keep buffs up all day long if they have out of combat healing.

Also, I've got a question about the psykin channel ability. They don't seem to have many targeted powers to use it with. How bad would it be to let them use it with ray and touch powers? Or was that already the intent?

Magitechnicians look fun, though weak at level 1. I guess you just carry around a crossbow and a few scrolls. then. After that you get to start color spraying or greasing or whatever. Perhaps let them start with weird science level 1? Of course, with chr 14, 4 ranks in UMD, and the +3 bonus, DC 15 to activate it themselves, thats 75% success after the first shot, so it is an awful lot of firepower. But then, it's an awful lot of firepower for a level 2 as well.

Also, lots of div spells are way down on the Divhead list. That means that a Magitechnician can do a surprisingly good job at basic div if there is no divhead in the party, but he can't do the information warfare type stuff so well.

sirpercival
2013-01-28, 05:38 PM
PLANESWALKER

"I have become every universe that mankind ever imagined."

-Sarullia, planeswalker pioneer

The Planes are a series of virtual locations which collectively make up the Metaverse, a magical construction of alternate consciousness. The Oracle is a manifestation of the Metaverse -- more specifically, the arcane machinery which makes it run -- which DivHeads take a great interest in, but there is much more to the Metaverse than that. A Planeswalker is a character who takes on characteristics of the particular planes she is attuned to.

MAKING A PLANESWALKER
A planeswalker is incredibly versatile, able to adapt to nearly any situation depending on which node she is attuned to.
Abilities: Intelligence and Constitution are frightfully important for a Planeswalker.
Races: Any.
Alignment: Any, but usually true neutral. Most characters with extreme alignments feel uncomfortable taking on aspects of opposing planes.
Starting Gold: As cleric.
Starting Age: As cleric.

Class Skills
The Planeswalker's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Gather Information (Cha), Natural Lore (Wis), Negotiation (Cha), Persuasion (Cha), and Scholarship (Int).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Die: d8

{table=head]Level|BAB|Fort|Ref|Will|Special|Nodes
1 | +0 | +2 | +0 | +2 | Meta-path, planar attunement (1 node) | 3
2 | +1 | +3 | +0 | +3 | Planar augmentation (1 ability) | 4
3 | +2 | +3 | +1 | +3 | -- | 5
4 | +3 | +4 | +1 | +4 | Suppress aura | 5
5 | +3 | +4 | +1 | +4 | Meta-essence | 6
6 | +4 | +5 | +2 | +5 | Bonus feat | 6
7 | +5 | +5 | +2 | +5 | Planar augmentation (2 abilities) | 7
8 | +6/+1 | +6 | +2 | +6 | Planar attunement (2 nodes) | 7
9 | +6/+1 | +6 | +3 | +6 | Access plane 1/day | 8
10| +7/+2 | +7 | +3 | +7 | Manifest virtuality | 8
11| +8/+3 | +7 | +3 | +7 | Bonus feat | 9
12| +9/+4 | +8 | +4 | +8 | Planar augmentation (3 abilities) | 9
13| +9/+4 | +8 | +4 | +8 | -- | 10
14| +10/+5 | +9 | +4 | +9 | Access plane 2/day, planar attunement (3 nodes) | 10
15| +11/+6/+1 | +9 | +5 | +9 | Assumption | 11
16| +12/+7/+2 | +10| +5 | +10| Bonus feat | 11
17| +12/+7/+2 | +10| +5 | +10| Planar augmentation (4 abilities) | 12
18| +13/+8/+3 | +11| +6 | +11| -- | 12
19| +14/+9/+4 | +11| +6 | +11| Access plane 3/day | 13
20| +15/+10/+5| +12| +6 | +12| Font of worlds, planar attunement (4 nodes) | 13
[/table]

Weapon and Armor Proficiencies: A planeswalker is proficient with simple weapons, and with light and medium armor and shields (but not tower shields).

Meta-path: When beginning this class, a planeswalker chooses one of two paths: that of the Inner Planes, or that of the Outer Planes. The chosen path determines which nodes a planeswalker can acquire (see Planar Attunement).

Planar attunement (Su): A planeswalker learns to attune herself with particular planes, gaining benefits depending on the chosen plane. To do so, she codifies the essence of a plane into a planar node, which she can activate and attune at the beginning of the day. The attunement process requires 1 minute of concentration; a planeswalker may make a rushed attunement as a full-round action, but then she suffers a -5 penalty on all attunement checks made for that node (see Node abilities, below). While attuned to a planar node, a planeswalker is immune to the negative effects of that plane, as per the avoid planar effects spell.

If she attunes to an outer-planar node, a planeswalker is treated as having the alignment associated with that plane, for the purpose of spells and effects that depend on alignment (such as detect evil, protection from evil, etc.). If the planeswalker is of a high enough level to attune to more than one node, she chooses which alignment to manifest. For example, an 8th-level planeswalker that attuned to both Gehenna and Arboria could choose to detect as Lawful Evil, Neutral Evil, or Chaotic Good. The manifested alignment has no bearing on the planeswalker's actions or actual alignment.

If she attunes to an inner-planar node, a planeswalker is treated as having the elemental subtype associated with that plane, for the purpose of spells and effects that depend on subtype (such as glyph of warding). If the planeswalker is of a high enough level to attune to more than one node, she chooses which subtype to manifest. For example, an 8th-level planeswalker that attuned to both Smoke and Water could choose to manifest the Fire, Air, or Water subtype.

A planeswalker who gains access to a planar node which is neither Inner or Outer (for example the Shadow Node) displays neither an alignment or a subtype.

At first level, a planeswalker has acquired 3 planar nodes chosen from her selected track, and can attune herself with one node at a time; at higher levels, she prepares more nodes, and can attune herself with multiple nodes, as shown on the table above. She must attune with each node individually. An attuned planeswalker remains attuned to a given node for 24 hours. The node cannot be targeted or deactivated by any means except for the Deactivate Node feat, nor can the effects be suppressed except by an antimagic field or similar effects. The DC for any effect granted by a node is equal to 10 + 1/2 planeswalker level + Intelligence modifier.

Node abilities (Su): A planeswalker gains abilities based on her level and the nodes she attunes, as detailed in the node descriptions below. Each ability a planeswalker gains from a node has a condition which, when met, requires an attunement check. To make an attunement check, a planeswalker rolls 1d20 + her planeswalker level + her Intelligence modifier against an attunement DC based on the particular ability; if she fails, she suffers the penalty detailed in the node ability description. Making an attunement check does not require an action. A planeswalker may choose any tier of an ability for which she meets the level prerequisite; once chosen, she may not switch her choice until she deactivates and re-attunes to a node (see above), unless she has the Metanode feat.

Planar augmentation (Su): Beginning at 2nd level, a planeswalker can bolster her body by attuning closely to a node. Whenever she rolls a 15 or above on an attunement check, but no more than once per round, she gains the benefit of one ability of her choice from the following list for one round; if she rolls a natural 20, the benefit lasts for 1 round per planeswalker level. As a planeswalker attains higher levels, she can make additional selections from the list. She gains one additional ability at 7th, 12th, and 17th level (to a maximum of four selections at 17th level). She can choose a single ability multiple times, and their effects stack.

Planar Augmentation Abilities
5 temporary hit points
Energy resistance 5 (acid, cold, electricity, fire, or sonic)
+1 insight bonus on saving throws
Damage reduction 1/—
+1 insight bonus to Armor Class
+1 insight bonus on attack rolls
+1 insight bonus on damage rolls
+2 insight bonus on initiative checks


Suppress aura (Ex): At 4th level, a planeswalker can choose not to manifest the alignment or subtype that normally accompanies an attuned node. She can suppress or reveal the alignment or subtype as a swift action. However, on any round in which she fails an attunement check, she must display the alignment or subtype.

Meta-essence: A planeswalker of 5th level or higher has attuned herself to the planes so often that the essence of her being is permanently altered. Her type changes to outsider (native), and she gains darkvision 60 ft (if she didn't have it already) and DR 5/magic.

Bonus feat: Beginning at 6th level, a planeswalker gains a bonus planeswalker feat for which she meets the prerequisites. She gains an additional planeswalker feat at 11th and 16th level.

Access plane (Su): At 9th level, a planeswalker can travel freely between the Material plane and any one plane she is attuned to once per day (i.e., one trip there, one trip back). She can bring up to 8 other willing creatures with her, provided all link hands with her. This ability otherwise works like the plane shift spell. A planeswalker gains an additional daily use of this ability at 14th and 19th level.

Manifest virtuality (Su): Beginning at 10th level, a planeswalker learns to impose the environment of her attuned planes on the world around her. The planeswalker can create a planar bubble, a 20-foot-radius area that emulates the environment of any plane to which she is currently attuned. This area mimics all traits of the chosen plane, including physical traits, elemental and energy traits, alignment traits, and magic traits (but not time traits).

Activating this ability is a standard action that does not provoke attacks of opportunity, and dismissing the bubble is a swift action. While a planar bubble is active, the planeswalker loses access to the other abilities of that node. A planeswalker can have only one planar bubble active at a time; she can maintain a planar bubble for a total of two rounds per planeswalker level per day, divided up into one-round increments.

Assumption (Su): A planeswalker of 15th level or higher can completely infuse her being with the essence of a plane for which she succeeded on her attunement check. This functions as the alternate form special ability, except as noted here. The planeswalker can assume the form of any type of outsider or elemental that is native to one of her currently attuned planes. The maximum hit dice of a creature whose form she can assume is equal to her planeswalker level, and she cannot assume the form of templated creatures. In addition to the normal effects of alternate form, the planeswalker gains all the outsider's extraordinary, supernatural, and spell-like abilities, but not any spellcasting ability. Use the planar encounter tables beginning on page 187 of the Planar Handbook as a guide to the native outsiders of each plane.

Activating this ability is a full-round action, and dismissing it is a move action. While the planeswalker is using this ability, all other abilities granted by her attuned nodes (except the immunity to planar effects and the consequences for failing an attunement check) are suppressed. A planeswalker may use this ability once per day per attuned node, and it lasts for up to 10 minutes per planeswalker level.

Font of worlds: At 20th level, a planeswalker's familiarity and intuitive understanding of the outer planes are unparalleled. Whenever the planeswalker uses her manifest virtuality ability, she may manifest any combination of the appropriate traits she pleases (again excluding time traits). She is immune to the negative effects of this bubble as she chooses, as if she had attuned a planar node.

PLAYING A PLANESWALKER
Text.
Combat: Text.
Advancement: Text.
Resources: Text.

PLANESWALKER IN THE WORLD
"A quote of somebody else talking about your class!"

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

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

sirpercival
2013-01-28, 05:39 PM
OUTER PLANAR NODES
The Abyss
Manifested Alignment: CE
Abilities:
Abyssal weaponry: You can call or dismiss the indicated weapon as a swift action. You must make an attunement check with the first successful attack you make in a round; if you fail, you take 1 point of damage per planeswalker level with each successful attack that round.
Demonic Call (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon CE creatures only. You must make an attunement check on the summoned creature's turn each round, or it attacks you if able.
Glare of the Damned (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.
Tanar'ri Infusion: Whenever you make a skill check using any of the modified abilities, make an attunement check or roll twice and take the worse result.
Unholy Countenance (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.

{table=head]Level|Ability (Effect, DC)
1st|Abyssal Weaponry (masterwork longsword, 7), Demonic Call (Summon Monster I, 10), Glare of the Damned (Cause Fear, 8), Tanar'ri Infusion (+2 Str, 8)
2nd|Abyssal Weaponry (+1 longsword, 10)
3rd|Demonic Call (SM II, 13), Unholy Countenance (Desecrate, 10)
4th|Glare of the Damned (Death Knell, 14), Tanar'ri Infusion (+2 Str +2 Con, 13)
5th|Demonic Call (SM III, 16), Unholy Countenance (Balor Nimbus, 13)
6th|Abyssal Weaponry (+1 flaming longsword, 18)
7th|Demonic Call (SM IV, 19), Tanar'ri Infusion (+4 Str +2 Con, 18)
8th|Glare of the Damned (Chaos Hammer or Unholy Blight, 20)
9th|Demonic Call (SM V, 22)
10th|Abyssal Weaponry (+1 flaming unholy longsword, 25), Tanar'ri Infusion (+4 Str +2 Con +2 Cha, 23)
11th|Demonic Call (SM VI, 25), Glare of the Damned (Harm, 22)
12th|Unholy Countenance (Visage of the Deity [fiendish only], 23)
13th|Demonic Call (SM VII, 28), Tanar'ri Infusion (+6 Str +4 Con +2 Cha, 28)
14th|Abyssal Weaponry (+1 anarchic flaming unholy longsword, 30)
15th|Demonic Call (SM VIII, 31), Glare of the Damned (Finger of Death, 32)
16th|Tanar'ri Infusion (+6 Str +4 Dex +4 Con +2 Cha, 33), Unholy Countenance (Unholy Aura, 31)
17th|Demonic Call (SM IX, 34)
18th|Abyssal Weaponry (+1 anarchic flaming burst unholy longsword, 35)
19th|Tanar'ri Infusion (+10 Str +4 Dex +4 Con +2 Cha, 38)
20th|Glare of the Damned (Implosion, 41)[/table]

Acheron
Manifested Alignment: LE or LN
Abilities:
Archetype of War (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or take a cumulative -1 to all attack and damage rolls for 30 minutes.
Geometric Conflict (Sp): Once you use this ability, you may not use it again until 3 rounds have passed. You must make an attunement check when you use this ability or become dazed for 1 round (even if you are normally immune to dazing).
Hideous Legion: You gain the indicated creature as a cohort while attuned to this node. If the creature is destroyed, you may call a new one by spending 10 minutes in uninterrupted concentration. In any round where your cohort attacks, you must make an attunement check or suffer a -4 penalty to saves for 1 round.
Mystic Herald (Su): You can activate or dismiss this ability as a move action. While active, the given effect applies to all allies within 60 feet. In each round that you have this ability active, you must make an attunement check; if you fail, you may only take a move action in that round.

{table=head]Level|Ability (Effect, DC)
1st|Archetype of War (Magic Weapon, 7), Geometric Conflict (Divine Favor, 9), Hideous Legion (human skeleton or zombie, 11), Mystic Herald (+4 to Int/Wis/Cha-based skill checks, 10)
2nd|Mystic Herald (+3 to attack rolls, 13)
3rd|Geometric Conflict (Status, 16)
4th|Hideous Legion (ghoul, 15)
5th|Archetype of War (Greater Magic Weapon, 16)
6th|Mystic Herald (+1 CL for spells and SLAs, 19)
7th|Archetype of War (Divine Power, 21)
8th|Hideous Legion (wraith, 22)
9th|Archetype of War (Righteous Might, 25)
10th|Geometric Conflict (Blade Barrier, 24)
11th|Hideous Legion (greater shadow, 27)
12th|Mystic Herald (+10 to weapon damage rolls, 26)
13th|Geometric Conflict (Reverse Gravity, 28)
14th|Archetype of War (Body of War, 33)
15th|Mystic Herald (+5 to saves, 32)
16th|Hideous Legion (dread wraith, 33)
17th|Geometric Conflict (Prismatic Sphere, 33)
18th|Mystic Herald (SR 30, 36)
19th|Hideous Legion (nightwalker nightshade, 38)
20th|Mystic Herald (critical multiplier increased by 2, 40)[/table]

Arborea
Manifested Alignment: CG
Abilities:
Celestial Legion (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon CG creatures only. You must make an attunement check on the summoned creature's turn each round, or the creature takes a -4 penalty to attack and damage for 1 round.
Celestial Mount: You can call or dismiss the indicated creature as a full-round action. Whenever you make an Animal Affinity check to control your mount, you must make an attunement check or suffer a cumulative -2 penalty on Animal Affinity checks for 1 hour.
Essence of Faerie (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.
Of One Mind: The abilities on this table are cumulative. Whenever you use one of the granted feats, make an attunement check or take a -5 penalty to AC for 1 round.


