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Kane0
2012-09-05, 06:25 PM
Hey Guys, this is a thread I made related to this thread (http://www.giantitp.com/forums/showthread.php?t=253824).
It will eventually hold all the base classes we are going to be introducing and testing.
On the plan so far:
- Barbarian (up)
- Fighter (up)
- Paladin (up)
- Ranger (up)
- Rogue (up)
- Wizard (up)
- Sorcerer (up)
- Warlock (up)
- Cleric (up)
- Scout (in progress)
- Gish (up)
- Artificer (up)
- Druid (up)
- Monk (up)

So thats 14 out of 14.

Techniques Progressions:
Slow

{table=head]Level|Tec. Known|Tec. Ready|Stan. Known
1st | 2 | 1 | 1
2th | 2 | 1 | 1
3th | 3 | 1 | 1
4th | 3 | 1 | 1
5th | 4 | 1 | 1
6th | 4 | 2 | 1
7th | 5 | 2 | 1
8th | 5 | 2 | 1
9th | 6 | 2 | 1
10th | 6 | 2 | 1
11th | 7 | 3 | 2
12th | 7 | 3 | 2
13th | 8 | 3 | 2
14th | 8 | 3 | 2
15th | 9 | 3 | 2
16th | 9 | 4 | 2
17th | 10 | 4 | 2
18th | 10 | 4 | 2
19th | 11 | 4 | 2
20th | 11 | 4 | 2
[/table]

Average

{table=head]Level|Tec. Known|Tec. Ready|Stan. Known
1st | 4 | 2 | 1
2th | 5 | 2 | 1
3th | 6 | 2 | 1
4th | 6 | 3 | 1
5th | 7 | 3 | 1
6th | 8 | 3 | 2
7th | 9 | 4 | 2
8th | 9 | 4 | 2
9th | 10 | 4 | 2
10th | 11 | 5 | 2
11th | 12 | 5 | 3
12th | 12 | 5 | 3
13th | 13 | 6 | 3
14th | 14 | 6 | 3
15th | 15 | 6 | 3
16th | 15 | 7 | 4
17th | 16 | 7 | 4
18th | 17 | 7 | 4
19th | 18 | 8 | 4
20th | 18 | 8 | 4
[/table]

Spellcasting Progressions
Slow
Note:
Prepared Spellcasters start out with as many spells known as they do available, and learn an additional 2 per level.
Spontaneous Spellcasters start out with as many spells known as they do available, and learn an additional 1 per level
Divine spellcasters (Cleric and Druid) know all spells, and thus do not learn any new spells. They choose the spells they have access to for the day as per the progression table provided.

NOTE: Spellcasters with the Slow progression do not need spell focus to cast their level 4 spells.

{table=head]Level|0th|1st|2nd|3rd|4th
1st | 2 | - | - | - | -
2th | 2 | - | - | - | -
3th | 3 | 1 | - | - | -
4th | 3 | 1 | - | - | -
5th | 4 | 2 | - | - | -
6th | 4 | 2 | 1 | - | -
7th | 5 | 3 | 1 | - | -
8th | 5 | 3 | 2 | - | -
9th | 5 | 4 | 2 | 1 | -
10th | 5 | 4 | 3 | 1 | -
11th | 5 | 5 | 3 | 2 | -
12th | 5 | 5 | 4 | 2 | 1
13th | 5 | 5 | 4 | 3 | 1
14th | 5 | 5 | 5 | 3 | 2
15th | 5 | 5 | 5 | 4 | 2
16th | 5 | 5 | 5 | 4 | 3
17th | 5 | 5 | 5 | 5 | 3
18th | 5 | 5 | 5 | 5 | 4
19th | 5 | 5 | 5 | 5 | 4
20th | 5 | 5 | 5 | 5 | 5
[/table]

Average

{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th
1st | 3 | 1 | - | - | - | - | -
2th | 4 | 2 | - | - | - | - | -
3th | 4 | 3 | - | - | - | - | -
4th | 4 | 3 | 1 | - | - | - | -
5th | 4 | 4 | 2 | - | - | - | -
6th | 5 | 4 | 3 | - | - | - | -
7th | 5 | 4 | 3 | 1 | - | - | -
8th | 5 | 4 | 4 | 2 | - | - | -
9th | 5 | 5 | 4 | 3 | - | - | -
10th | 5 | 5 | 4 | 3 | 1 | - | -
11th | 5 | 5 | 4 | 4 | 2 | - | -
12th | 5 | 5 | 5 | 4 | 3 | - | -
13th | 5 | 5 | 5 | 4 | 3 | 1 | -
14th | 5 | 5 | 5 | 4 | 4 | 2 | -
15th | 5 | 5 | 5 | 5 | 4 | 3 | -
16th | 5 | 5 | 5 | 5 | 4 | 3 | 1
17th | 5 | 5 | 5 | 5 | 4 | 4 | 2
18th | 5 | 5 | 5 | 5 | 5 | 4 | 3
19th | 5 | 5 | 5 | 5 | 5 | 5 | 4
20th | 5 | 5 | 5 | 5 | 5 | 5 | 5
[/table]

Full

{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st | 3 | 2 | - | - | - | - | - | - | - | -
2th | 4 | 2 | - | - | - | - | - | - | - | -
3th | 4 | 3 | 2 | - | - | - | - | - | - | -
4th | 4 | 3 | 2 | - | - | - | - | - | - | -
5th | 4 | 4 | 3 | 2 | - | - | - | - | - | -
6th | 5 | 4 | 3 | 2 | - | - | - | - | - | -
7th | 5 | 5 | 4 | 3 | 2 | - | - | - | - | -
8th | 5 | 5 | 4 | 3 | 2 | - | - | - | - | -
9th | 5 | 5 | 5 | 4 | 3 | 2 | - | - | - | -
10th | 5 | 5 | 5 | 4 | 3 | 2 | - | - | - | -
11th | 5 | 5 | 5 | 5 | 4 | 3 | 2 | - | - | -
12th | 5 | 5 | 5 | 5 | 4 | 3 | 2 | - | - | -
13th | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | - | -
14th | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | - | -
15th | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | -
16th | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | -
17th | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2
18th | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3
19th | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4
20th | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5
[/table]