{table=head]Level|Ability (Effect, DC)
1st|Celestial Legion (Summon Monster I, 10), Celestial Mount(heavy warhorse, 8), Essence of Faerie (Faerie Fire, 9), Of One Mind (Mounted Combat, 8)
2nd|Essence of Faerie (Charm Person, 13)
3rd|Celestial Legion (SM II, 13)
4th|Of One Mind (Mounted Mobility, 14)
5th|Celestial Legion (SM III, 16), Celestial Mount (unicorn, 16)
6th|Essence of Faerie (Melf's Unicorn Arrow, 18)
7th|Celestial Legion (SM IV, 19), Essence of Faerie (Blinding Beauty, 20)
8th|Celestial Mount (half-celestial unicorn, 21), Of One Mind (Ride-by Attack, 20)
9th|Celestial Legion (SM V, 22)
10th|Essence of Faerie (Presper's Moonbow, 24)
11th|Celestial Legion (SM VI, 25)
12th|Celestial Mount (8HD advanced half-celestial unicorn, 25), Of One Mind (Spirited Charge, 26)
13th|Celestial Legion (SM VII, 28)
14th|Essence of Faerie (Unearthly Beauty, 28)
15th|Celestial Legion (SM VIII, 31)
16th|Of One Mind (Trample, 32)
17th|Celestial Legion (SM IX, 34)
18th|Celestial Mount (half-celestial celestial charger, 36)
19th|Essence of Faerie (Superior Invisibility, 38)
20th|Of One Mind (Cavalry Charger, 38)[/table]

Arcadia
Manifested Alignment: LG or LN
Abilities:
Concordance (Sp): You may use this ability at will. Whenever you use this ability, you must make an attunement check or concentrate to maintain the effect as a move action.
Harmony (Sp): Once you use this ability, you may not use it again until 3 rounds have passed. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.
Inspiration: You can use this ability at will; it functions as the appropriate bardic music ability You count as having a number of ranks in Perform equal to your effective Planeswalker level. Whenever you use this ability, make an attunement check or suffer a cumulative -1 penalty to Will saves for 10 minutes.
Plenty (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or your CL for the effect is reduced by 5 (to a minimum of 1). The casting time for this ability is normal for the spell effect; you must pay half of any xp cost.

{table=head]Level|Ability (Effect, DC)
1st|Concordance (Bless, 10), Harmony (Calm Animals, 9), Inspiration (inspire courage +1, 8), Plenty (Create Water, 8)
2nd|Plenty (Goodberry, 11)
3rd|Harmony (Calm Emotions, 14)
4th|Concordance (Aid, 13), Inspiration (inspire competence, 16)
5th|Plenty (Create Food and Water, 16)
6th|Concordance (Good Hope, 17), Harmony (Charm Monster, 18)
7th|Plenty (Minor Creation, 20)
8th|Inspiration (inspire courage +3, 21)
9th|Concordance (Chaav's Laugh, 23), Plenty (Major Creation, 23)
10th|Harmony (Mass Sanctuary, 22)
11th|Plenty (Heroes' Feast, 26)
12th|Inspiration (inspire heroics, 25)
13th|Concordance (Protection from Spells, 28)
14th|Inspiration (inspire courage +5, 29)
15th|Harmony (Sympathy, 28)
16th|Plenty (Feast of Champions, 33)
17th|Concordance (Mass Heal, 36)
18th|Harmony (Miracle, 40)
19th|Plenty (True Creation, 38)
20th|Inspiration (inspire courage +7, 39)[/table]

Baator
Manifested Alignment: LE
Abilities:
Dark Morass (Sp): Once you use this ability, you may not use it again until 3 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.
Hellish Horde (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon LE creatures only. You must make an attunement check on the summoned creature's turn each round, or it attacks you if able.
Infernal Armament: You must make an attunement check with the first successful attack you make in a round with these weapons; if you fail, you take 1 point of damage per planeswalker level with each successful attack that round.
Terrible Whispers (Sp): You can use this ability at will. Whenever you use this ability, make an attunement check or the target gains a +4 bonus on the save.

{table=head]Level|Ability (Effect, DC)
1st|Dark Morass (Entangle, 10), Hellish Horde (Summon Monster I, 10), Infernal Armament (1 claw 1d8, 8), Terrible Whispers (Command, 11)
2nd|Infernal Armament (2 claws 1d8, 13)
3rd|Dark Morass (Hold Person, 15), Hellish Horde (SM II, 13)
4th|Terrible Whispers (Suggestion, 15)
5th|Hellish Horde (SM III, 16)
6th|Infernal Armament (2 claws 1d10 & 1 bite 2d6, 18)
7th|Hellish Horde (SM IV, 19)
8th|Terrible Whispers (Feeblemind, 22)
9th|Dark Morass (Hold Monster, 21), Hellish Horde (SM V, 22)
10th|Infernal Armament (2 claws 1d10 & 1 bite 2d6 & 1 tail 1d10, 23)
11th|Dark Morass (Repulsion, 24), Hellish Horde (SM VI, 25)
12th|Terrible Whispers (Blasphemy, 29)
13th|Dark Morass (Mass Hold Person, 28), Hellish Horde (SM VII, 28)
14th|Infernal Armament (2 claws 2d7 & 1 bite 3d6 & 1 tail 2d8, 28)
15th|Hellish Horde (SM VIII, 31)
16th|Terrible Whispers (Power Word Stun, 32)
17th|Dark Morass (Mass Hold Monster, 34), Hellish Horde (SM IX, 34)
18th|Infernal Armament (2 claws 2d8 & 1 bite 3d6 & 1 tail 2d8 * 2 wings 1d8, 33)
19th|Dark Morass (Imprisonment, 38), Terrible Whispers (Power Word Kill, 39)
20th|Infernal Armament (2 claws 2d8 & 1 bite 4d6 & 1 tail 2d8 * 2 wings 2d6, 39)[/table]

The Beastlands
Manifested Alignment: CG or NG
Abilities:
Fauna (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You must make an attunement check on the summoned creature's turn each round, or the creature takes a -4 penalty to attack and damage for 1 round.
Flora (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a -2 penalty to Reflex saves for the duration of the effect.
Natural Variety: Whenever you use this ability, you must make an attunement check or your speed is halved.
Wild Infusion (Sp): You may use this ability at will. Whenever you make an attack with a natural weapon granted by this ability, make an attunement check or suffer a -4 penalty to Strength for 1 round.

{table=head]Level|Ability (Effect, DC)
1st|Fauna (Summon Nature's Ally I, 10), Flora (Entangle, 9), Natural Variety (Swim 30 feet & breathe underwater, 9)
2nd|Natural Variety Climb 20 feet, 12), Wild Infusion (Bite of the Wererat, 11)
3rd|Fauna (SNA II, 13)
4th|Flora (Barkskin, 15)
5th|Fauna (SNA III, 16), Flora (Plant Growth, 17)
6th|Natural Variety (Fly 30 feet (good), 18), Wild Infusion (Bite of the Werewolf, 17)
7th|Fauna (SNA IV, 19)
8th|Wild Infusion (Bite of the Wereboar, 20)
9th|Fauna (SNA V, 22), Natural Variety (Burrow 20 feet, 23)
10th|Natural Variety (Fly 50 feet (good), 26)
11th|Fauna (SNA VI, 25), Wild Infusion (Bite of the Weretiger, 25)
12th|Flora (Animate Plants, 26)
13th|Fauna (SNA VII, 28)
14th|Flora (Plant Body, 29), Wild Infusion (Bite of the Werebear, 30)
15th|Fauna (SNA VIII, 31)
16th|Natural Variety (Fly 90 feet (perfect), 33)
17th|Fauna (SNA IX, 34)
18th|Natural Variety (Earth glide (as earth elemental), 37)
19th|Fauna (Shambler, 38)
20th|Wild Infusion (Shapechange, 40)[/table]

Bytopia
Manifested Alignment: LG or NG
Abilities:
Glyphic Knowledge (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a cumulative -1 penalty to Intelligence-based skill checks for 1 hour.
Inspired Artifice (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a cumulative -2 penalty to skill checks for 1 hour.
Jubilant Images (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or the DC to disbelieve the illusion is reduced by 3.
Wanderlust (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or you can only take move actions for 1d4 rounds.

{table=head]Level|Ability (Effect, DC)
1st|Glyphic Knowledge (Erase, 7), Inspired Artifice (Mending, 8), Jubilant Images (Silent Image, 10)
2nd|Wanderlust (Expeditious Retreat, 11)
3rd|Glyphic Knowledge (Secret Page, 16)
4th|Inspired Artifice (Make Whole, 14)
5th|Wanderlust (Footsteps of the Divine, 16)
6th|Jubilant Images (Minor Image, 14)
7th|Glyphic Knowledge (Explosive Runes, 21)
8th|Inspired Artifice (Mass Unseen Servant, 18), Jubilant Images (Phantom Battle, 18)
9th|Glyphic Knowledge (Symbol of Sleep, 25)
10th|Inspired Artifice (Fabricate, 22)
11th|Wanderlust (Stone Walk, 26)
12th|Jubilant Images (Programmed Image, 27)
13th|Inspired Artifice (Fantastic Machine, 26)
14th|Jubilant Images (Project Image, 30)
15th|Glyphic Knowledge (Transcribe Symbol, 32)
16th|Inspired Artifice (Greater Fantastic Machine, 32)
17th|Glyphic Knowledge (Symbol of Death, 33)
18th|Jubilant Images (Shadow Landscape, 37)
19th|Wanderulst (Greater Teleport, 38)
20th|Glyphic Knowledge (Teleportation Circle, 40)[/table]

Carceri
Manifested Alignment: CE or NE
Abilities:
Dark Treachery (Sp): You can use this ability at will. Whenever you use this ability, make an attunement check or the save DC of the effect is reduced by 3.
Eternal Bondage (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You must supply the material components. Whenever you use this ability, make an attunement check or the target gains a +4 bonus on the save.
Mordant Venom (Sp): Once you use this ability, you may not use it again until 3 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.
Reaper's Touch (Su): You can use this ability by making a melee touch attack as a standard action against a creature with a hit point total no higher than given in the table; if you succeed, the creature must make a Fortitude save or die. Whenever you use this ability, make an attunement check or gain a negative level, which is automatically removed after 10 minutes.

{table=head]Level|Ability (Effect, DC)
1st|Dark Treachery (Magic Aura, 10), Mordant Venom (Acid Splash, 7)
2nd|Reaper's Touch (5 hp, 11)
3rd|Dark Treachery (Misdirection, 15), Mordant Venom (Cobra's Breath, 13)
4th|Reaper's Touch (10 hp, 14)
5th|Mordant Venom (Ghoul Touch, 16)
6th|Dark Treachery (Disobedience, 19), Reaper's Touch (15 hp, 17)
7th|Mordant Venom (Poison, 19)
8th|Eternal Bondage (Touch of Years, 22), Reaper's Touch (20 hp, 20)
9th|Mordant Venom (Poison Needles, 23)
10th|Dark Treachery (Seeming, 24), Eternal Bondage (Magic Jar, 24)
11th|Mordant Venom (Cloudkill, 25), Reaper's Touch (40 hp, 25)
12th|Eternal Bondage (Barghest's Feast, 28)
13th|Mordant Venom (Acid Storm, 28)
14th|Dark Treachery (Veil, 29), Reaper's Touch (50 hp, 30)
15th|Mordant Venom (Acid Fog, 31)
16th|Eternal Bondage (Eternity of Torture, 34)
17th|Mordant Venom (Spider Plague (fiendish only), 34)
18th|Dark Treachery (Screen, 36), Reaper's Touch (80 hp, 37)
19th|Mordant Venom (Storm of Vengeance, 38)
20th|Eternal Bondage (Trap the Soul, 41)[/table]

Celestia
Manifested Alignment: LG
Abilities:
Angelic Infusion: Whenever you make a skill check using any of the modified abilities, make an attunement check or roll twice and take the worse result.
Beatific Demeanor (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.
Celestial Ordnance: You can call or dismiss the indicated weapon as a swift action; the pull matches itself to your Strength bonus (to a maximum of +5). You must make an attunement check with the first successful attack you make in a round; if you fail, you take 1 point of damage per planeswalker level with each successful attack that round.
Heavenly Regiment (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon LG creatures only. You must make an attunement check on the summoned creature's turn each round, or it cannot attack.
Platinum Virtue (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a -2 penalty to Reflex saves for 1 round.

{table=head]Level|Ability (Effect, DC)
1st|Angelic Infusion (+2 Dex, 8), Beatific Demeanor (Protection from Evil, 8), Celestial Ordnance (masterwork composite longbow, 7), Heavenly Regiment (Summon Monster I, 10)
2nd|Celestial Ordnance (+1 composite longbow, 10)
3rd|Beatific Demeanor (Consecrate, 10), Heavenly Regiment (SM II, 13)
4th|Angelic Infusion (+2 Dex +2 Wis, 13)
5th|Heavenly Regiment (SM III, 16), Platinum Virtue (Golden Dragonmail, 13)
6th|Celestial Ordnance (+2 composite longbow, 18)
7th|Angelic Infusion (+2 Dex +2 Wis +2 Cha, 18), Heavenly Regiment (SM IV, 19)
8th|Beatific Demeanor (Holy Smite or Order's Wrath, 20)
9th|Heavenly Regiment (SM V, 22), Platinum Virtue (Dragon Breath [metallic only], 24)
10th|Angelic Infusion (+4 Dex +2 Wis +2 Cha, 23), Celestial Ordnance (+2 holy composite longbow, 25)
11th|Heavenly Regiment (SM VI, 25)
12th|Beatific Demeanor (Visage of the Deity [celestial only], 23)
13th|Angelic Infusion (+4 Dex +4 Wis +4 Cha, 28), Heavenly Regiment (SM VII, 28)
14th|Celestial Ordnance (+2 axiomatic holy composite longbow, 30), Platinum Virtue (Aspect of the Platinum Dragon, 29)
15th|Beatific Demeanor (Holy Aura, 32), Heavenly Regiment (SM VIII, 31)
16th|Angelic Infusion (+4 Str +4 Dex +4 Wis +4 Cha, 33), Platinum Virtue (Dragon Cloud, 31)
17th|Heavenly Regiment (SM IX, 34)
18th|Celestial Ordnance (+2 composite longbow of slaying, 35)
19th|Angelic Infusion (+4 Str +8 Dex +6 Wis +6 Cha, 38)
20th|Beatific Demeanor (End to Strife, 41)[/table]

Elysium
Manifested Alignment: NG
Abilities:
Enlightened Spirit (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.
Guardian of Righteousness: You gain the indicated creature as a cohort while attuned to this node. If the creature is destroyed, you may call a new one by spending 10 minutes in uninterrupted concentration. In any round where your cohort attacks, you must make an attunement check or suffer a -3 penalty to saves for 1 round.
Glorious Legion (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon NG creatures only. You must make an attunement check on the summoned creature's turn each round, or it may only take a move action that round.
Luminous Gaze (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.