Incarnum Progressions

Slow Progression

{table=head]Level|Melds|Essentia|Binds
1st | 0 | 1 |
2th | 0 | 2 |
3th | 1 | 3 |
4th | 1 | 4 | Crown
5th | 1 | 5 |
6th | 2 | 6 |
7th | 2 | 7 |
8th | 2 | 8 | Hands
9th | 3 | 9 |
10th | 3 | 10 |
11th | 3 | 11 |
12th | 4 | 12 | Feet
13th | 4 | 13 |
14th | 4 | 14 |
15th | 5 | 15 |
16th | 5 | 16 | Arms
17th | 5 | 17 |
18th | 6 | 18 |
19th | 6 | 19 |
20th | 6 | 20 | Throat
[/table]

Average Progression

{table=head]Level|Melds|Essentia|Binds
1st | 1 | 1 |
2th | 1 | 3 |
3th | 1 | 4 | Crown
4th | 2 | 6 |
5th | 2 | 7 |
6th | 3 | 9 | Feet
7th | 3 | 10 |
8th | 3 | 12 |
9th | 4 | 13 | Arms
10th | 4 | 15 |
11th | 5 | 16 |
12th | 5 | 18 | Throat
13th | 5 | 19 |
14th | 6 | 21 |
15th | 6 | 22 | Waist
16th | 7 | 24 |
17th | 7 | 25 |
18th | 7 | 27 | Brow
19th | 8 | 28 |
20th | 8 | 30 |
[/table]

Full Progression

{table=head]Level|Melds|Essentia|Binds
1st | 1 | 2 |
2th | 1 | 4 | Crown
3th | 2 | 6 |
4th | 2 | 8 | Hands
5th | 3 | 10 |
6th | 3 | 12 | Feet
7th | 4 | 14 |
8th | 4 | 16 | Arms
9th | 5 | 18 |
10th | 5 | 20 | Throat
11th | 6 | 22 |
12th | 6 | 24 | Waist
13th | 7 | 26 |
14th | 7 | 28 | Brow
15th | 8 | 30 |
16th | 8 | 32 | Shoulder
17th | 9 | 34 |
18th | 9 | 36 | Heart
19th | 10 | 38 |
20th | 10 | 40 | Soul
[/table]

Maximum Essentia Investment

{table=head]Level|Max. Invest.
1st | 1
2th | 1
3th | 1
4th | 1
5th | 2
6th | 2
7th | 2
8th | 2
9th | 3
10th | 3
11th | 3
12th | 3
13th | 4
14th | 4
15th | 4
16th | 4
17th | 5
18th | 5
19th | 5
20th | 5
[/table]



Note:
An ACF is an alternate feature that you can choose to trade for, but only at that level. Some can only be chosen at level 1 and effects the class all the way through.
An Archetype is a series of ACFs that you are locked into and must choose at level 1, sort of like a sub-class.

Kane0
2012-09-05, 06:26 PM
The Barbarian

The Barbarian often hails from 'less civilized' lands, or was simply raised to be ruthless in the harsh environment of their past. Barbarians are not always primitive and backward, many are cunning and intelligent, woe to their foes that underestimate them.
Barbarians earn their names from being brutal and efficient on the battlefield and oftentimes out of combat as well, and many (but not all) adhere to a dog eat dog perspective on life. Barbarian often also have an odd code of conduct, and often are remarkably helpful and selfless, though they are always aware of their own safety and unlikely to risk it without good reason.

HD: 3d4
Skills per level: 2
Class Skills: Athletics, Trade, Speech (Aggressive), Perception, Handle Animal, Know (History & Society), Survival
Proficiencies: Skilled in 4 Weapon Groups, Light & Medium Armor, Light Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +1 |+1 | +0 | +0 | Aspect +2, Techniques
2th | +2 |+1 | +0 | +0 | Scathing Blow
3th | +3 |+2 | +1 | +1 | DR 2/-
4th | +4 |+2 | +1 | +1 | Mettle
5th | +5 | +3 | +2 | +1 | Aspect +4
6th | +6/+1 |+4 | +2 | +2 | Movement Speed Increase 10'
7th | +7/+2 | +4 | +3 | +2| DR 4/-
8th | +8/+3 | +5 | +3 | +2| Physique
9th | +9/+4 | +4 | +4 | +3 | Aspect +6
10th | +10/+5 | +6 | +4 | +3 | Natural AC
11th | +11/+6/+1 | +7 | +5 | +3 | DR 6/-
12th | +12/+7/+2 | +7 | +5 | +4 | Improved Mettle
13th | +13/+8/+3 | +8 | +6 | +4 | Aspect +8
14th | +14/+9/+4 | +8 | +6 | +4 | Self Sustaining
15th | +15/+10/+5 | +9 | +7 | +5 | DR 8/-
16th | +16/+11/+6/+1 | +10 | +7 | +5 | Savagery
17th | +17/+12/+7/+2 | +10 | +8 | +5 | Aspect +10
18th | +18/+13/+8/+3 | +11 | +8 | +6 | Improved Scathing Blow
19th | +19/+14/+9/+4 | +11 | +9 | +6 | DR 10/-
20th | +20/+15/+10/+5 | +12 | +9 | +6 | Dual Aspect
[/table]

Aspect:
The Savage can assume an aspect of rage during combat. He gains the specified bonus for as long as it is active, and his aspect can be changed as a minor action. Only one Aspect can be active at any given time.