{table=head]Level|Ability (Effect, DC)
1st|Enlightened Spirit (Protection from Evil, 7), Guardian of Righteousness (musteval guardinal, 11), Glorious Legion (Summon Monster I, 10)
2nd|Luminous Gaze (Faerie Fire, 12)
3rd|Enlightened Spirit (Enthrall, 14), Glorious Legion (SM II, 13)
4th|Guardian of Righteousness (cervidal guardinal, 15)
5th|Glorious Legion (SM III, 16)
6th|Luminous Gaze (Daylight, 18)
7th|Glorious Legion (SM IV, 19)
8th|Guardian of Righteousness(equinal guardinal, 20)
9th|Glorious Legion (SM V, 22)
10th|Enlightened Spirit (Find the Path, 24)
11th|Guardian of Righteousness (lupinal guardinal, 27), Glorious Legion (SM VI, 25)
12th|Luminous Gaze (Crown of Brilliance, 26)
13th|Glorious Legion (SM VII, 28)
14th|Enlightened Spirit (Control Weather, 29)
15th|Glorious Legion (SM VIII, 31), Luminous Gaze (Sunbeam, 32)
16th|Guardian of Righteousness (avoral guardinal, 33)
17th|Glorious Legion (SM IX, 34)
18th|Enlightened Spirit (Moment of Prescience, 36), Guardian of Righteousness (ursinal guardinal, 35)
19th|Luminous Gaze (Sunburst, 38)
20th|Guardian of Righteousness (leonal guardinal, 41)[/table]

Gehenna
Manifested Alignment: LE or NE
Abilities:
Bottomless Hunger (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.
Burning Ire (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.
Revenant (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon NE creatures only, and created undead disappear after 10 minutes. You must make an attunement check on the summoned creature's turn each round, or it may only take a move action that round.
Secret Alliance: You gain the Alternate Form special ability for the given creature. Whenever you change to or from the alternate form, make an Attunement check or take 1 point of Wisdom damage.

{table=head]Level|Ability (Effect, DC)
1st|Burning Ire (Cause Fear, 8), Revenant (Summon Undead I, 10), Secret Alliance (fiendish dire rat, 11)
2nd|Bottomless Hunger (Cheat, 12)
3rd|Revenant (SU II, 13)
4th|Secret Alliance (kaorti, 15)
5th|Revenant (SU III, 16)
6th|Bottomless Hunger (Enervation, 18)
7th|Revenant (SU IV, 19)
8th|Burning Ire (Rage, 20), Secret Alliance (yeth hound, 21)
9th|Revenant (SU V, 22)
10th|Burning Ire (Righteous Might, 24)
11th|Revenant (Create Undead, 25)
12th|Burning Ire (Forbiddance, 26)
13th|Revenant (Awaken Undead, 28), Secret Alliance (night hag, 27)
14th|Bottomless Hunger (Field of Ghouls, 29)
15th|Revenant (Create Greater Undead, 31)
16th|Secret Alliance (cauchemar, 33)
17th|Revenant (Plague of Undead, 34)
18th|Burning Ire (Wail of the Banshee, 36)
19th|Bottomless Hunger (Bite of the King, 38)
20th|Secret Alliance (black ethergaunt [no spells], 41)[/table]

Hades
Manifested Alignment: NE
Abilities:
Blood Warbeast: You gain the indicated creature as a cohort while attuned to this node. If the creature is destroyed, you may call a new one by spending 10 minutes in uninterrupted concentration. In any round where your cohort attacks, you must make an attunement check or take 1 damage per planeswalker level.
Final Rest (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.
Horrible Brigade (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon NE creatures only. You must make an attunement check on the summoned creature's turn each round, or it may only take a move action that round.
Wasted Thoughts (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.

{table=head]Level|Ability (Effect, DC)
1st|Blood Warbeast (arrow battleloth, 11), Horrible Brigade (Summon Monster I, 10), Wasted Thoughts (Doom, 8)
2nd|Final Rest (Protection from Good, 12)
3rd|Horrible Brigade (SM II, 13), Wasted Thoughts (Rebuke, 14)
4th|Blood Warbeast (axe battleloth, 15)
5th|Horrible Brigade (SM III, 16)
6th|Final Rest (Mantle of Evil, 18)
7th|Horrible Brigade (SM IV, 19)
8th|Blood Warbeast (canoloth, 20)
9th|Horrible Brigade (SM V, 22)
10th|Wasted Thoughts (Crushing Despair, 24)
11th|Horrible Brigade (SM VI, 25)
12th|Wasted Thoughts (Mind Fog, 26)
13th|Blood Warbeast (nycaloth, 27), Horrible Brigade (SM VII, 28)
14th|Final Rest (Storm Tower, 29)
15th|Horrible Brigade (SM VIII, 31)
16th|Blood Warbeast (ultraloth, 33)
17th|Horrible Brigade (SM IX, 34)
18th|Wasted Thoughts (Energy Drain, 36)
19th|Final Rest (Absorption, 38)
20th|Blood Warbeast (arcanaloth, 41)[/table]

Limbo
Manifested Alignment: CN
Abilities:
Chaotic Swarm (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon CN creatures only. You must make an attunement check on the summoned creature's turn each round, or it attacks you if able.
Entropy (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or suffer a cumulative -1 penalty to Will saves for 1 hour.
Individual Randomness (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a cumulative -1 penalty to Fort saves for 1 hour.
Wild Magic (Su): You may use this ability at will as an immediate action whenever a spell is cast within 30 feet of you. Once you use this ability, you may not use it again until 3 rounds have passed. When you use this ability, roll percentiles on the Wild Magic Effects table, and choose from among the results equal to your roll plus or minus the number of categories given in the table below; also make an attunement check, or the effect is chosen (from the same options) by the caster of the spell instead of you.

{table=head]Level|Ability (Effect, DC)
1st|Chaotic Swarm (Summon Monster I, 10), Entropy (Lesser Confusion, 9), Wild Magic (± 0, 6)
2nd|Individual Randomness (Protection from Law, 12)
3rd|Chaotic Swarm (SM II, 13)
4th|Wild Magic (± 1, 16)
5th|Chaotic Swarm (SM III, 16)
6th|Individual Randomness (Mantle of Chaos, 18)
7th|Chaotic Swarm (SM IV, 19)
8th|Entropy (Chaos Hammer, 20), Wild Magic (± 2, 21)
9th|Chaotic Swarm (SM V, 22)
10th|Entropy (Dispel Law, 24)
11th|Chaotic Swarm (SM VI, 25)
12th|Individual Randomness (Animate Objects, 27), Wild Magic (± 3, 29)
13th|Chaotic Swarm (SM VII, 28)
14th|Entropy (Word of Chaos, 29)
15th|Chaotic Swarm (SM VIII, 31), Individual Randomness (Cloak of Chaos, 32)
16th|Wild Magic (± 4, 35)
17th|Chaotic Swarm (SM IX, 34)
18th|Individual Randomness (Shapechange, 32)
19th|Entropy (Freedom, 40)
20th|Wild Magic (all, 43)[/table]

Mechanus
Manifested Alignment: LN
Abilities:
Bound by Law (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or reduce the save DC by 4.
Fundamental Symmetry: This ability is always active; you gain the unarmed strike, flurry of blows, and AC bonus (but add your Intelligence modifier instead of your Wisdom modifier) of a monk of the indicated level, as long as you are wearing light or no armor. In any round in which you make an unarmed attack, make an attunement check or do minimum damage.
Ordered Ranks (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon LN creatures only. You must make an attunement check on the summoned creature's turn each round, or it may only take a move action.
Personal Efficiency (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or take a cumulative -1 penalty to Reflex saves for 1 hour.

{table=head]Level|Ability (Effect, DC)
1st|Bound by Law (Command, 9), Fundamental Symmetry (Level 1, 11), Ordered Ranks (Summon Monster I, 10)
2nd|Personal Efficiency (Protection from Chaos, 12)
3rd|Bound by Law (Calm Emotions, 14), Ordered Ranks (SM II, 13)
4th|Fundamental Symmetry (Level 4, 15)
5th|Ordered Ranks (SM III, 16)
6th|Personal Efficiency (Mantle of Law, 18)
7th|Fundamental Symmetry (Level 7, 19), Ordered Ranks (SM IV, 19)
8th|Bound by Law(Order's Wrath, 20), Personal Efficiency (Discern Lies, 21)
9th|Ordered Ranks (SM V, 22)
10th|Bound by Law (Dispel Chaos, 24), Fundamental Symmetry (Level 10, 23)
11th|Ordered Ranks (SM VI, 25)
12th|Bound by Law (Hold Monster, 26), Personal Efficiency (Wall of Gears, 27)
13th|Fundamental Symmetry (Level 13, 27), Ordered Ranks (SM VII, 28)
14th|Bound by Law (Dictum, 29)
15th|Ordered Ranks (SM VIII, 31), Personal Efficiency (Shield of Law, 32)
16th|Fundamental Symmetry (Level 16, 33)
17th|Ordered Ranks (SM IX, 34)
18th|Personal Efficiency (Iron Body, 32)
19th|Bound by Law (Mage's Disjunction, 40)
20th|Fundamental Symmetry (Level 20, 41)[/table]

The Outlands
Manifested Alignment: TN
Abilities:
Antimagister (Sp): You can use this ability at will. Whenever you use this ability, make an attunement check or suffer a -3 penalty to the dispel check.
Master of Artifice: Whenever you use the feat granted by this ability, make an attunement check or increase the XP cost of crafting the given item by 5%.
Universal Restriction (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.
Will to Motion (Sp): Once you use this ability, you may not use it again until 3 rounds have passed. Whenever you use this ability, make an attunement check or you or the affected creature are stunned for 1d4 rounds when reaching the destination.

{table=head]Level|Ability (Effect, DC)
1st|Antimagister (Dispelling Touch, 11), Master of Artifice (Scribe Scroll, 8)
2nd|Will to Motion (Dimension Hop, 12)
3rd|Antimagister (Arcane Turmoil, 13), Universal Restriction (Hold Person, 16)
4th|Master of Artifice (Craft Wondrous Item, 14)
5th|Antimagister (Dispel Magic, 16)
6th|Will to Motion (Dimension Step, 18)
7th|Antimagister (Dispelling Screen, 19), Master of Artifice (Craft Magic Arms & Armor, 18)
8th|Universal Restriction (Dimensional Anchor, 23), Will to Motion (Dimension Door, 22)
9th|Antimagister (Greater Dispel Magic, 22)
10th|Master of Artifice (Craft Wand, 23)
11th|Antimagister (Antimagic Field, 25)
12th|Universal Restriction (Sequester, 28)
13th|Antimagister (Greater Dispelling Screen, 28), Master of Artifice (Craft Rod, 28)
14th|Will to Motion (Shadow Walk, 30)
15th|Antimagister (Chain Dispel, 31)
16th|Master of Artifice (Forge Ring, 33), Universal Restriction (Maze, 33)
17th|Antimagister (Reaving Dispel, 34)
18th|Will to Motion (Greater Teleport, 36)
19th|Master of Artifice (Craft Staff, 38)
20th|Will to Motion (Gate, 40)[/table]

Pandemonium
Manifested Alignment: CE or CN
Abilities:
Hidden Secrets (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a -3 penalty to Fortitude saves for 1 round.
Sinister Intent (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or be dazed for 1 round.
Sound and Silence (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a cumulative -3 penalty on Perception checks for 1 hour.
Whispers of Madness (Sp): Once you use this ability, you may not use it again until 3 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.

{table=head]Level|Ability (Effect, DC)
1st|Sinister Intent (Heartache, 11), Sound and Silence (Ghost Sound, 8), Whispers of Madness (Lesser Confusion, 11)
2nd|Hidden Secrets (Darkness, 10)
3rd|Sound and Silence (Silence, 16)
4th|Whispers of Madness (Power Word Pain, 14)
5th|Hidden Secrets (Nondetection, 16)
6th|Sound and Silence(Deafening Blast, 19)
7th|Hidden Secrets (Creeping Darkness, 19)
8th|Sinister Intent (Stop Heart, 23)
9th|Hidden Secrets (False Vision, 22)
10th|Whispers of Madness (Confusion, 21)
11th|Hidden Secrets (Mislead, 25)
12th|Whispers of Madness (Word of Chaos, 24)
13th|Whispers of Madness (Insanity, 26)
14th|Sinister Intent (Symbol of Pain, 27)
15th|Wound and Silence(Great Shout, 32)
16th|Whispers of Madness (Maddening Whispers, 32)
17th|Hidden Secrets (Mind Blank, 34)
18th|Sound and Silence (Power Word Kill, 38)
19th|Sinister Intent (Wail of the Banshee, 36)
20th|Sound and Silence (Wish, 43)[/table]

Ysgard
Manifested Alignment: CG or CN
Abilities:
Auspicious Outlook: The abilities on this table are cumulative. Whenever you use a luck reroll granted by this ability, you must make an attunement check or suffer a -2 luck penalty on saves for 1 hour.
Ferocious Strength: You can use this ability at will by spending a swift action; the effect lasts for 1 round. You cannot use this ability while you are sickened. Whenever you you use this ability, make an attunement check or you become sickened for 1d4 rounds.
Glorious Battle (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a -2 penalty to Will saves for 1 round.
Heroic Destiny (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a cumulative -1 penalty to initiative checks for 1 hour.

{table=head]Level|Ability (Effect, DC)
1st|Ferocious Strength (+4 Str -2 AC, 8), Heroic Destiny (True Strike, 10)
2nd|Auspicious Outlook (Lucky Start, 13)
3rd|Glorious Battle (Bless Weapon, 14)
4th|Ferocious Strength (+4 Str +2 Dex -2 AC, 13)
5th|Auspicious Outlook (Make Your Own Luck, 18), Heroic Destiny (Delay Death, 17)
6th|Ferocious Strength (+4 Str +2 Dex +2 Con -2 AC, 18)
7th|Glorious Battle (Holy Smite, 19)
8th|Heroic Destiny (Heroism, 22)
9th|Auspicious Outlook (Survivor's Luck, 24)
10th|Ferocious Strength (+6 Str +4 Dex +2 Con -4 AC, 23)
11th|Glorious Battle (Holy Sword, 25)
12th|Auspicious Outlook (Dumb Luck, 28)
13th|Ferocious Strength (+6 Str +4 Dex +4 Con -4 AC, 28)
14th|Heroic Destiny (Moment of Prescience, 31)
15th|Auspicious Outlook (Advantageous Avoidance, 32)
16th|Ferocious Strength (+8 Str +6 Dex +4 Con -6 AC, 33)
17th|Glorious Battle (Crown of Glory, 31)
18th|Auspicious Outlook (Unbelievable Luck, 36)
19th|Heroic Destiny (Choose Destiny, 39)
20th|Ferocious Strength (+12 Str +8 Dex +6 Con -10 AC, 38)[/table]

sirpercival
2013-01-28, 05:40 PM
INNER PLANAR NODES
Negative
Manifested Subtype: None.
Abilities:
Craven Touch (Su): You use this ability by making a melee touch attack, at which point the target must make a Fortitude save or suffer the indicated condition. Whenever you use this ability, make an attunement check; if you succeed, your target can be affected by the condition even if it would normally be immune.
Devastation (Sp): You may use this ability at will as a swift action. Whenever you use this ability, make an attunement check or the amount of hit point damage is halved.