Aspects:

Aspect of Hardiness: You gain half your Aspect bonus to all saves
Aspect of Ferocity: You gain half your Aspect bonus to all weapon attack rolls
Aspect of Fury: You gain half your Aspect bonus to all weapon damage rolls
Aspect of Wrath: You gain your full Aspect bonus on all attack and damage rolls as part of Techniques.
Aspect of Focus: You gain half your Aspect bonus to all CMA rolls and Technique DCs


Techniques:
The Barbarian gains Techniques as the slow progression. Barbarian can pick form the Resolute Steel, Bladed Breeze and Savage Fury Disciplines. Barbarians recover all their Techniques upon slaying an opponent.

Scathing Blow:
If you miss an attack by up to 5 on your attack roll against AC you still deal minimum possible damage

Damage Reduction:
You reduce all damage taken by the specified amount, to a minimum of 0.

Mettle:
On a successful Fortitude save you suffer no ill effect instead of a reduced effect.

Movement Speed Increase 10'
All movement speeds you have are increased by 10'

Physique:
The Barbarian can choose to gain advantage on any Athletics or Acrobatics check up to once per 4 Barbarian level per day

Natural AC:
You gain a bonus to Natural AC equal to your CON modifier (min 0)

Improved Mettle:
As Mettle, but on a failed save you still take the reduced effect.

Self Sustaining:
The Barbarian only needs half the normal amount of Food, Water and Sleep as he normally would to function.

Savagery:
The Barbarian can bypass up to one point of Damage Reduction, Hardness, Fast Healing or Regeneration per 4 Barbarian levels when making weapon attacks.

Improved Scathing Blow:
This ability replaces Scathing Blow. If you miss an attack roll due to AC (excluding rolling a 1) you still deal half damage.

Dual Aspect:
The Barbarian can gain the benefits of two aspects at once.

ACF: Trade movement speed increase 10' at level 5 for Uncanny dodge

ACF: Trade slow Technique progression for slow Incarnum progression.

Kane0
2012-09-05, 06:27 PM
The Fighter

HD: 3d4
Skills per level: 2
Class Skills: Athletics, Trade, Speech (Aggressive), Perception, Handle Animal, Know (Architecture, History & Society)
Proficiencies: Skilled in 4 Weapon Groups, All Armor and Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +1 |+1 | +0 | +0 | Weapon Aptitude, Techniques
2th | +2 |+1 | +0 | +0 | Scathing Blow
3th | +3 |+2 | +1 | +1 | Strategic Combat +1d4
4th | +4 |+2 | +1 | +1 | Mettle
5th | +5 | +3 | +2 | +1 | Delay Damage 10
6th | +6/+1 |+4 | +2 | +2 | Tactical Maneuvers
7th | +7/+2 | +4 | +3 | +2| Physique
8th | +8/+3 | +5 | +3 | +2| Strategic Combat +2d4
9th | +9/+4 | +5 | +4 | +3 | Strategic Charge
10th | +10/+5 | +6 | +4 | +3 | Delay Damage 20
11th | +11/+6/+1 | +7 | +5 | +3 | Enhanced Vigor
12th | +12/+7/+2 | +7 | +5 | +4 | Improved Mettle
13th | +13/+8/+3 | +8 | +6 | +4 | Strategic Combat +3d4
14th | +14/+9/+4 | +8 | +6 | +4 | Watchful Eye
15th | +15/+10/+5 | +9 | +7 | +5 | Delay Damage 30
16th | +16/+11/+6/+1 | +10 | +7 | +5 | Improved Vigor
17th | +17/+12/+7/+2 | +10 | +8 | +5 | Improved Scathing Blow
18th | +18/+13/+8/+3 | +11 | +8 | +6 | Strategic Combat +4d4
19th | +19/+14/+9/+4 | +11 | +9 | +6 | Dual Stance
20th | +20/+15/+10/+5 | +12 | +9 | +6 | Delay Damage 40, Capstone
[/table]

Weapon Aptitude:
The fighter can interchange any weapon group feats to another weapon group with one hour practice. The fighter must still meet all the requirements of the feats you change from and to.

Techniques:
The Fighter gains Techniques as the slow progression. Fighters can pick from any Discipline. Any Techniques a fighter uses has a 1d4 round cooldown before it can be used again. A fighter can use a standard action to switch one readied Technique with one known, but it resets the 1d4 round cooldown for that Technique when you do so.

Scathing Blow:
If you miss an attack by up to 5 on your attack roll against AC you still deal minimum possible damage

Strategic Combat:
You gain one or more additional dice at the beginning of each of your turns to use on any rolls in combat. These dice do not accumulate.

Mettle:
On a successful Fortitude save you suffer no ill effect instead of a reduced effect.

Delay Damage
The Fighter can delay up to 10 HP damage he takes until the end of the round. Every 5 levels the amount of HP he can delay increases by 10. Any addition to HP (including temporary HP) can either reduce the total in the delay pool or increase the Fighter's HP normally, at his option.

Tactical Maneuvers:
Once per round the fighter can substitute any normal attack with a combat Maneuver (Trip, Disarm, etc). The fighter uses the attack bonus he would normally use for this Maneuver as his CMB

Physique:
The Fighter can choose to gain advantage on any Athletics or Acrobatics check up to once per 4 Fighter levels per day

Strategic Charge:
The Fighter no longer provokes reaction attacks while charging.

Enhanced Vigor:
Whenever the fighter gains temporary HP, he doubles the amount gained.

Improved Mettle:
As Mettle, but on a failed save you still take the reduced effect.

Watchful Eye
The Fighter gains advantage on checks to identify actions made during combat (like identifying a spell being cast, a Technique being used or a class ability being activated) and Perception checks made during combat

Improved Vigor
Whenever the fighter gains temporary HP, half the amount gained is healing.
Note: This ability works in conjunction with Enhanced Vigor, so if the Fighter is subject to temporary HP he gains the temporary HP and also healing equal to the amount of temporary HP gained.

Improved Scathing Blow:
This ability replaces Scathing Blow. If you miss an attack roll due to AC (excluding rolling a 1) you still deal half damage.

Dual Stance:
The Fighter can be in two stances simultaneously.

Capstone:
Pending.