{table=head]Level|Ability (Effect, DC)
1st|Craven Touch (dazzled, 13), Devastation (Inflict Minor Wounds, 9)
2nd|Craven Touch (fatigued, 15)
3rd|Devastation (Inflict Light Wounds, 15)
4th|Craven Touch (shaken, 19)
5th|Devastation (Inflict Moderate Wounds, 18)
6th|Craven Touch (sickened, 22)
7th|Devastation (Inflict Serious Wounds, 21)
8th|Craven Touch (exhausted, 25)
9th|Devastation (Inflict Critical Wounds, 24)
10th|Craven Touch (frightened, 28)
11th|Devastation (Mass Inflict Moderate Wounds, 27)
12th|Craven Touch (dazed, 31)
13th|Devastation (Harm, 30)
14th|Craven Touch (panicked, 34)
15th|Devastation (Mass Inflict Serious Wounds, 33)
16th|Craven Touch (nauseated, 37)
17th|Devastation (Mass Inflict Critical Wounds, 36)
18th|Craven Touch (stunned, 40)
19th|Devastation (Mass Harm, 38)
20th|Craven Touch (cowering, 43)[/table]

Positive
Manifested Subtype: None.
Abilities:
Divinity: You gain one turn undead attempt per round which can only be used to power the granted feat. Whenever you use this ability, make an attunement check or take 1 point of damage per planeswalker level.
Infusion (Sp): You may use this ability at will as a swift action. Whenever you use this ability, make an attunement check or the amount of hit points healed is halved.

{table=head]Level|Ability (Effect, DC)
1st|Infusion (Cure Minor Wounds, 9)
2nd|Divinity (Glorious Weapons [good only], 13)
3rd|Infusion (Cure Light Wounds, 15)
4th|Divinity (Divine Cleansing, 16)
5th|Infusion (Cure Moderate Wounds, 18)
6th|Divinity (Sacred Boost, 18)
7th|Infusion (Cure Serious Wounds, 21)
8th|Divinity (Divine Resistance, 22)
9th|Infusion (Cure Critical Wounds, 24)
10th|Divinity (Persistent Refusal, 23)
11th|Infusion (Mass Cure Moderate Wounds, 27)
12th|Divinity (Divine Vigor, 28)
13th|Infusion (Heal, 30)
14th|Divinity (Pious Defiance, 28)
15th|Infusion (Mass Cure Serious Wounds, 33)
16th|Divinity (Divine Might, 34)
17th|Infusion (Mass Cure Critical Wounds, 36)
18th|Divinity (Sacred Healing, 33)
19th|Infusion (Mass Heal, 38)[/table]

Prime32
2013-01-28, 06:40 PM
EDIT: BTW, I need more geodes. I'll make some, but any ideas would be welcome. Even just suggestions of names for me to fill spells into.Spark (as in flint), Brilliance (as in diamond; prismatic spells mainly), Energy (as in Power Crystals), Death (as in black onyx)

Baniff
2013-01-28, 06:51 PM
Metal or Sound could make cool geodes as well

sirpercival
2013-01-28, 08:12 PM
SKILLS

General Changes:
Use Magic Device and Use Psionic Device no longer exist as skills. Magic items are extremely prevalent and common in the world, and pretty much anyone has basic training in how to use them (it's kind of necessary to function). Thus, activating an item now requires a simple level check, modified by Intelligence (stilled called a Use Magic Device check). However, emulating a class feature, race, or alignment is only possible for Magitechnicians.
Since like-minded skills have been grouped together, there are no more synergy bonuses. Instead you get more efficiency out of your skill points.

List of Skills:
Acrobatics (Dex) -- Balance, Escape Artist, Tumble
Animal Affinity (Cha) -- Handle Animal, Ride
Arcana (Int) -- Knowledge (arcana), Spellcraft
Athletics (Str) -- Climb, Jump, Swim
Concentration (Wis) -- Concentration, Autohypnosis
Engineering (Int) -- Craft, Disable Device, Knowledge (arch & eng), Search (for secret doors)
Heal (Wis)
Natural Lore (Wis) -- Knowledge (geography), Knowledge (nature), Survival
Negotiation (Cha) -- Diplomacy (Rich Burlew's version)
Perception (Wis) -- Listen, Sense Motive, Spot, Search (for traps)
Perform (Cha)
Persuasion (Cha) -- Bluff, Disguise, Intimidate
Psi (Int) -- Knoweldge (Psionics), Psicraft
Profession (Wis)
Scholarship (Int) -- All knowledge skills not included elsewhere
Stealth (Dex) -- Hide, Move Silently
Streetwise (Cha/Int) -- Gather Information, Knowledge (Local)
Thievery (Dex) -- Open Lock, Sleight of Hand, Use Rope
Wordcraft (Int) -- Decipher Script, Forgery


Acrobatics (Dex)
Balancing (action: none.)
You can walk on a precarious surface. A successful check lets you move at half your speed along the surface for 1 round. A failure by 4 or less means you can’t move for 1 round. A failure by 5 or more means you fall. The difficulty varies with the surface, as follows:

Being Attacked while Balancing
You are considered flat-footed while balancing, since you can’t move to avoid a blow, and thus you lose your Dexterity bonus to AC (if any). If you have 5 or more ranks in Acrobatics, you aren’t considered flat-footed while balancing. If you take damage while balancing, you must make another Acrobatics check against the same DC to remain standing.

Accelerated Movement
You can try to walk across a precarious surface more quickly than normal. If you accept a -5 penalty, you can move your full speed as a move action. (Moving twice your speed in a round requires two Acrobatics checks, one for each move action used.) You may also accept this penalty in order to charge across a precarious surface; charging requires one Acrobatics check for each multiple of your speed (or fraction thereof) that you charge.

{table=head]Narrow Surface|Acrobatics DC1|Difficult Surface|Acrobatics DC1
7-12 inches wide|10|Uneven flagstone|102
2-6 inches wide|15|Hewn stone floor|102
Less than 2 inches wide|20|Sloped or angled floor|102[/table]
1Add modifiers from Narrow Surface Modifiers, below, as appropriate.
2Only if running or charging. Failure by 4 or less means the character can’t run or charge, but may otherwise act normally.
{table=head]Surface|DC Modifier1
Lightly obstructed|+2
Severely obstructed|+5
Lightly slippery|+2
Severely slippery|+5
Sloped or angled|+2[/table]
1Add the appropriate modifier to the Balance DC of a narrow surface.

Escaping from Restraints (action: varies.)
The table below gives the DCs to escape various forms of restraints.

Ropes
Your Acrobatics check is opposed by the binder’s Thievery check. Since it’s easier to tie someone up than to escape from being tied up, the binder gets a +10 bonus on his or her check.

Manacles and Masterwork Manacles
The DC for manacles is set by their construction.

Tight Space
The DC noted on the table is for getting through a space where your head fits but your shoulders don’t. If the space is long you may need to make multiple checks. You can’t get through a space that your head does not fit through.

Grappler
You can make an Acrobatics check opposed by your enemy’s grapple check to get out of a grapple or out of a pinned condition (so that you’re only grappling).

Action
Making an Acrobatics check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.

{table=head]Restraint|Acrobatics DC
Ropes|Binder’s Thievery check at +10
Net, animate rope spell, command plants spell,
control plants spell, or entangle spell|20
Snare spell|23
Manacles|30
Tight space|30
Masterwork manacles|35
Grappler|Grappler’s grapple check result[/table]

Tumbling (action: none.)
You can’t use this application of Acrobatics if your speed has been reduced by armor, excess equipment, or loot. You can land softly when you fall or tumble past opponents. You can also tumble to entertain an audience (as though using the Perform skill). Obstructed or otherwise treacherous surfaces, such as natural cavern floors or undergrowth, are tough to tumble through. You can also try to tumble past or through enemies more quickly than normal. By accepting a -10 penalty on your Acrobatics checks, you can move at your full speed instead of one-half your speed.

{table=head]Acrobatics DC|Task
15|Treat a fall as if it were 10 feet shorter than it really is when determining damage.
15|Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player’s choice of order in case of a tie). Each additional enemy after the first adds +2 to the Acrobatics DC.
25|Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check separately for each opponent. Each additional enemy after the first adds +2 to the Acrobatics DC.[/table]
{table=head]Surface Is...|DC Modifier
Lightly obstructed (scree, light rubble, shallow bog1, undergrowth)|+2
Severely obstructed (natural cavern floor, dense rubble, dense undergrowth)|+5
Lightly slippery (wet floor)|+2
Severely slippery (ice sheet)|+5
Sloped or angled|+2[/table]
1Tumbling is impossible in a deep bog.


Animal Affinity (Cha)
Handling an Animal (action: varies)
The DC for this usage depends on what you are trying to do.

Handle an Animal (move action)
This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

“Push” an Animal (full-round action)
To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

Teach an Animal a Trick
You can teach an animal a specific trick with one week of work and a successful Animal Affinity check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come (DC 15): The animal comes to you, even if it normally would not do so.
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
[i]Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Guard (DC 20): The animal stays in place and prevents others from approaching.
Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.
Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
Work (DC 15): The animal pulls or pushes a medium or heavy load.


Train an Animal for a Purpose
Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal’s purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2.

An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.
Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Animal Affinity check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.
Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks.
Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks.
Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an animal for heavy labor takes two weeks.
Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes six weeks.
Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and stay. Training an animal for performance takes five weeks.
Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes three weeks.

Rear a Wild Animal
To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once. A successfully domesticated animal can be taught tricks at the same time it’s being raised, or it can be taught as a domesticated animal later.

Time Investment
For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Animal Affinity check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.

Special
You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do. A domeskipper gains a +4 circumstance bonus on Animal Affinity checks involving his animal companion, and can handle his animal companion as a free action or push it as a move action.

{table=head]Task|Animal Affinity DC
Handle an animal|10
“Push” an animal|25
Rear a wild animal|15 + HD of animal
Teach trick: Attack|20
Teach trick: Come|15
Teach trick: Defend|20
Teach trick: Down|15
Teach trick: Fetch|15
Teach trick: Guard|20
Teach trick: Heel|15
Teach trick: Perform|15
Teach trick: Seek|15
Teach trick: Stay|15
Teach trick: Track|20
Teach trick: Work|15
Train for purpose: Combat riding|20
Train for purpose: Fighting|20
Train for purpose: Guarding|20
Train for purpose: Heavy labor|15
Train for purpose: Hunting|20
Train for purpose: Performance|15
Train for purpose: Riding|15[/table]


Riding (action: varies)
If you attempt to ride a creature that is ill suited as a mount, or if you attempt to ride bareback, you take a -5 penalty on your Animal Affinity checks. Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount from a mount without a problem.

The following tasks do require checks.
Guide with Knees -- You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make your Animal Affinity check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount.
Stay in Saddle -- You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.
Fight with Warhorse -- If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.
Cover -- You can react instantly to drop down and hang alongside your mount, using it as cover. You can’t attack or cast spells while using your mount as cover. If you fail your Animal Affinity check, you don’t get the cover benefit. This usage does not take an action.
Soft Fall -- You can react instantly to try to take no damage when you fall off a mount—when it is killed or when it falls, for example. If you fail your Animal Affinity check, you take 1d6 points of falling damage. This usage does not take an action.
Leap -- You can get your mount to leap obstacles as part of its movement. Use your Animal Affinity modifier or the mount’s Athletics modifier, whichever is lower, to see how far the creature can jump. If you fail your Animal Affinity check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action, but is part of the mount’s movement.
Spur Mount -- You can spur your mount to greater speed with a move action. A successful Animal Affinity check increases the mount’s speed by 10 feet for 1 round but deals 1 point of damage to the creature. You can use this ability every round, but each consecutive round of additional speed deals twice as much damage to the mount as the previous round (2 points, 4 points, 8 points, and so on).
Control Mount in Battle -- As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Animal Affinity check, you can do nothing else in that round. You do not need to roll for warhorses or warponies.
Fast Mount or Dismount -- You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Animal Affinity check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself.


{table=head]Task|Animal Affinity DC
Guide with knees|5
Stay in saddle|5
Fight with warhorse|10
Cover|15
Soft fall|15
Leap|15
Spur mount|15
Control mount in battle|20
Fast mount or dismount|201[/table]
1Armor check penalty applies.


Arcana (Int)
Arcana represents a study of a body of lore, including ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, and magical beasts. In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster.

For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

You can also use this skill to identify spells as they are cast or spells and magical effects already in place. The DCs for Arcana checks relating to various tasks are summarized on the table below.

{table=head]Arcana DC|Task
10|Answer a very easy question relating to relevant subjects.
15|Answer a basic question relating to relevant subjects.
20|Answer a difficult question relating to relevant subjects.
30|Answer a very difficult question relating to relevant subjects.
10 + monster's HD|Identify a construct, dragon, or magical beast.
13|When using read magic, identify a glyph of warding. No action required.
15 + spell level|Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry.
15 + spell level|Learn a spell from a spellcrystal (crystal mage only). No retry for that spell until you gain at least 1 rank in Arcana (even if you find another source to try to learn the spell from). Requires 8 hours.
15 + spell level|Prepare a spell from a borrowed spellcrystal (crystal mage only). One try per day. No extra time required.
15 + spell level|When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required.
19|When using read magic, identify a symbol. No action required.
20 + spell level|Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.
20 + spell level|Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.
20 + spell level|Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action.
25 + spell level|After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.
25|Identify a potion. Requires 1 minute. No retry.
20|Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result.
30 or higher|Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.[/table]

sirpercival
2013-01-28, 08:13 PM
SKILLS, PART II

raspberrybadger
2013-01-31, 01:39 AM
I'm looking forward to more Magipunk stuff.

Planeswalker comments: I like the class. The outer planar nodes really let you make the character what you want it to be, and they are mostly pretty truth in advertising - you get to be that plane. I look forward to seeing the inner planar nodes. Feel free to disregard any of the following nitpicking - I really do like the class.

Planar augmentation at 2nd level. People are of course going to do what they can to get really good attunement checks. If they also use passive abilities and summoned creatures and the like, they can get 5+ attunement checks per round. It's not broken so much as it could lead to weird behaviour and an awful lot of rolling. Like needless skill checks at one roll apiece to get one attunement roll apiece just for the 25% chance of another augmentation. Perhaps make it a 50% chance but limit it to the first attunement check in a round. For those not abusing augmentation, it should be about the same result, and it won't get weird.

Assumption at 15th level, polymorph into an outsider for 10 min per level, and you get their abilities. Sure, you don't get the rest of your casting. But just look at the SRD outsiders alone: Mariliths are 16 HD and get teleport at will plus a bunch of stuff. Planetars would be even worse at just 14 HD, but you don't get their 9th level casting, so it's ok. Specifically limiting it to the Planar Handbook might keep it in bounds - I haven't scanned that list for brokenness. I'm guessing though that this needs restrictions on it.

Planeswalker outer nodes:

Abyss: I like how your stuff damages you when you use it if you fail an attunement check.
Acheron is fun. Undead cohorts that scale all the way up to nightwalkers, everything needed to melee people, prismatic sphere.
Baator: Hellish Horde says it summons CE creatures only. That's LE, right?
Beastlands: I was going to point out how the wild infusions were seemingly a level behind other nodes progression. Then I realized that Beastlands is rather strong as it is, and has weaker penalties for failed checks, so you can for instance just keep the wild infusion running all day long.
Carceri looks weak to me. Perhaps I'm missing something. Reaper's touch hp values could be tripled without problems, at the very least.
Gehenna: what happens with the created (not summoned) undead? Do they too require attunement checks to do stuff? Do they disappear when the node is dropped?
Hades: it seems like the balance on this is the damage your cohort can do to you if you don't keep your attunement high enough. Also, just to check - if you have, say, Acheron and Hades nodes running, and you are level 10, can you have like 6 cohorts out, one of each type for each node? 2 cohorts, one for each node? Or just one, like I would assume?
Pandemonium: Ok, it's only at level 20, but at will Wish? That's one serious level 20 ability.

Anyway, keep up the awesome work.

sirpercival
2013-01-31, 07:26 AM
This stuff continues to be great.

The crystal mage looks like fun, though higher level play would require more geodes I think. That's an easily fixable problem of course. Also, the Transformation geode has alter self, polymorph, PAO, shapechange. When giving wizards a crazy limited spell list... those are usually at the top of the shortlist to leave out. I've written a half dozen more geodes which I'll be adding to the list, so that should help with that part. Note that I've tried to keep broken spells on the same geodes, so that if a DM has an issue with particular spells, he can just nix those geodes and leave the rest intact.


Edit: If you're looking for possible geodes, the Pathfinder witch patrons are enough like them that it wouldn't take much work to adapt them. Here. (http://www.d20pfsrd.com/classes/base-classes/witch/witch-patrons) Some have divine or pathfinde spells, and all would need a couple of spells deleted, and some are redundant with what you have, but that's a lot of possibilities there. Good idea, I'll take a look through those and see if I get inspired.

I'm going to be changing up the casting mechanic slightly, though. At the moment the geode system is kinda like the worst of shadowcasting and sorcerer. The new geode system is that you prepare certain geodes at the beginning of the day, and then you cast spontaneously from them using actual spell slots. That way they can, y'know, use metamagic. Lol.


Nothing to say about the medic. Yeah, Garryl's work is solid as usual.


Psykin look fun. I guess they get AOE blasting just in case they run into a bunch of small targets. Mostly it looks like they are much much better off spending pp to augment their weapon and armour. Also, can they take Expanded Knowledge? If so, they can pick up buffs to make them much much better in melee. Also, once they pick up the hp -> pp thing, they can keep buffs up all day long if they have out of combat healing. Yes, they can take expanded knowledge, certainly.


Also, I've got a question about the psykin channel ability. They don't seem to have many targeted powers to use it with. How bad would it be to let them use it with ray and touch powers? Or was that already the intent? Touch powers are targeted; I guess ray powers aren't technically targeted, but that was the intent.


Magitechnicians look fun, though weak at level 1. I guess you just carry around a crossbow and a few scrolls. then. After that you get to start color spraying or greasing or whatever. Perhaps let them start with weird science level 1? Of course, with chr 14, 4 ranks in UMD, and the +3 bonus, DC 15 to activate it themselves, thats 75% success after the first shot, so it is an awful lot of firepower. But then, it's an awful lot of firepower for a level 2 as well.

Also, lots of div spells are way down on the Divhead list. That means that a Magitechnician can do a surprisingly good job at basic div if there is no divhead in the party, but he can't do the information warfare type stuff so well. Yep.


I'm looking forward to more Magipunk stuff. Yay! :)


Planeswalker comments: I like the class. The outer planar nodes really let you make the character what you want it to be, and they are mostly pretty truth in advertising - you get to be that plane. I look forward to seeing the inner planar nodes. Feel free to disregard any of the following nitpicking - I really do like the class. Yeah, planeswalker is one of my favorites... I just wish it wasn't going to take quite so much work to finish it. Blargh.


Planar augmentation at 2nd level. People are of course going to do what they can to get really good attunement checks. If they also use passive abilities and summoned creatures and the like, they can get 5+ attunement checks per round. It's not broken so much as it could lead to weird behaviour and an awful lot of rolling. Like needless skill checks at one roll apiece to get one attunement roll apiece just for the 25% chance of another augmentation. Perhaps make it a 50% chance but limit it to the first attunement check in a round. For those not abusing augmentation, it should be about the same result, and it won't get weird. I'd rather not mess with that too much -- making it a 50% chance adds another die roll. However, limiting to 1/round is a good idea. I'll implement that.


Assumption at 15th level, polymorph into an outsider for 10 min per level, and you get their abilities. Sure, you don't get the rest of your casting. But just look at the SRD outsiders alone: Mariliths are 16 HD and get teleport at will plus a bunch of stuff. Planetars would be even worse at just 14 HD, but you don't get their 9th level casting, so it's ok. Specifically limiting it to the Planar Handbook might keep it in bounds - I haven't scanned that list for brokenness. I'm guessing though that this needs restrictions on it. Well it's kinda like planar shepherd... think about it this way. As a planeswalker, you get a bunch of unlimited use SLAs. Using Assumption, you can swap those for some limited use SLAs (and some at-will ones) and better combat ability. At 16th level when you can turn into a Marilith (by attuning to the Abyss), you can already spam SMVIII, Unholy Aura, and Finger of Death.


Planeswalker outer nodes:

Abyss: I like how your stuff damages you when you use it if you fail an attunement check.
Acheron is fun. Undead cohorts that scale all the way up to nightwalkers, everything needed to melee people, prismatic sphere.
Baator: Hellish Horde says it summons CE creatures only. That's LE, right? Whoops, I'll fix that.

Beastlands: I was going to point out how the wild infusions were seemingly a level behind other nodes progression. Then I realized that Beastlands is rather strong as it is, and has weaker penalties for failed checks, so you can for instance just keep the wild infusion running all day long.
Carceri looks weak to me. Perhaps I'm missing something. Reaper's touch hp values could be tripled without problems, at the very least.
Gehenna: what happens with the created (not summoned) undead? Do they too require attunement checks to do stuff? Do they disappear when the node is dropped? Increased hp limit of Carceri, and clarified Gehenna.

Hades: it seems like the balance on this is the damage your cohort can do to you if you don't keep your attunement high enough. Also, just to check - if you have, say, Acheron and Hades nodes running, and you are level 10, can you have like 6 cohorts out, one of each type for each node? 2 cohorts, one for each node? Or just one, like I would assume? You get one cohort for each node.

Pandemonium: Ok, it's only at level 20, but at will Wish? That's one serious level 20 ability True... but you'll be spending a ton of XP...


Anyway, keep up the awesome work. Will do! :)

raspberrybadger
2013-01-31, 12:12 PM
You can make the Planeswalker's augmentation 50% likely without an extra roll by making it trigger on an 11-20 instead of on a 15-20 on the first attunement roll of every round. That way it still happens pretty often without weirdness.

sirpercival
2013-01-31, 12:22 PM
You can make the Planeswalker's augmentation 50% likely without an extra roll by making it trigger on an 11-20 instead of on a 15-20 on the first attunement roll of every round. That way it still happens pretty often without weirdness.

Oh, I see what you mean. I thought you meant 15-20 would trigger it 50% of the time.

Garryl
2013-01-31, 01:24 PM
Query: Why does it activate randomly like that? Why not just a fixed bonus selected at the beginning of the day like Binders do?

sirpercival
2013-01-31, 01:29 PM
Query: Why does it activate randomly like that? Why not just a fixed bonus selected at the beginning of the day like Binders do?

Binders also roll their binding check at the beginning of the day instead of whenever something happens...?

raspberrybadger
2013-01-31, 02:30 PM
Besides, the mechanics of the class support a flavor that the planes stuff is just borrowed, dependant on your ability to attune yourself to it on the fly, and therefore not necessarily reliable. This is part of that.

Garryl
2013-01-31, 04:01 PM
Binders also roll their binding check at the beginning of the day instead of whenever something happens...?

Binders also get the pact augment bonuses regardless of success or failure, don't they?

In any case, do you really want to be tracking lots of very small bonuses that pop on and off randomly every round?

sirpercival
2013-01-31, 04:23 PM
Binders also get the pact augment bonuses regardless of success or failure, don't they?

In any case, do you really want to be tracking lots of very small bonuses that pop on and off randomly every round?

...no... meh.

sirpercival
2013-02-03, 12:20 AM
FEATS

Most published feats from D&D 3.5 are available. There are exceptions to this, however; feats which are not available will be added to the list as I come across them.

Altered Feats
Feats which have a regional requirement no longer have that requirement; racial requirements stay, however.
Any feat which references a skill instead references the appropriate skill in the Magipunk Skills post. The mapping is included there.
Toughness now grants the effect of Improved Toughness.
Weapon Focus grants the benefit of WS at 4HD, GWF at 8HD, and GWS at 12HD.
Two Weapon Fighting grants you a number of offhand attacks equal to the number of main hand attacks you are entitled to, and does not impose additional to hit penalties for a one handed weapon in the off hand.
Two Weapon Defense provides an Insight bonus to AC equal to the number of mainhand attacks you can make derived from BAB (i.e., +2 at BAB +6, etc.).
Point Blank Shot grants +Dexmod to damage w/in 30 feet with ranged attacks, and you don't provoke AoOs for firing in melee.
Feinting in combat is now a move action. Improved Feint lets you feint as a swift action.
All three of the feats that give +2 to a save still do, except that if your base save bonus of that type is at least +6 you also no longer auto fail saves of that type on a natural 1. You must still actually roll high enough to save normally.
Dodge and Mobility have been combined, and Dodge now grants you HD/3 (min 1) as a dodge bonus against all attacks. (Anything which had Mobility as a prereq no longer does.)
Devotion feats grant an additional use for every 5HD.
Divine feats which require a divine caster level replace that with a HD requirement.
Feats which refer to a particular class feature that exists in terms of a class which doesn't exist refer instead to the appropriate class which DOES exist. For example, Natural Bond applies to effective Domeskipper level, not effective Druid level. There may be times when this is not appropriate, but we'll deal with those on a case-by-case basis.


Unavailable Feats
All +2/+2 skill feats, like Agile or Alertness. With the skills being consolidated, Skill Focus is just better.
Improved Toughness. See above.
Eschew Materials. You are assumed to have any material components that cost less than 1gp.
Natural Spell. No wild-shape means no Natural Spell. None of the shapeshifters block you from speech anyway.
All wild feats. See above.
Dragonmark feats. No dragonmarks.
Improved TWF and Greater TWF. With changes to TWF, no longer necessary.
WS, GWF, and GWS. With changes to Weapon Focus, no longer necessary.
Mobility. See above.
Action Point feats. No action points.
Feats which reference nonexistent magic systems like Incarnum or Truenaming. All alternative magic systems in Magipunk (PoC, spellshaping, Planeswalkers) will have their own associated feats.
Bardic Feats. No bardic music.
Feats which only apply to divine spells. There are no divine spells. Sorry DMM... :'(
Tainted feats. No taint mechanics.


New General, Racial, and Regional Feats
More will be added as I port them.
{table=head]Feat|Prerequisites|Description
Big Game Hunter|Region: North, the Wilds|Increase range increments by 25%
Burned Soldier|Region: Jarrash|Gain fire resistance 3
Combat Momentum|BAB +3, Con 13+|Gain temporary hit points when you successfully attack an opponent
Common Heritage|Type other than Humanoid|Count as Humanoid whenever it would be beneficial
Cultured|Region: Aerie, Jarrash, Sylvatium|Gain a +2 bonus on Concentration and Perform checks
Dark-adapted|Region: Evernight, Subterra|Gain low-light vision
Exotic Armor Proficiency|—|Gain proficiency in a type of exotic armor
Find an Opening|Combat Reflexes, Improved Feint|Feint as a free action when making an AoO
Frozen Knight|Region: North|Gain cold resistance 3
Gardener|Region: Sylvatium, Volta|Gain a +2 bonus to Natural Lore checks, and alter the attitudes of plant creatures
Hearth Magic|Region: Atlantis, Volta|Gain a minor spell-like ability
Higher Education|Region: Aerie, Atlantis, Sylvatium|Gain three new class skills
Industrious|Region: Subterra, Volta|Gain a +2 bonus on Engineering and Profession checks, and sell items for 75% of market price
Iron Physique|Region: The Wilds|Gain a +2 bonus on saves vs disease, energy drain, fear, paralysis, and poison
Keen Senses|Region: Jarrash, North, the Wilds|Gain a +2 bonus on Perception and initiative checks
Latent Memories|Lifetorn|You gain an ability based on your original race
Lifetorn Hulk|Lifetorn|You can wield weapons one size category larger
Night Eyes|Lifetorn|You gain blindsense, but your light sensitivity gets worse
Petite Lifetorn|Lifetorn|You gain a +4 bonus to Acrobatics and Stealth checks and a +1 to Reflex saves
Push 'Em Around|Improved Bull Rush, Tickets to the Gun Show, Persuasion 8 ranks|Demoralize a creature as a free action when you bull rush them
Quick Reload|Proficiency with a gun|Reload a gun as a swift action
Quickstep|Combat Reflexes, Dodge, Uncanny Dodge|Make an AoO when an opponent misses you in combat
Rapscallion|Region: Evernight|Gain +1d6 sneak attack, but suffer a -2 penalty on non-sneak attacks
Renewed Purpose|One martial maneuver, base Fort, Reflex, or Will save +3|Whenever you make a successful save of the chosen type, you automatically recover a maneuver
Savagery|One or more natural attacks, BAB +4|Your natural attack deals +1 point of damage per die
Skilled Arcanist|Region: Atlantis, Subterra|Increase your caster level for one school of magic by +1
Tickets to the Gun Show|Strength 16+, Persuasion 4 ranks|Use Strength instead of Charisma for Persuasion checks when demoralizing
Vow of Silence|—|You give up the ability to speak
Well-connected|Region: Aerie, Evernight|People you meet may recognize you
Well-Preserved|Lifetorn|You gain +2 natural armor and +1 to Fortitude saves[/table]