Kane0
2012-09-05, 06:29 PM
The Champion

The Champion is a bastion of hope, a leader of men and a fierce protector of his ideals. He unites and protects those under him and makes the hard decisions and actions in battle those around him cannot or will not, often inspiring them to match his valor. The champion is prepared to dirty his hands to keep others' clean, bringing the fight to the enemy if need be. They are not always noble and righteous, but are always reliable and dedicated.

Fluff aside, the Champ takes over from the Pally. He is a hardened warrior with firm beliefs, leading his men to battle against his foes with a certain amount of divine power (derived from his unyielding faith) to round out his martial prowess.
This Champion is flexible enough to allow other alignments and a certain degree of pragmatism in and out of combat, but is restrictive enough to reinforce the high standards they represent.

HD: 3d4
Skills per level: 2
Class Skills: Athletics, Trade, Speech (Aggressive, Assertive), Perception, Handle Animal, Know (Extraplanar, History & Society)
Proficiencies: Skilled in 4 Weapon Groups, All Armor & Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +1 |+1 | +0 | +0 | Aura I, Conviction +1d4, Techniques
2th | +2 |+1 | +0 | +0 | Smite
3th | +3 |+2 | +1 | +1 | Lay on Hands
4th | +4 |+2 | +1 | +1 | Mettle
5th | +5 | +3 | +1 | +2 | Conviction +2d4
6th | +6/+1 |+4 | +2 | +2 | Divine Grace
7th | +7/+2 | +4 | +2 | +3| Mercy
8th | +8/+3 | +5 | +2 | +3| Energy Resistance
9th | +9/+4 | +5 | +2 | +4 | Divine Health
10th | +10/+5 | +6 | +3 | +4 | Conviction +3d4
11th | +11/+6/+1 | +7 | +3 | +5 | Mercy
12th | +12/+7/+2 | +7 | +3 | +5 | Improved Mettle
13th | +13/+8/+3 | +8 | +4 | +6 | Aura II
14th | +14/+9/+4 | +8 | +4 | +6 | Energy Resistance
15th | +15/+10/+5 | +9 | +4 | +7 | Conviction +4d4, Mercy
16th | +16/+11/+6/+1 | +10 | +5 | +7 | Divine Persistence
17th | +17/+12/+7/+2 | +10 | +5 | +8 | Improved Smite
18th | +18/+13/+8/+3 | +11 | +5 | +8 | Aura III
19th | +19/+14/+9/+4 | +11 | +6 | +9 | Mercy
20th | +20/+15/+10/+5 | +12 | +6 | +9 | Conviction +5d4, Capstone
[/table]

Aura I:
You radiate an aura of your alignment.

Convction:
You deal additional damage to enemies whose alignment does not match your own. Against opponents whose alignment is opposite to yours the damage dice increase to d6s.

Techniques:
The Champion gains Techniques as the slow progression. Champions can pick from the Resolute Steel, Rallying Banner and Devoted Bulwark Disciplines. Champions can spend one standard or move action to recover a single Technique of their choice, but only once per round.

Smite:
Once per day per 4 Champion levels, as minor action you can add your Cha bonus (min +1) to attack rolls for one round.

Lay On Hands:
A number of times equal to half Champion level, a champion can channel positive or negative energy in a way similar to a Cleric, but with a range of touch instead of 30' around him.
The amount healed for good Champions and neutral Champions choosing Positive energy is equal to 1d6 HP per two Champion levels, and the same for damage dealt for Evil Champions and Neutral Champions choosing Negative Energy. Using this ability requires a minor action.

A Champion seeking to deal damage with this touch needs to succeed on a touch attack against the target, and if it connects the target recieves a will saving throw (DC = 10 + 1/2 Champion level + Cha modifier) for half damage.

Mettle:
On a successful Fortitude save you suffer no ill effect instead of a reduced effect.

Divine Grace:
The Champion adds his CHA bonus to all Saving Throws (min +0)

Mercy:
You pick a condition your Lay On Hands can remove (or bestow) when used.

Divine Health:
You become immune to Poison and Disease

Improved Mettle:
As Mettle, but on a failed save you still take the reduced effect.

Aura II:
You project an aura out to 30' based on one of your alignments of your choice, affecting all allies within its range but not you. This ability can be suppressed or resumed as a minor action.
Good: +1 to AC per 5 Champion levels
Evil: +2 to damage per 5 Champion levels
Lawful: +1 to attack per 5 champion levels
Chaotic: +5' movement speed per 5 champion levels
Neutral: DR 1/- per 5 Champion levels.

Energy Resistance
Pick one energy type (Acid, Cold, Electricity, Fire, Sonic, Positive, Negative, Magic). You either gain 10 points of resistance to this energy type or increase any existing resistance of this type by 10.

Divine Persistence:
Any spell with a range of self or touch is doubled in duration as if it were affected by Extend Spell Metamagic at no cost.

Improved Smite:
While smiting you always deal at least half damage on a hit.

Aura III:
As Aura II, except you gain the benefits of both parts of your alignments. True Neutral Champions double the effects of the neutral benefit.

Capstone:
Pending.

Mercies

- Senses conditions. Reduces by one step for positive touch and increases by one step for negative touch
- Fear conditions. Reduces by one step for positive touch and increases by one step for negative touch
- Stunning conditions. Reduces by one step for positive touch and increases by one step for negative touch
- Fatigue conditions. Reduces by one step for positive touch and increases by one step for negative touch
- Paralysis conditions. Reduces by one step for positive touch and increases by one step for negative touch
- Mind Control conditions. Reduces by one step for positive touch and increases by one step for negative touch
- Illness conditions. Reduces by one step for positive touch and increases by one step for negative touch
- Confusion conditions. Reduces by one step for positive touch and increases by one step for negative touch
- Poison. Negative touch poison is 1d6 ability damage of one chosen ability for both initial and secondary effects.
- Disease. Negative touch disease is 1d6 ability damage of one chosen ability for both initial and secondary effects.
- 1d4 points of Ability Damage (one ability at a time)
- 1d2 point of Ability Drain (one ability at a time)
- one negative level


ACF: Trade slow Technique progression for slow Incarnum progression.

Kane0
2012-09-05, 06:30 PM
The Ranger

HD: 2d4
Skills per level: 4
Class Skills: Athletics, Acrobatics, Handle Animal, Know (Architecture), Perception, Speech (Aggressive, Assertive), Stealth, Survival, Trade
Proficiencies: Skilled in 4 Weapon Groups, Light & Medium Armor, Light Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +1 |+0 | +1 | +0 | Favored Enemy, Wild Empathy, Techniques
2nd | +2 |+0 | +1 | +0 | Combat Style Feat
3rd | +3 |+1 | +2 | +1 | Favored Terrain
4th | +4 |+1 | +2 | +1 | Evasion, Hunter's Bond
5th | +5 | +2 | +3 | +1 | Favored Enemy
6th | +6/+1 |+2 | +4 | +2 | Combat Style Feat
7th | +7/+2 | +3 | +4 | +2| Favored Terrain
8th | +8/+3 | +3 | +5 | +2| Hunt
9th | +9/+4 | +4 | +5 | +3 | Favored Enemy
10th | +10/+5 | +4 | +6 | +3 | Combat Style Feat
11th | +11/+6/+1 | +5 | +7 | +3 | Favored Terrain
12th | +12/+7/+2 | +5 | +7 | +4 | Improved Evasion
13th | +13/+8/+3 | +6 | +8 | +4 | Favored Enemy
14th | +14/+9/+4 | +6 | +8 | +4 | Combat Style Feat
15th | +15/+10/+5 | +7 | +9 | +5 | Favored Terrain
16th | +16/+11/+6/+1 | +7 | +10 | +5 | Improved Hunt
17th | +17/+12/+7/+2 | +8 | +10 | +5 | Favored Enemy
18th | +18/+13/+8/+3 | +8 | +11 | +6 | Combat Style Feat
19th | +19/+14/+9/+4 | +9 | +11 | +6 | Favored Terrain
20th | +20/+15/+10/+5 | +9 | +12 | +6 | Master Hunter
[/table]

Favored Enemy:
Pick a creature type from the list below. Against this creature you gain a +2 to all Knowledge, Perception, Speech and Survival skill checks against them, as well as a +2 bonus on attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Every time you gain this ability you select a new type and increase the bonuses against one type of your choice by +2.

Wild Empathy:
The Ranger can use either the Speech (Assertive) skill or Handle Animal skill to improve the disposition of animals.

Techniques:
The Ranger gains Techniques as the slow progression. Rangers can pick from the Bladed Breeze, Savage Fury and Hidden Strength Disciplines. Rangers recover one random Technique every round they spend in their favored Terrain and any time they locate, identify or slay a favored enemy.

Combat Style Feat
The Ranger gains a bonus feat of the combat category to be used on his favored fighting style. At level 2 the Ranger can opt to trade this for the Scathing Blow Barbarian ability, and at level 18 they can opt to trade it for the Improved Scathing Blow Barbarian ability if they chose to take Scathing Blow at level 2.

Favored Terrain
Pick a terrain type from the list below. While in this terrain you gain a +2 to all initiative, knowledge, Perception, Stealth and Survival checks, as well as the Trackless Step and Woodland Stride Druid abilities. If you are in an area under two or more terrain types at once you use your highest bonus.

Every time you gain this ability you select a new type and increase the bonuses for one type of your choice by +2.

Evasion:
On a successful Reflex save you suffer no ill effect instead of a reduced effect.

Hunter's Bond:
The Ranger chooses between two abilities:
Shared Foe:
Spend a move action to grant half his favored enemy bonus against a single favored enemy to all allies within 30 feet who can see or hear you. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Animal Companion
This ability functions like the druid animal companion ability, except that the ranger's effective druid level is equal to his ranger level – 2.

Hunt:
As a minor action you pick one target within line of sight as your quarry. Whenever you are following the tracks of his quarry you gain advantage on Survival skill checks and can move at normal speed at no penalty. In addition, you gain a +2 insight bonus on attack rolls made against your quarry, and your critical multiplier is increased by .5 against them.
A ranger can have only one quarry at a time and the quarry must qualify as a favored enemy.
He can dismiss this effect at any time, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after 1 hour.

Improved Evasion:
As Evasion, but on a failed save you still take the reduced effect.

Improved Hunt:
Your ability to hunt your quarry improves. You can now select a quarry without spending an action, and can now take 20 while using Survival to track your quarry while moving at normal speed at no penalty. Your bonus to attack your quarry increases to +4. If your quarry is killed or dismissed, you can select a new one after 10 minutes.

Capstone:
As a standard action you can make a single attack against a favored enemy at your full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to (10 + 1/2 Ranger level + Wisdom modifier). You ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. This ability can be used once per day per favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Favored Enemy Types (20):

Aberration
Animal
Aquatic Humanoid
Construct
Dragon
Fey
Giant
Goblinoid
Humanoid
Magical beast
Monstrous humanoid
Orc
Ooze
Outsider (Native)
Outsider (Elemental)
Outsider (Alignment)
Plant
Reptilian Humanoid
Undead
Vermin


Favored Terrain Types (10):

Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest and Jungle (coniferous and deciduous)
Mountainous (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)


ACF: Level 1
Switch save progression for Reflex and Fortitude, gain Mettle/Improved Mettle instead of Evasion/Improved Evasion

ACF: Level 1
3d4 HP, 2 skills

ACF: Trade slow Technique progression for slow Incarnum progression.