New Class-Specific Feats
More will be added as I port them.
{table=head]Feat|Prerequisites|Description
Adaptable Dodger|Versatility class feature|Reassign your versatility bonus more quickly
Amped to the Max|Ability to play a rhythm chord|Deafen a creature affected by your power chord
Amplify Force Blade|Force blade class feature|Pay 1pp when manifesting your force blade to do +1 damage per die
Attune Node|—|Attune yourself to a planar node
Attune Node, Improved|Attune Node|Attune more fully to your node
Aura Disruption|Coherent Light 3d6|Reduce your target's SR and PR
Battering Ram|Animal companion, Ride Like the Wind|Make a full attack at the end of a mounted charge
Battlefield Triage|Battlefield treatment ability|Maintain a treatment while casting a spell
Booby-Trapped Device|Weird Science class feature, Engineering 6 ranks|You can rig your Devices to explode when they break
Bounce-back|Iron Shell or Wall of Blades maneuver|Make an AoO when you block an attack
Celebrity|Gold record class feature|Become immune to charm and compulsion effects
Coordinated Mutagen|Mutagenic strike (sicken)|Use two mutagens in the same attack
Deactivate Node|Planar attunement|Deactivate an attuned node and attune to a different node 1/day
Destructive Reflection|Coherent Light 4d6|Your target takes half damage the following round
Dish Out Punishment|Punish class feature, Martial Lore 6 ranks|Replace one attack in a full-attack action with a martial strike
Do-over|Time-slip class feature|Make an opponent reroll an attack, save, or skill check
Enduring Morph|Con 13, Morph class feature|Increase the duration of your morph by 5 rounds + 5 rounds times morph points spent
Enhanced Disruption|Disruptive Strike ability|Reduce the pp cost of your Disruptive Strike by 1
Extra Assistant|Laboratory Assistant class feature, Magitechnician level 6|Gain an additional Laboratory Assistant
Extra Evolve|Evolution II (mechanosynth or biosynth)|Gain an additional evolve
Extra Morph|Con 15, Morph class feature|Increase your pool of Morph Points by 1
Extra Node|Planar attunement, Int 15, character level 6th|Gain access to an additional node
Extra Treatment|Battlefield treatment ability|Gain 4 extra uses of Battlefield Treatment
Fastest Fingers in the West|Ability to play a rhythm chord, any other [Chord] feat|Play a chord as a swift action
Favorite Chord|Ability to play a rhythm chord|You can play a particular chord more skillfully
Firewall|Permanent Uplink, Hack|You gain a +5 bonus to resist attacks on your permanent uplink by enemy DivHeads
Fringe Benefits|Information Warfare (Influence|Gain more creds in your account.
G.E.T. Scout|Weird Science class feature, Wild Empathy class feature|Your levels in Domeskipper and Magitechnician complement each other
Heard It|Ability to play a rhythm chord|Gain a +2 bonus to saves vs chords you know
Hunter's Mark|Animal companion|Your companion gains a +2 bonus on attacks against creatures you attack
Improved Assistant|Laboratory Assistant class feature|Your assistant has a higher Intelligence score
Improved Fringe Benefits|Fringe Benefits|Gain Fringe Benefits as a bonus feat at each level of DivHead.
Improved Healing Hands|Healing Hands ability, Medic level 4th|Increase your Healing Hands effects by 1+1/4 Medic levels
Integrated Nodes|Node abilities, Planar attunement, access to 4 nodes|Your planeswalker level is 2 higher for some of your nodes
Intuitive Hacker|Hack|Use your Wisdom modifier in place of your Int modifer (if it's higher) for Hack checks
Knock 'Em Down|Swat class feature, Stone Vise or Crushing Vise maneuver|Knock creatures prone when you Swat them
Lasting Focus|Zen Touch class feature|Your Zen Touch lasts for 1 minute/level
Lasting Transformation|Con 15, Transformation class feature, Enduring Morph|Your transformations last for minutes instead of seconds
Lock 'Em Up|Follow-through class feature, Combat Reflexes|Shield bash as an AoO when threatened opponents attack other creatures
Marked for Death|Animal companion, Hunter's Mark, Slayer's Mark|Your animal companion automatically threatens critical hits against an opponent which you critically hit
Mastered Genre|Knowledge of all three chords in a genre|Gain an additional use and increased caster level for each chord in your chosen genre
Metanode|Node abilities, Planar attunement|Change your granted abilities within an attuned node 1/day
Metapsi|Power point reserve|Reduce the pp cost of a class feature by 1
Musically Gifted|—|Gain a +2 bonus on Perform checks, and treat your Charisma as 2 points higher for bonus chords
Nature Link|Animal companion, Woodland Stride class feature|Your companion moves through the wilderness as easily as you do
Practiced Attunement|Attune node|Gain access to an additional ability from your attuned node
Prolific Scientist|Weird Science class feature|You can make two additional Devices
Quick Similarization|Similarization class feature|Affect a creature with similarization more than once in 24 hours
Read the Manual|Weird Science Class Feature|Grant an ally a +5 bonus to activate your Devices
Realistic Hologram|Ability to use least invocations|Creatures attempting to disbelieve your hologram must roll twice and take the worse result
Refractive Crystals|Spellcrystal, ability to cast dispel magic as an arcane spell|Counterspell as an immediate action
Resonant Evolution|Two of the same evolution that grants a numerical benefit|Taking the same evolution multiple times increases the effect
Restorative Treatment|Battlefield Treatment ability, Heal 6 ranks|Expend uses of Battlefield Treatment to use lesser restoration, restoration, or greater restoration
Ride Like the Wind|Animal companion, Mounted Combat|You can take 15 on checks to ride your animal companion
Shared Crystal (Greater)|Spellcrystal, ability to cast 9th-level arcane spells|Magic items share your throat and waist slots with your spellcrystal armor
Shared Crystal (Least)|Spellcrystal, ability to cast 3rd-level arcane spells|Magic items share your arms, hands, and torso slots with your spellcrystal armor
Shared Crystal (Lesser)|Spellcrystal, ability to cast 6th-level arcane spells|Magic items share your body, feet, and shoulder slots with your spellcrystal armor
Shiny|Coherent Light 1d6|Opponents must save or be dazzled by your coherent light
Similar|Int 15, Similarization class feature|Gain a +3 bonus on similarization checks
Skilled Attunement|Planar attunement, access to 6 nodes|Gain a +4 bonus to attunement checks
Skilled Hacker|Hack|Gain a +4 bonus to Hack checks.
Skilled Morphling|Con 15, Morph class feature|You qualify for morphs as if you were 2 levels higher
Skilled Muscle|Skilled whack, one martial maneuver|Roll 4d6 instead of 1d20 on a skill check.
Skilled Transformation|Con 17, Transformation class feature|Increase the HD cap of your Transformation class feature by +1
Slayer's Mark|Animal companion|Your animal companion deals +2 damage (and its strikes have +1 DC) against a creature you attack
Strange Scientist|Weird Science class feature, ability to make a level 3 Device|You can fit more spell levels into your Devices than normal
Subliminal Tune|Ability to play a rhythm chord|Remove the auditory manifestation of a power chord
Super Shiny|Shiny, Coherent Light 2d6|Opponents must save or be dazed by your coherent light
Tainted Assistant|Laboratory Assistant class feature|Your assistant is icky-scary
Temporal Miser|Time-slip class feature|Gain two extra uses of your Time-slip class feature
Throw It Together and Hope It Works|Weird Science class feature|Make an unreliable Device on short notice
Turn it to 11|Ability to play a rhythm chord|Increase the area of effect of a chord by 100%
Up-tempo|Minor Arpeggios class feature, Cha 15+|Play your minor arpeggios as a swift action
Versatile Dodger|Versatility class feature|Your pool of Versatility is equal to twice your class level
Weird Scientist|Weird Science class feature|Gain a bonus to activate Devices that you create
Well-versed|Ability to play a 2nd-level chord|Learn an additional chord
[/table]

sirpercival
2013-02-03, 12:21 AM
FEAT DESCRIPTIONS I

General Feats
Combat Momentum
Once you get going, it's tough to take you down.
Prerequisites: BAB +3, Con 13.
Benefit: Whenever you successfully strike an opponent in melee, you gain temporary hit points equal to twice your base attack bonus, which last until the beginning of your next turn. Temp hp granted by this feat are cumulative; for example, if you make have a BAB of +16 and make 4 successful attacks in a single round, followed by a successful attack on an AoO, you gain 160 temporary hp until the beginning of your next turn.

Common Heritage
Prerequisites: Type other than humanoid
Benefit: You count as a humanoid whenever it is beneficial (such as when targeted by the enlarge person spell). In addition, choose any one skill; the chosen skill is always a class skill, and you gain a +2 racial bonus to all checks made with that skill.

Exotic Armor Proficiency
Prerequisites: None.
Benefit: Choose a particular type of exotic armor (such as energized or reinforced). You are proficient with that type of heavy armor (as per the Armor Proficiency: Light feat).
Special: You can select this feat multiple times; each time, choose a different type of heavy armor.

Find an Opening
Prerequisites: Combat Reflexes, Improved Feint.
Benefit: Whenever an opponent provokes an attack of opportunity from you, you may attempt a feint as a free action.

Push 'Em Around
It's easy to scare people when you're much bigger than them.
Prerequisites: Improved Bull Rush, Tickets to the Gun Show, Persuasion 8 ranks.
Benefit: Whenever you successfully bull rush an enemy, you may make a demoralization attempt against them as a free action. The enemy receives a -1 morale penalty to the check for every 5 feet that they were moved by your bull rush.

Quick Reload
Prerequisites: Proficiency with a gun.
Benefit: You can reload a gun as a swift action instead of a move action.
Special: A trigger who uses the Dual-load ability with this feat can dual-load as a move action instead of a standard action.

Quickstep
You can dance around an opponent's attack, returning the favor.
Prerequisites: Combat Reflexes, Dodge, Uncanny Dodge class feature.
Benefit: Whenever an opponent misses you with a melee attack, that opponent provokes an attack of opportunity from you. You may make such an attack of opportunity no more than once per round, and the AoO counts against the number of AoOs you can make in a round as normal.

Renewed Purpose
You draw strength from adversity.
Prerequisites: One martial maneuver, base Fort, Reflex, or Will save +3.
Benefit: Choose Fortitude, Reflex, or Will (you must have a base +3 bonus to whichever save you choose). Whenever you make a successful save of the chosen type, but no more often than once per round, you may automatically recover one expended maneuver.
Special: You may select this feat up to three times, choosing a different save each time. You may recover one maneuver per round per successful save for which you select this feat; for example, a character who selects Renewed Purpose (Fortitude) and Renewed Purpose (Will) could recover up to two maneuvers per round, one each for a successful Fort and Will save.

Savagery
Prerequisites: One or more natural attack modes, BAB +4
Benefit: Choose a natural attack mode you possess. Your attacks with that mode deal an extra 1 point of damage per die.
Special: You may select this feat more than once, choosing either the same or a different attack mode.
Note: A morphling may use his Morph ability to qualify for this feat even when he is not actively morphing; however, he must choose a single natural attack mode as normal.

Tickets to the Gun Show
The size of your biceps is, frankly, extremely intimidating.
Prerequisites: Strength 16, Persuasion 4 ranks.
Benefit: You use your Strength in place of your Charisma when using Persuasion to demoralize, and for any feats, spells, or other effects which would cause an enemy to become shaken, frightened, panicked, or cowering.
Note: This means that you may use your Strength score to qualify for feats such as Imperious Command.

Vow of Silence
You give up the ability to speak.
Prerequisites: None.
Benefit: You no longer speak. You give up the ability to communicate verbally, which prevents you from using your voice to activate items, class features, feats, etc. You gain a +8 competence bonus on Perception checks, as giving up speech allows you to become a more effective observer, as well as a +8 competence bonus on Concentration checks and a +4 bonus on Will saves. You can communicate nonverbally using a Persuasion check, using the same rules as delivering a secret message; you gain a +4 bonus to Persuasion checks for this purpose, and suffer a -2 penalty on all other Persuasion checks.
You can cast spells with verbal components by substituting an extra somatic component. All spells you cast are affected as if by the Silent Spell feat; however, applying the Still Spell feat to a spell costs +2 levels, not 1; if you're grappled or otherwise restrained you can't cast spells with somatic OR verbal components; and ASF chances are double for any armor you wear. This allows you to cast spells with verbal components even while silenced.
If you ever break your Vow of Silence, you lose the benefit of this feat until granted the benefit of an atonement spell. If you break your Vow of Silence due to a compulsion effect, you instead lose the benefit of this feat for 24 hours.


Racial Feats
Racial Feats

Entangling Arms [Racial]
Your viney arms can entangle your opponents.
Prerequisites: Chloromorph, Grasping Vines.
Benefit: Whenever you hit a target with one of your vine attacks gained from Grasping Vines, the target must make a Reflex save (DC 10 + 1/2 Hit Dice + Str modifier) or be entangled (http://www.d20srd.org/srd/conditionSummary.htm#entangled) for a number of rounds equal to your Strength modifier. You may entangle a maximum of two targets at a time using this ability. Targets entangled by your vines may only move by making a successful bull rush attempt against you; however, if you move more than 5 feet away from an entangled target, the target is immediately freed from the entanglement.

Grasping Vines [Racial]
Vines sprout from your arms and hands, attacking your enemies.
Prerequisites: Chloromorph.
Benefit: You gain two natural vine attacks that deal 1d4+Str modifier bludgeoning damage. However, you take a -2 penalty on any attacks you make with manufactured weapons wielded with your hands or arms, and a -2 penalty to Thievery checks.

Kodama [Racial]
You are an embodiment of the spirit of the forest.
Prerequisites: Chloromorph, region Sylvania or the Wilds.
Benefit: You can blend in perfectly with your tree brethren. You may hide in plain sight in a forest as long as you are within 5 feet of a tree. You gain a +2 racial bonus on this Stealth check. In addition, you take no penalties due to distance on Perception checks made to hear, while within a forest. However, when not within a forest, you take a -2 penalty on Will saving throws against fear because of the connection to the trees being absent after becoming so familiar with them.

Latent Memories [Racial]
You have vague recollections of your previous "life".
Prerequisites: Lifetorn.
Benefit: You gain a benefit based on your original race, as shown on the table below. In addition, you count as a member of your original race for the purpose of meeting prerequisites.
Special: This feat may only be taken as a 1st-level character; alternatively, if you become a Lifetorn after 1st level, it may only be taken at your earliest opportunity to gain a new feat.

{table=head]Race|Benefit
Aasimar|Acid, cold, and electricity resistance 1
Changeling|+2 racial bonus on Persuasion checks
Dwarf|+2 racial bonus to saves versus spells and spell-like effects
Elf|Low-light vision
Gnome|+1 save DC on illusion effects
Half-Elf|+2 racial bonus on Gather Information and Negotiation checks
Half-Orc|Darkvision distance increases by 30 feet
Halfling|+1 luck bonus to the save of your choice (chosen when you take the feat)
Human|+1 skill point per level (not multiplied at 1st level)
Illumian|One power sigil of your choice
Mongrelfolk|Sound imitation
Tiefling|Cold, electricity, and fire resistance 1[/table]

Lifetorn Hulk [Racial]
Your original race was larger than others.
Prerequisites: Lifetorn.
Benefit: You gain the Powerful Build racial trait. However, you take a -4 penalty to Stealth checks and a -1 penalty to Reflex saves.

Night Eyes [Racial]
You can see extremely well in the dark, but not in the light.
Prerequisites: Lifetorn.
Benefit: You gain blindsense out to a range of 30 feet. However, your light sensitivity becomes light blindness.
Special: The Daylight Adaptation feat, which normally would remove your light blindness, instead reduces it to light sensitivity.

Petite Lifetorn [Racial]
Your original race was smaller than others.
Prerequisites: Lifetorn.
Benefit: You gain a +4 bonus to Stealth and Acrobatics checks and a +1 bonus to Reflex saves. However, you must wield weapons of one size category smaller than normal for your size.

Photosynthesis [Racial]
Your metabolism is even more plantlike than others of your kind.
Prerequisites: Chloromorph.
Benefit: You need only rest for 4 hours to gain the same benefits as 8 hours of rest. In addition, you no longer need to eat or drink, as long as you spend at least 8 hours per day in sunlight. However, if you spend at least 24 hours without exposure to sunlight, you are fatigued until you spend 5 minutes exposed to it.

Sapling [Racial]
You matured while half-grown, physically.
Prerequisites: Chloromorph.
Benefit: Your size category is reduced by one step, granting you all the benefits and penalties associated with the size change. You also suffer an additional -1 penalty to Persuasion checks made to intimidate creatures.
Special: This feat may only be taken at 1st level.

Shunned [Racial]
You are a pariah of your race, too extreme of a rebel.
Prerequisites: Chloromorph, Chaotic alignment.
Benefit: You gain the Minor Change Shape ability of a changeling (including the restriction to humanoids), and lose your Trackless Step racial trait. However, any time you are in a forest, you are shaken, even if you are normally immune to fear.

Well-preserved [Racial]
Your transition from living to Lifetorn made your flesh especially tough.
Prerequisites: Lifetorn.
Benefit: Your natural armor bonus increases by +2, and you gain a +1 bonus to Fortitude saves. However, anyone using a Heal check to heal you takes a -5 penalty to the check.

Thanks to Temotei for the Chloromorph feat ideas!