Kane0
2012-09-05, 06:31 PM
The Rogue

HD: 2d4
Skills per level: 6
Class Skills: Acrobatics, Trade, Speech (Aggressive, Assertive), Stealth, Deception, Linguistics, Spellcraft, UMD, Perform, Perception, Disable Device, Know (History & Society)
Proficiencies: Skilled in 3 Weapon Groups, Light & Medium Armor, Light Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +0.75 |+0 | +1 | +0 | Sneak Attack +1d6, Techniques or Spells
2nd | +1.5 |+0 | +1 | +0 | Trapworking
3rd | +2.25 |+1 | +2 | +1 | Sneak Attack +2d6, Uncanny Dodge
4th | +3 |+1 | +2 | +1 | Evasion
5th | +3.75 | +2 | +3 | +1 | Sneak Attack +3d6
6th | +4.5 |+2 | +4 | +2 | Find The Vital Spot
7th | +5.25/+0.25 | +3 | +4 | +2| Sneak Attack +4d6
8th | +6/+1 | +3 | +5 | +2| Improved Uncanny Dodge
9th | +6.75/+1.75 | +4 | +5 | +3 | Sneak Attack +5d6
10th | +7.5/+2.5 | +4 | +6 | +3 | Insightful Defense
11th | +8.25/+3.25 | +5 | +7 | +3 | Sneak Attack +6d6
12th | +9/+4 | +5 | +7 | +4 | Improved Evasion
13th | +9.75/+4.75 | +6 | +8 | +4 | Sneak Attack +7d6
14th | +10.5/+5.5/+0.5 | +6 | +8 | +4 | Untraceable
15th | +11.25/+6.25/+1.25 | +7 | +9 | +5 | Sneak Attack +8d6
16th | +12/+7/+2 | +7 | +10 | +5 | Void Mind
17th | +12.75/+8.5/+2.75 | +8 | +10 | +5 | Sneak Attack +9d6
18th | +13.5/+9.5/+3.5 | +8 | +11 | +6 | Hide in Plain Sight
19th | +14.25/+9.25/+4.25 | +9 | +11 | +6 | Sneak Attack +10d6
20th | +15/+10/+5 | +9 | +12 | +6 | Master of the Art
[/table]

Sneak Attack:
Any time the Rogue attacks an opponent not focused on him (via flanking, being flatfooted, helpless, etc) you deal additional damage. You can sneak attack using ranged weapons when within 30' of your victim.

Techniques or Spells
The Rogue dabbles in either Spellcasting or Martial Techniques. Choose one to gain the slow progression in.
If you choose Techniques you can select Techniques from the Focused Scholar, Bladed Breeze and Hidden Strength Disciplines. Rogues recover one Technique of their choice when they make a successful sneak attack or make a successful Attack of Opportunity, to a maximum of one per round.
If you choose Spellcasting, it is prepared and INT based, following the slow progression. The Rogue can select arcane spells from the Illusion, Enchantment, Divination, Transmutation and Universal spell schools. Being a prepared caster, the Rogue requires a spellbook or other method of recording and referencing his spells, and must consult this in order to prepare spells. New spells can be placed into or copied out of this collection at a rate of one hour per spell level. A rogue that selects spellcasting need not take Spell Focus to gain access to 4th level spells and gains the Armored Mage (light) ability.

Trapworking:
The Rogue can attempt to disarm magical traps without the normal disadvantage for dealing with magical traps.

Uncanny Dodge:
While conscious, The Rogue cannot be caught flat-footed

Evasion:
On a successful Reflex save you suffer no ill effect instead of a reduced effect.

Find the Vital Spot:
As a minor action the Rogue can Ignore immunity to precision damage for one round. This ability can be used a number of times per day equal to the Rogues INT modifier (min 1).

Improved Uncanny Dodge:
While conscious, the Rogue cannot be distracted or flanked.

Insightful Defense:
The Rogue adds their INT modifier to their AC and Spell Resistance if they have any (Min +0)

Improved Flanking:
The Rogue can flank an opponent in any direction.

Improved Evasion:
As Evasion, but on a failed save you still take the reduced effect.

Untraceable:
The Rogue cannot be tracked (except by a ranger of his level or higher) and receives advantage on saves against divination effects to locate him or his possessions.

Void Mind:
The Rogue gains advantage on any mind-affecting spells or effects made against him

Hide in Plain Sight:
The Rogue can attempt to stealth even while being observed.

Master of the Art
You no longer need to be within 30' to make ranged sneak attacks, and can make one attack per target per encounter a sneak attack even if you normally would not qualify for a sneak attack.

ACF:
Trade Poison use for permanent advantage on checks for one skill

ACF:
Trade Untraceable for permanent advantage on checks for one skill

Kane0
2012-09-05, 06:32 PM
Magus

HD: 2d4
Skills per level: 2
Class Skills: Acrobatics, Athletics, Trade, Speech (Aggressive, Assertive), Spellcraft, UMD, Perception, Know (Extraplanar, History & Society)
Proficiencies: Skilled in 3 Weapon Groups, Light & Medium Armor, Light Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +0.75 |+0 | +0 | +0 | Armored Mage (Light), Might or Magic, Spellcasting, Techniques
2th | +1.5 |+0 | +0 | +0 | Spellstrike
3th | +2.25 |+1 | +1 | +1 | Might & Magic
4th | +3 |+1 | +1 | +1 | Resolve/Mettle
5th | +3.75 | +2 | +1 | +2 | Bonus Feat
6th | +4.5 |+2 | +2 | +2 | Blend Attack
7th | +5.25/+0.25 | +3 | +2 | +3 | Might & Magic
8th | +6/+1 | +3 | +2 | +3 | Armored Mage (Medium)
9th | +6.75/+1.75 | +6 | +3 | +4 | Bonus Feat
10th | +7.5/+2.5 | +6 | +3 | +4 | Combination Attack
11th | +8.25/+3.25 | +7 | +3 | +5 | Might & Magic
12th | +9/+4 | +8 | +4 | +5 | Improved Resolve/Mettle
13th | +9.75/+4.75 | +8 | +4 | +6 | Bonus Feat
14th | +10.5/+5.5/+0.5 | +9 | +4 | +6 | Melee Casting
15th | +11.25/+6.25/+1.25 | +7 | +5 | +7 | Might & Magic
16th | +12/+7/+2 | +7 | +5 | +7 | ???
17th | +12.75/+8.5/+2.75 | +8 | +5 | +8 | Bonus Feat
18th | +13.5/+9.5/+3.5 | +8 | +6 | +8 | Assured casting
19th | +14.25/+9.25/+4.25 | +9 | +6 | +9 | Might & Magic
20th | +15/+10/+5 | +9 | +6 | +9 | Capstone
[/table]

Armored Mage (Light):
You can cast in light armor and when using light shields without incurring a chance of spell failure.

Spellcasting
Spellcasting is prepared and INT based, following the average progression. The Magus can select arcane spells from any spell school. Being a prepared caster, the Magus requires a spellbook or other method of recording and referencing his spells, and must consult this in order to prepare spells. New spells can be placed into or copied out of this collection at a rate of one hour per spell level.

Techniques:
The Magus gains Techniques as the slow progression. Magi can pick from the Focused Scholar, Rallying Banner and Devoted Bulwark Disciplines. A Magus recovers one Techniques of his choice when he successfully casts a spell.

Might or Magic:
At level one a Magus chooses either his Fortitude or Will save progression to be increased to the 'Good' progression. This decision cannot be changed once made.

Spellstrike:
The Magus can deliver a magic attack from a Magus Spell through a weapon attack.

Might & Magic:
The Magus chooses one ability to gain from the list below.

Resolve/Mettle:
You gain Resolve of you chose to improve your Will save with Might or Magic, or Mettle if you chose to improve Fortitude.
Resolve:On a successful Will save you suffer no ill effect instead of a reduced effect.
Mettle:On a successful Fortitude save you suffer no ill effect instead of a reduced effect.

Bonus Feat:
The Magus gains a bonus feat of either the Combat or Magic categories.

Blend Attack:
As part of a round of attacks that uses your standard action you can sacrifice your move action to also cast a spell or initiate a Technique. This can be done at any time alongside your attacks.

Armored Mage (Medium):
You can cast in medium armor without incurring a chance of spell failure.

Combination Attack:
As a standard action you can both cast a spell and initiate a Technique.

Improved Resolve/Mettle:
You gain Improved Resolve of you chose to improve your Will save with Might or Magic, or Improved Mettle if you chose Fortitude.
Improved Resolve: As Resolve, but on a failed save you still take the reduced effect.
Improved Mettle:As Mettle, but on a failed save you still take the reduced effect.

???:
Some kind of small ability.

Melee Casting:
You no longer need a Spellcraft check to cast defensively or incur Attacks or Opportunity when casting spells within the threatened range of opponents.

Assured Spellcasting:
The Magus automatically succeeds checks to cast a spell despite taking hit point damage.

Capstone:
Pending.

Might & Magic Abilities

- Spellstrike also functions for ranged weapons
- Add 1/4 Caster level to initiative modifier
- Intelligence bonus to AC while wearing light armor
- Add strength modifier to checks to overcome spell resistance
- Add 1/4 caster level to the dice cap of all Magus spells that deal damage
- Increase critical multiplier by 0.5
- Int bonus to weapon damage (min 1). Not multiplied on critical hit
- Can cast spells without a free hand
- Can add half Strength modifier to all Magus spell DCs


ACF: Trade slow Technique progression for slow Incarnum progression.

Kane0
2012-09-05, 06:33 PM
The Artificer

HD: 2d4
Skills per level: 4
Class Skills: Acrobatics, Deception, Disable Device, Know (Architecture, Extraplanar), Linguistics, Perception, Speech (Assertive), Spellcraft, Trade, UMD
Proficiencies: Skilled in 3 Weapon Groups, Light & Medium Armor, Light Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +0.75 |+0 | +0 | +1 | Armored Mage (Light), Spellcasting, Launcher
2th | +1.5 |+0 | +0 | +1 | Craftsmanship, Trapworking
3th | +2.25 |+1 | +1 | +2 | Bonus Feat
4th | +3 |+1 | +1 | +2 | Resolve
5th | +3.75 | +1 | +2 | +3 | Self Alteration
6th | +4.5 |+2 | +2 | +4 | Identification
7th | +5.25/+0.25 | +2 | +3 | +4 | Bonus Feat
8th | +6/+1 | +2 | +3 | +5 | Bombmaking
9th | +6.75/+1.75 | +3 | +4 | +5 | Self Alteration
10th | +7.5/+2.5 | +3 | +4 | +6 | Item Metamagic
11th | +8.25/+3.25 | +3 | +5 | +7 | Bonus Feat
12th | +9/+4 | +4 | +5 | +7 | Improved Resolve
13th | +9.75/+4.75 | +4 | +6 | +8 | Self Alteration
14th | +10.5/+5.5/+0.5 | +4 | +6 | +8 | Imbue Item
15th | +11.25/+6.25/+1.25 | +5 | +7 | +9 | Bonus Feat
16th | +12/+7/+2 | +5 | +7 | +10 | Instant Crafting
17th | +12.75/+8.5/+2.75 | +5 | +8 | +10 | Self Alteration
18th | +13.5/+9.5/+3.5 | +6 | +8 | +11 | Magic Item Mastery
19th | +14.25/+9.25/+4.25 | +6 | +9 | +11 | Bonus Feat
20th | +15/+10/+5 | +6 | +9 | +12 | Signature Work
[/table]

Spellcasting:
Spellcasting is prepared and INT based, following the average progression. The Artificer can select arcane spells from any spell school. Being a prepared caster, the Artificer requires a spellbook or other method of recording and referencing his spells, and must consult this in order to prepare spells. New spells can be placed into or copied out of this collection at a rate of one hour per spell level.

Armored Mage (Light):
You can cast in light armor and when using light shields without incurring a chance of spell failure.