Regional Feats
Big Game Hunter [Regional]
You've learned to shoot at dangerous creatures from a safe distance.
Regions: North, the Wilds
Benefit: Increase the range increment of any ranged weapon you wield by 25%.

Burned Soldier [Regional]
The incredible heat of the desert has granted you some resistance to similarly hot things.
Regions: Jarrash
Benefit: You gain fire resistance 3.

Cultured [Regional]
You've been exposed to the finer things in life, and are good at ignoring distractions.
Regions: Aerie, Jarrash, Sylvatium
Benefit: You gain a +2 bonus on Concentration and Perform checks.

Dark-adapted [Regional]
You're used to operating in areas with very little light.
Regions: Evernight, Subterra
Benefit: You gain low-light vision.

Frozen Knight [Regional]
You've spent so much time on the ice that you're used to chill temperatures.
Regions: North
Benefit: You gain cold resistance 3.

Gardener [Regional]
You have lots of experience with plants.
Regions: Sylvatium, Volta.
Benefit: You gain a +2 bonus on Natural Lore checks. In addition, you can attempt to improve the attitude of a plant creature. This ability functions just like a Negotiation check made towards a person. You roll 1d20 and add half your hit dice and Charisma modifier to determine the check result. Typical plant creatures have a starting relationship of "Acquaintance (Negative)". To use this ability, you and the plant creature must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.

Hearth Magic [Regional]
You've mastered some of the minor magics that middle-class families use around the house.
Regions: Atlantis, Volta
Benefit: Choose one of the following 0th-level spells: create water, light, mage hand, mending, open/close, or purify food and drink. You can cast the chosen spell as a spell-like ability once per day per 2 Hit Dice.

Higher Education [Regional]
You've received training at a university.
Regions: Aerie, Atlantis, Sylvatium
Benefit: Choose 3 skills; these skills are always class skills for you, and you gain a +1 bonus on checks with those skills. If one of the chosen skills is Scholarship, the bonus to Scholarship checks increases to +2.

Industrious
You grew up in a city with a lot of industry and mercantile activity.
Regions: Subterra, Volta.
Benefit: You gain a +2 bonus to Engineering and Profession checks. In addition, you can sell equipment for 75% of market price (instead of 50%).

Iron Physique [Regional]
You've dealt with almost anything the Wilds could throw at you.
Regions: The Wilds
Benefit: You gain a +2 bonus on saves vs disease, energy drain, fear, paralysis, and poison.

Keen Senses
Your time spent in open spaces and dangerous places has honed your hearing and vision.
Regions: Jarrash, North, the Wilds.
Benefit: You gain a +2 bonus to Perception checks and a +2 bonus to initiative checks.

Rapscallion [Regional]
You don't like to follow the rules of honorable engagement.
Regions: Evernight
Benefit: You gain sneak attack +1d6, which stacks with other sources of sneak attack as usual. However, you take a -2 penalty to attack and damage rolls for any attacks which are not sneak attacks.

Skilled Arcanist [Regional]
You've had some experience with certain types of magic.
Regions: Atlantis, Subterra
Benefit: Choose one school of magic. Your caster level for spells of that school is increased by +1.

Well-connected
You know people, and they know you.
Regions: Aerie, Evernight.
Benefit: You can make a DC 20 level check to cause anyone you meet to recognize you; if you succeed, you gain a +4 bonus on Charisma checks and Charisma-based skill checks when interacting with that person. You gain a +5 bonus on the level check when interacting with someone from your home city.

sirpercival
2013-02-03, 12:23 AM
FEAT DESCRIPTIONS II

Class-Specific Feats

Adaptable Dodger
You react quickly to changing situations.
Prerequisites: Versatility class feature.
Benefit: You can reassign the bonus granted by your versatility class feature by spending 1 minute practicing.
Normal: Reassigning the bonus requires 1 hour of practicing.

Amped to the Max [Chord]
You can play chords so loudly that they have a chance to deafen creatures.
Prerequisites: Ability to play a rhythm chord.
Benefit: Whenever you play a power chord, you can spend an additional daily use of that chord to force any creature affected by it to make a Fortitude save (at the chord's normal DC) or become deafened for a number of rounds equal to your Charisma modifier.

Amplify Force Blade
Prerequisites: Force blade
Benefit: Whenever you manifest your force blade, you may pay 1pp to deal 1 extra point of damage per die for as long as the blade is manifested; if you dismiss the blade or it is destroyed, you must pay the pp cost when you recreate the blade to regain this effect. You also gain a +2 bonus to Will saves made to manifest your force blade in an antimagic or null-psionic field.

Attune Node
You learn to attune to a particular planar node.
Benefit: You prepare a single planar node of your choice; you gain access to one ability, chosen when you select this feat. Your effective planeswalker level is equal to 1/4 your character level (rounded up) for the purposes of determining what tier you qualify for and for calculating your bonus on attunement checks. You manifest the associated alignment or subtype as normal.
Special: Characters who have the ability to attune to nodes through other means (such as the planar attunement class feature) cannot take this feat. If you become a planeswalker after taking the feat, you lose its benefit.

Attune Node, Improved
You learn to attune more fully to your chosen node.
Prerequisite: Attune Node
Benefit: When you attune to your chosen node, your effective planeswalker level is equal to half your character level (rounded up) for the purposes of determining what tier you qualify for and for calculating your bonus on attunement checks.

Aura Disruption
Prerequisites: Coherent Light 3d6
Benefit: Whenever you make a successful attack with your coherent light, you can voluntarily reduce your damage by 2d6 to lower your opponent's spell and power resistance by 5 (minimum 0) for 1 minute. Multiple applications of this ability on the same target overlap and do not stack.

Battlefield Triage
Prerequisite: Battlefield Treatment ability.
Benefit: You can expend a daily use of your Battlefield Treatment ability while casting a Medic spell to maintain a battlefield treatment while you do so.
Normal: You cannot cast spells while maintaining a battlefield treatment.

[b]Battering Ram
You and your animal companion are practiced jousters.
Prerequisites: Animal companion, Ride Like The Wind.
Benefit: Whenever you are mounted on your animal companion, you can make a full attack at the end of a mounted charge.
Special: This feat counts as Spirited Charge for the purposes of meeting prerequisites.
Normal: You can only make a single attack if your mount moves more than 5 feet.

Booby-Trapped Device
You rig your Devices to self-destruct.
Prerequisites: Weird Science class feature, Engineering 6 ranks.
Benefit: When making a Weird Science Device, you can choose to booby-trap it. Whenever a booby-trapped device breaks, it explodes 1d4+1 rounds later in a 20' radius blast of pure arcane energy that deals 1d6 damage per caster level. Opponents caught in the blast can make a Reflex save for half damage (DC 10 + Device level + your Intelligence modifier). By spending a full-round action, an operator can prep and throw a booby-trapped Device as a grenade-like weapon with a 10' range increment; in this case, the Device explodes on impact.

Bounce-Back
You can ricochet an opponent's blocked attack back at them.
Prerequisites: Iron Shell or Wall of Blades maneuver.
Benefit: Whenever you successfully block an opponent's attack with Iron Shell or Wall of Blades, you can immediately make an attack against that opponent as a free action. Treat the attack as an attack with the weapon or shield you blocked with (including all relevant modifiers), but use the base damage (and any weapon enchantments) of the blocked weapon instead.

Celebrity
Do you know who I am? Do you know who I am?
Prerequisites: Gold Record class feature.
Benefit: Nobody tells you what to do. You are immune to charm and compulsion effects for which you are unwilling.

Coordinated Mutagen
Adding multiple mutagens to your opponent's system increases their virulence.
Prerequisites: Mutagenic strike (sicken).
Benefit: You can apply 2 mutagens with a single successful attack instead of 1.

Deactivate Node
You can deactivate a node before the duration of the attunement has expired.
Prerequisites: Planar attunement
Benefit: Once per day, you can attempt to prematurely deactivate one of your attuned nodes. To do so, you must go through the entire process of attuning it again, and then make a DC 20 attunement check. If you succeed on the attunement check, the node deactivates before it would normally end, and you can attune to a different one to replace it if you wish. Regardless of your success or failure in deactivating the node, you take a –10 penalty on your next attunement check with any node, and apply the same penalty on your attunement check the next time you use an ability from the node you deactivated.
Normal: An attuned node does not deactivate until 24 hours have passed since its activation.

Destructive Reflection
Prerequisites: Coherent Light 4d6
Benefit: Whenever you make a successful attack with your coherent light, you can voluntarily reduce your damage by 3d6. If you do, your opponent takes damage the following round equal to half the coherent light damage they took this round. If you applied a prismatic essence to the coherent light, it does not affect the damage in the following round.

Dish Out Punishment
Enemies do not like it when you attack them.
Prerequisites: Punish class feature, Martial Lore 6 ranks.
Benefit: You may initiate a strike maneuver that you have readied in place of one attack in a full-attack action. The maneuver must take no more than a standard action to initiate, and you may replace no more than one attack per round.

Do-over
You can jump backwards in time, hopefully forcing a different outcome.
Prerequisites: Time-slip class feature.
Benefit: You can expend a daily use of time-slip to force an opponent to re-roll a single attack roll, saving throw, or skill check. They must take the result of the second roll.

Enduring Morph [Morph]
Prerequisites: Con 13, morph class feature
Benefit: The duration of your morphs increases by 5 rounds. In addition, you may spend any number of morph points during the duration of a morph to increase that duration by 5 rounds per morph point spent.

Enhanced Disruption
Prerequisites: Disruptive Strike
Benefit: The power point cost of your Disruptive Strike ability is reduced by 1, and you gain a +2 bonus to dispel checks made when performing a disruptive strike.

Extra Assistant
You have an extra laboratory assistant.
Prerequisites: Laboratory assistant class feature, Magitechnician level 6
Benefit: You gain a second Laboratory Assistant, with an effective Magitechnician level equal to two-thirds your actual Magitechnician level (rounded down).

Extra Evolve
You gain an additional evolve beyond those granted by your class levels.
Prerequisites: Evolution II (mechanosynth or biosynth)
Benefit: You gain an additional evolve of your choice of up to one stage less than your maximum. Your options are limited to mechanosynth or biosynth as normal. For example, a level 15 biosynth could choose a stage I or stage II biosynth evolve, since his maximum stage is III. If you have a Final Evolve, you may choose stage III evolves.
Special: You may select this feat multiple times, choosing the same evolve (if it can be taken more than once) or a different one. You may only select this feat a maximum number of times equal to your Constitution modifier.

Extra Morph [Morph]
Prerequisites: Con 15, morph class feature
Benefit: Your pool of morph points increases by 1.
Special: You can take this feat multiple times. Its effects stack.

Extra Node
You have more nodes available to you than other Planeswalkers.
Prerequisites: Planar attunement, Int 15, character level 6th.
Benefit: You gain an additional node, which you can attune to as normal.
Special: This feat may be used to grant access to nodes you wouldn't normally have access to, such as the Astral, Ethereal, or Shadow nodes for a non-half elf.

Extra Treatment
Prerequisite: Battlefield Treatment ability.
Benefit: You can use your Battlefield Treatment ability four extra times per day.
Special: You can gain this feat multiple times. Its effects stack.

[b]Fastest Fingers in the West [Chord]
You can play chords incredibly quickly.
Prerequisites: Ability to play a rhythm chord, any other [Chord] feat.
Benefit: Whenever you play a power chord, you can spend three additional daily uses of that chord to play it as a swift action.

Favorite Chord [Chord]
You have a particular fondness for a chord you know.
Prerequisites: Ability to play a rhythm chord.
Benefit: Choose a power chord you know. You play that chord as a supernatural ability instead of a spell-like ability, or as a spell-like ability instead of as a spell. If you choose a chord that you play as a supernatural ability, or if you later gain the ability to play that chord as a supernatural ability, you gain an extra use of that chord per day. This feat does not otherwise increase the number of times per day that you can play the chosen chord.
Special: You can take this feat multiple times. When you take the feat again, you can choose to affect the same chord or a different one.

Firewall
You've installed some mental protection against other DivHeads.
Prerequisites: Permanent uplink, Hack.
Benefit: Whenever another DivHead attempts to use his Information Warfare class feature on your permanent uplink, you gain a +5 bonus to the opposed Hack check.

Fringe Benefits
You've learned to capitalize on the Oracle's rounding errors.
Prerequisites: Information Warfare (Influence)
Benefit: You gain 1000gp worth of creds into your account for each Fringe Benefits feat you have (including this one).
Special: You may select this feat multiple times; its effects stack.

G.E.T. Scout
You are a mix of magitechnician and domeskipper.
Prerequisites: Weird Science class feature, wild empathy class feature.
Benefit: If you have levels in both Magitechnician and Domeskipper, your levels in both classes stack for determining the number of Weird Science devices you can have simultaneously and for determining the bonus of your Wild Empathy class feature. In addition, you may add your full Magitechnician levels for determining your initiator level (instead of half). Finally, if you have the laboratory assistant and animal companion class features, you may choose to designate your assistant as your animal companion. The assistant gains all the benefits of being both an assistant and an animal companion (treat the extra tricks as additional routines).

Heard It [Chord]
You are singularly unimpressed by chords you already know.
Prerequisites: Ability to play a rhythm chord.
Benefit: You gain a +2 bonus on saves versus power chords that you know which are used against you.

Hunter's Mark
Your animal companion follows your lead when attacking enemies
Prerequisites: Animal companion.
Benefit: Whenever you make a ranged attack against an opponent, your animal companion gains a +2 bonus on all attack rolls against that creature for 1 round.

Improved Assistant
Your laboratory assistant is smarter and can work without your input some of the time.
Prerequisites: Laboratory assistant class feature.
Benefit: Your laboratory assistant has a higher Intelligence score, based on your Magitechnician level as shown below. You do not program it with routines. Your assistant uses your skill modifiers or its own, whichever is beneficial, when crafting items; you can give your assistant more extensive instructions for item creation, meaning that you do not need to spend 1 hour initiating the crafting process (everything else proceeds as normal).

{table=head]Level|Int
4th-5th|6
6th-7th|7
8th-9th|8
10th-11th|9
12th-13th|10
14th-15th|11
16th-17th|12
18th-20th|13[/table]

Improved Fringe Benefits
You've automated the "alternative" transfer of funds into your accounts.
Prerequisites: Fringe Benefits
Benefit: You gain Fringe Benefits as a bonus feat each time you gain a level of DivHead, including the level at which you select this feat.

Improved Healing Hands
Prerequisite: Healing Hands ability, 4th level Medic or Healer.
Benefit: The effect of your Healing Hands ability is increased by 1 plus 1/4 your total Medic and Healer levels for each level of the healing spell being enhanced.

Integrated Nodes
You are more familiar with the workings of some nodes than others.
Prerequisites: Node abilities, Planar attunement, access to 4 nodes.
Benefit: Choose a number of planar nodes that you have access to equal to your Intelligence modifier. Treat your effective planeswalker level as two higher for the purposes of qualifying for abilities from those nodes.

Intuitive Hacker
You navigate the treacherous seas of the Oracle by instinct rather than intellect.
Prerequisites: Hack.
Benefit: You use your Wisdom modifier on Hack checks instead of your Intelligence modifier.

Knock 'Em Down
You can send enemies flying with a single hit.
Prerequisites: Swat class feature, Stone Vise or Crushing Vise maneuver.
Benefit: Whenever you use your Swat class feature, if the result of the bull rush would move the creature further than its base land speed, the creature must make a Reflex save (DC equal to damage dealt with the Swat) or end up prone at the end of its movement. Additionally, if you have Stone Vise or Crushing Vise readied and not expended when performing a Swat, you may initiate the maneuver as part of the same action (and attack) as the Swat.

Lasting Focus
The calm and inspiration granted by your Zen Touch lingers for quite some time.
Prerequisites: Zen Touch class feature.
Benefit: The bonus granted by your Zen Touch class feature lasts for one minute per Zen Fundamentalist level.
Normal: The duration of Zen Touch is one round per Zen Fundamentalist level.

Lasting Transformation [Morph]
Prerequisites: Con 15, transformation class feature, Enduring Morph
Benefit: You can perform a long transformation. Doing so requires 2 extra morph points when you assume the form, and the transformation lasts for (3 + Con modifier) times 10 minutes. During the lasting transformation, the morph points you spent on transforming do not refresh until the transformation ends.

Lock 'Em Up
Enemies have trouble attacking your allies.
Prerequisites: Follow-through class feature, Combat Reflexes.
Benefit: Any time a creature that you threaten targets someone other than you with a melee attack, you may make an attack of opportunity against them with a shield bash.

Marked For Death
When you shoot your opponent, your animal companion finishes the job.
Prerequisites: Animal companion, Hunter's Mark, Slayer's Mark.
Benefit: Whenever you successfully confirm a critical hit with a ranged attack against an opponent, all of your animal companion's attacks against that opponent are automatic critical threats for 1 round.

Mastered Genre [Chord]
You are damn near perfect with the chords of a particular genre.
Prerequisites: Knowledge of all three chords in at least one genre.
Benefit: Choose a genre which is complete (that is, a genre in which you know all three chords). You gain an additional daily use of all three chords in the chosen genre, and your caster level for those chords is increased by 1.
Special: You can select this feat multiple times, choosing a different complete genre each time.

Metanode
You can change the abilities granted by an attuned node.
Prerequisites: Node abilities, Planar attunement.
Benefit: Once per day, you can exchange the abilities granted to you by an attuned node for other abilities from that same node for which you meet the level prerequisite.
Normal: You choose the abilities granted to you by a node when you attune it.

Metapsi
Prerequisites: Power point reserve.
Benefit: Choose a class feature that you can spend power points on. Whenever you activate that class feature, you spend 1 less power point (minimum 1). This does not change the maximum effect you can achieve, but that maximum effect requires fewer power points to achieve -- this feat provides a virtual power point that you can spend on that particular class feature. For example, a 6th-level psykin with Metapsi (psychic augment) could still only augment his force blade to a maximum bonus of +3, since he cannot spend more than 6pp on his class features; however, he need only spend 4pp to gain a bonus of +3.
Special: You can select this feat multiple times; each time, choose a different class feature.

Musically Gifted
You have a special knack for music.
Prerequisites: None.
Benefit: You gain a +2 bonus to all Perform checks involving music (but not related to class features such as Countersong). In addition, treat your Charisma as 2 higher for the purpose of determining the number of bonus daily uses of your power chords.
Special: This feat may only be selected at 1st level.

Nature Link
Your animal companion is just as good at dealing with nature as you are.
Prerequisites: Animal companion, Woodland Stride class feature.
Benefit: As long as your animal companion is within 60 feet of you, it gains the benefit of your Woodland Stride class feature, as well as your Surefooted and/or Trackless Step class features if you have them.

Practiced Attunement
You are particularly skilled at attuning yourself to your chosen node
Prerequisites: Attune Node.
Benefit: Choose a second ability tree from your chosen node. You gain access to that ability as well when you attune to your chosen node.

Prolific Scientist
You make more Weird Science Devices than others do.
Prerequisites: Weird Science class feature
Benefit: You can have two more Devices at any given time than you normally could.
Special: You can select this feat multiple times; the effects stack.
Normal: You can have a total number of Devices at any one time equal to half your class level.

Quick Similarization
Your similarization doesn't last as long, so you can affect some creatures more often.
Prerequisites: Similarization class feature.
Benefit: Once per day, you may choose a single creature you affected with your similarization ability in the past 24 hours. You can use similarization on them a second time (resetting the 24-hour time limit).
Special: You can select this feat multiple times, gaining an additional daily use of the feat each time.

Read The Manual
You can train your allies to use your Weird Science Devices.
Prerequisites: Weird Science class feature
Benefit: By taking a full-round action to demonstrate, you may grant an ally a +5 bonus to activate a particular Weird Science Device that you create. You must have the Device on hand to demonstrate.
Normal: Only you gain a +5 bonus to activate Devices that you create.

Realistic Hologram
Prerequisites: Ability to use least invocations.
Benefit: Choose one invocation you know that allows a Will save for disbelief. Whenever a creature makes a save to disbelieve your illusion, they roll twice and take the worse result.
Special: You may select this feat multiple times; each time, choose a different invocation you know.

Refractive Crystals
Prerequisites: Spellcrystal, ability to cast dispel magic as an arcane spell.
Benefit: Whenever a spell targets you or is an area spell whose area includes your space, you can attempt to counter it as an immediate action. You must have the relevant spell prepared as normal (or dispel magic), and you must make an Arcana check to identify the spell if applicable.
Normal: You must usually ready an action to counterspell.

Resonant Evolution
Your focus on a particular path of evolution strengthens the effects.
Prerequisites: Two of the same evolution that grants a numerical benefit.
Benefit: Choose an evolve that grants a numerical benefit and that you've taken at least twice. The benefit of those evolves increases by one. For example, a mechanosynth who chose the Quick-Time evolve three times would gain a +12 bonus to initiative, instead of +9, while a biosynth who chose the Improved Fast Twitch Muscle evolve twice would increase their Dexterity by +10 instead of +8.
Special: You may select this feat multiple times; each time, choose a different evolve that meets the criteria above.

Restorative Treatment
Prerequisite: Battlefield Treatment ability, Heal 6 ranks.
Benefit: You gain a new battlefield treatment, the Restorative Treatment. You can expend a daily use of your Battlefield Treatment ability to mimic the effects of a lesser restoration spell. If you have at least 9 ranks in the Heal skill, you can expend two daily uses to instead mimic restoration. If you have at least 15 ranks in the Heal skill, you can expend three daily uses to instead mimic greater restoration. This battlefield treatment is a spell-like ability.

[b]Ride Like The Wind
You like to ride your animal companion like a circus pony. Which it very well may be.
Prerequisites: Animal companion, Mounted Combat.
Benefit: You can take 15 on Animal Affinity checks made to ride your animal companion. In addition, whenever you are mounted on your animal companion, its base speed increases by 10 feet.
Special: This feat counts as Ride-By Attack for the purposes of meeting prerequisites.

Shared Crystal (Greater)
Prerequisites: Spellcrystal, ability to cast 9th-level arcane spells.
Benefit: You can use magic items with your waist and throat slots even when they are occupied by your spellcrystal.
Normal: If you prepare spells of 2nd-level or higher, your spellcrystal occupies one or more body slots, which cannot be used for magic items.

Shared Crystal (Least)
Prerequisites: Spellcrystal, ability to cast 3rd-level arcane spells.
Benefit: You can use magic items with your arms, hands, and torso slots even when they are occupied by your spellcrystal.
Normal: If you prepare spells of 2nd-level or higher, your spellcrystal occupies one or more body slots, which cannot be used for magic items.

Shared Crystal (Lesser)
Prerequisites: Spellcrystal, ability to cast 6th-level arcane spells.
Benefit: You can use magic items with your body, feet, and shoulders slots even when they are occupied by your spellcrystal.
Normal: If you prepare spells of 2nd-level or higher, your spellcrystal occupies one or more body slots, which cannot be used for magic items.

Shiny
Prerequisites: Coherent Light 1d6
Benefit: Whenever you make a successful attack with your coherent light, your opponent must make a Will save (DC 10 + your Cha modifier + the number of d6 of your coherent light) or be dazzled for 1 round. Multiple uses of this feat in the same round overlap and don't stack.

Similar
You are especially skilled at similarization.
Prerequisites: Similarization class feature, Int 15.
Benefit: You gain a +3 bonus on similarization checks.

Skilled Attunement
You are particularly skilled at attuning yourself to planar nodes
Prerequisites: Planar attunement, access to 6 nodes.
Benefit: You gain a +4 bonus on all attunement checks.

Skilled Hacker
You're an excellent hacker. Go you!
Prerequisites: Hack.
Benefit: You gain a +4 bonus to all Hack checks.

Skilled Morphling [Morph]
Prerequisites: Con 15, Morph class feature
Benefit: You count as a morphling of two levels higher for the purposes of qualifying for morphs.

Skilled Muscle
You're better at using your body than most people.
Prerequisites: Skilled whack, one martial maneuver.
Benefit: Whenever you make a skill check with a Strength-, Dexterity-, or Constitution-based skill, you may expend a readied maneuver as part of the same action (or no action, if applicable) to roll 4d6 instead of 1d20. Expending a maneuver this way grants you no additional benefit.

Skilled Transformer [Morph]
Prerequisites: Con 17, Transformation class feature
Benefit: You can use your transformation class feature to take the form of creatures with HD up to your morphling class level +1.
Normal: The maximum HD for your transformations is equal to your morphling class level.

Slayer's Mark
Your animal companion hits harder when you point the way.
Prerequisites: Animal companion.
Benefit: Whenever you make a ranged attack against an opponent, your animal companion gains a +2 bonus on all damage rolls and to the save DCs of its strikes against that creature for 1 round.

Strange Scientist
Somehow, you manage to fit more power into your Devices than normal.
Prerequisites: Weird Science class feature, ability to make a Level 3 Device.
Benefit: Whenever you make a Device with at least two spells of 2nd level or higher, the maximum level of the Device increases by one. For example, a 7th-level Magitechnician with this feat could make a Device with two 2nd-level effects, even though he could normally only make a Level 3 Device.

Subliminal Tune [Chord]
You can play your chords so subtly that people don't realize they can hear them.
Prerequisites: Ability to play a rhythm chord.
Benefit: Whenever you play a power chord, you can spend an additional daily use of that chord to remove any auditory evidence of the chord being played. Creatures are affected by the chord as normal, but unless they see you play it or some other visual manifestation, they don't know why they are affected.
Special: You cannot combine the effect of this feat with Amped to the Max or Turn It To 11.

Super Shiny
Prerequisites: Shiny, Coherent Light 2d6
Benefit: Whenever you make a successful attack with your coherent light, you can voluntarily reduce your damage by 1d6. If you do, your opponent must make a Will save (DC 10 + your Cha modifier + the number of d6 of your coherent light) or be dazed for 1 round.

Tainted Assistant
Your Laboratory Assistant is much stranger and more terrifying than normal.
Prerequisites: Laboratory assistant class feature.
Benefit: You add the following options to the appropriate menus when choosing upgrades for your assistant.

Menu A
Lesser Aura of Fear (Su): Creatures within 10 feet of your assistant must make a Will save (DC 5 + 1/2 your assistant's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Anyone whose HD exceed those of the assistant are not affected.
Lesser Withering (Ex): Each time a target is struck by the assistant, it must make a Fortitude save (DC 5 + 1/2 the assistant's HD) or take 1 point of ability damage to the ability score chosen by you at the time the upgrade is applied.


Menu B
Aura of Fear (Su): Creatures within 20 feet of the assistant must make a Will save (DC 10 + 1/2 the assistant's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become frightened for as long as they remain within the aura's range. Anyone whose HD exceed those of the assistant are not affected. If the assistant already had the Lesser Aura of Fear menu A upgrade, this upgrade replaces that one and you may choose an additional menu A upgrade.
Putrescence (Su): Any creature struck by the assistant must make a Fortitude save (DC 10 + 1/2 assistant's HD) or contract astral rot (incubation period 1d6 days; damage 1d3 Constitution). Unlike normal diseases, astral rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. Successful saving throws are not sufficient to cure a victim of astral rot.
Withering (Ex): Each time a target is struck by the assistant, it must make a Fortitude save (DC 10 + 1/2 the assistant's HD) or take 1d3 points of ability damage to the ability score chosen by you at the time the upgrade is applied. If the assistant already had the Lesser Withering menu A upgrade, this upgrade replaces that one and you may choose an additional menu A upgrade.

Menu C
Greater Aura of Fear (Su): Creatures within 30 feet of your assistant must make a Will save (DC 15 + 1/2 the assistant's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become panicked for as long as they remain within the aura's range. If the assistant already had the Lesser Aura of Fear or Aura of Fear upgrade, this upgrade replaces that one and you may choose an additional upgrade from the appropriate menu.
Greater Withering (Ex): Each time a target is struck by your assistant, it must make a Fortitude save (DC 15 + 1/2 the assistant's HD) or take 1d3 points of ability damage and 1 point of ability drain to the ability score chosen by you at the time the upgrade is applied. If the assistant already had the Lesser Withering or Withering upgrade, this upgrade replaces that one and you may choose an additional upgrade from the appropriate menu.


Temporal Miser
You're really good at time-slipping; it's a good time saver.
Prerequisites: Time-slip class feature.
Benefit: You can use your time-slip class feature two additional times per day.
Special: You can select this feat multiple times; the effects stack.

Throw It Together And Hope It Works
You can make Weird Science devices very quickly if you have to... they just may not work very well.
Prerequisites: Weird Science class feature
Benefit: Once per day, you can make a Weird Science Device in 1 minute/spell level, but it does not automatically activate the first time. The operator must make a DC 25 Use Magic Device check to activate it at all, and each successive activation attempt increases the DC by 5. Each time the operator fails an activation check, there is a cumulative 20% chance (max 100%) that the device is destroyed in the process.
Normal: Making a Device requires 1 hour per spell level (or less time based on your class features) and activates automatically the first time. Each successive time requires a DC 25 UMD check and the DC increases by 2; the chance to destroy the Device is 10% per failure, max 50%.

Turn It To 11 [Chord]
You can play your chords loud enough that people farther away can hear them.
Prerequisites: Ability to play a rhythm chord.
Benefit: Whenever you play a power chord, you can spend an additional daily use of that chord to increase its area of effect by 100%.

Up-Tempo [Chord]
You can arpeggiate faster than most powerbards. (What the hell does that mean?)
Prerequisites: Minor arpeggios class feature, Cha 15+.
Benefit: You can play a minor arpeggio you know as a swift action. You can use this feat a number of times per day equal to your Charisma modifier.
Normal: Playing a minor arpeggio is a standard action.

Versatile Dodger
You are even more versatile than other dodgers. Impressive!
Prerequisites: Versatility class feature.
Benefit: The total bonus granted by your versatility class feature is equal to twice your class level. The maximum bonus you can grant to any skill is the number of ranks you have in that skill plus one.
Normal: The total bonus granted by your versatility class feature is equal to your class level, and you cannot apply a bonus to any given skill larger than the number of ranks you have in that skill.t

Weird Scientist
You have a particular knack for Weird Science.
Prerequisites: Weird Science class feature
Benefit: You gain a bonus to activate Devices that you create equal to half your Magitechnician minus the total level of the device. This bonus stacks with the normal +5 bonus to activate Devices that you create. For example, a 14th-level Magitechnician activating a Device with one 2nd-level effect and one 1st-level effect would gain a +9 to activate that item (+5 base, +7 - 3).

Well-versed [Chord]
You know more chords than your average powerbard.
Prerequisites: Ability to play a 2nd-level chord.
Benefit: You learn an additional chord of any level up to one less than the maximum level you can play.
Special: You can select this feat multiple times, each time selecting the same or a different chord.