Launcher:
An Artificer comes with his own home-made device for launching ammunition, concoctions and small even items should the need arise. This launcher is treated as a Medium or Large crossbow at his option and can fire a variety of ammunition, from bolts to small alchemical items, such as vials of acid or alchemists' fire, to wands and other small magic items. If the Artificer uses his launcher to fire an item other than a crossbow bolt then the damage is as the item would deal. The critical multiplier is always the same as a bolt launched from the launcher.
At level 5 the launcher gains rudimentary intelligence, being able to fire or ready itself for reloading on the Artificers' command. This means he need not spend a minor action to reload the launcher.
At level 10 the launcher gains the high crit quality, increasing its critical multiplier by .5
At level 15 the launcher cannot be permanently destroyed, automatically recreating itself in 1d4+1 rounds. This ability is magical and thus suppressed by dispelling and antimagic.

Trapworking:
The Artificer can attempt to disarm magical traps without the normal disadvantage for dealing with magical traps.

Craftsmanship:
The Artificer is accomplished at creating and using items both magical and mundane. This ability grants a few benefits:
- Reduces the time and cost of item creation by 10% per four Artificer levels (starting at 10%, max 50%)
- No materials are lost on a failed crafting attempt
- The Artificer always knows where his Item creation equipment (if he has any) is.

Bonus Feat:
You gain a bonus feat of the item creation or magic categories.

Resolve:
On a successful Will save you suffer no ill effect instead of a reduced effect

Self Alteration:
You alter your own form in some way. Pick one alteration from the list below.

Identification:
The Artificer gains a bonus equal to half his Artificer level to identify items, and can retry once per item given an hour of study. An Artificer can always attempt to identify an item.

Bombmaking:
The Artificer can create bombs out of trace amounts of gunpowder and alchemical ingredients, given a container to hold it such as a flask or vial. This bomb deals piercing, fire, acid, cold, electricity, force or sonic damage and can optionally blind or entangle on a failed reflex save (DC 10 + half Artificer level + Int modifier). Damage dealt is equal to 1d6 per two Artificer levels + Int modifier. Bombs also have a splash radius of 5' dealing minimum damage on a failed Reflex save. Creating and throwing (or launching using an Artificer's launcher) is a standard action, and if it is not used within one round of being created it loses its effects.

Item Metamagic:
The Artificer can use any metamagic feats he has when using a magic item that replicates a spell. Doing so expends a number of additional charges equal to the spell slot increase of the metamagic. This cannot be more than the amount of charges left in the item.

Improved Resolve:
As Resolve, but on a failed save you still take the reduced effect

Imbue Item:
The Artificer receives 20% more lesser and greater essences (minimum 1) when breaking down magic items.

Instant Crafting:
The artificer can create most alchemical and mundane items in one round. More complex items may take longer.

Magic Item Mastery:
Every time the Artificer uses a magic item that expends charges, there is a small chance (rolling a 6 on a d6) that one charge is not expended. This chance is rolled once per use of the item, not once per charge expended.

Master Craftsman:
The Artificer is recognized as a leader in his field, and gains the following benefits:
- All magic items that the Artificer uses has their Caster Level and DC increased by 2.
- The Artificer can take 10 on any Spellcraft or UMD check.
- The Artificer no longer ages. He still retains any penalties from aging, but does not incur any more. He still dies when his time is up.

Self Alterations:

- Receive half healing from Repair spells and the Repair Skill
- Immunity to poison
- Immunity to disease
- Require only half food, water and sleep to function normally
- Immunity to Fatigue and Exhaustion
- Immunity to Blindness and Deafness
- Permanent advantage on checks for one skill
- 50% Fortification. Minimum level 10.

Kane0
2012-09-05, 06:34 PM
The Cleric

HD: 2d4
Skills per level: 2
Class Skills: Know (Extraplanar, History & Society), Perception, Speech (Assertive), Spellcraft, Trade
Proficiencies: Skilled in 2 Weapon Groups, Light & Medium Armor, Light Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +0.75 |+0 | +0 | +1 | Spellcasting, Channel Energy +1d6
2th | +1.5 |+0 | +0 | +1 | Domains
3th | +2.25 |+1 | +1 | +2 | Channel Energy +2d6
4th | +3 |+1 | +1 | +2 | Resolve
5th | +3.75 | +2 | +1 | +3 | Channel Energy +3d6
6th | +4.5 |+2 | +2 | +4 | Ritual Casting
7th | +5.25/+0.25 | +3 | +2 | +4 | Channel Energy +4d6
8th | +6/+1 | +3 | +2 | +5 |
9th | +6.75/+1.75 | +4 | +3 | +5 | Channel Energy +5d6
10th | +7.5/+2.5 | +4 | +3 | +6 | Lead the Faithful
11th | +8.25/+3.25 | +5 | +3 | +7 | Channel Energy +6d6
12th | +9/+4 | +5 | +4 | +7 | Improved Resolve
13th | +9.75/+4.75 | +6 | +4 | +8 | Channel Energy +7d6
14th | +10.5/+5.5/+0.5 | +6 | +4 | +8 |
15th | +11.25/+6.25/+1.25 | +7 | +5 | +9 | Channel Energy +8d6
16th | +12/+7/+2 | +7 | +5 | +10 | Unyielding Faith
17th | +12.75/+8.5/+2.75 | +8 | +5 | +10 | Channel Energy +9d6
18th | +13.5/+9.5/+3.5 | +8 | +6 | +11 |
19th | +14.25/+9.25/+4.25 | +9 | +6 | +11 | Channel Energy +10d6
20th | +15/+10/+5 | +9 | +6 | +12 | Paragon of Faith
[/table]

Spellcasting:
Spellcasting is spontaneous and WIS based, following the full progression. The Cleric has access to divine spells from any spell school. Being a spontaneous caster, the Cleric need not use material components for spells that have material components with no listed cost, but cannot learn extra spells except for rare circumstances, such as absorbing a powerful magic item, receiving one as a gift from a high level Cleric or a lengthy ritual utilizing powerful divine magic.

Channel Energy:
As a standard action a number of times per day equal to 3 + his Constitution modifier (min 0) the Cleric can unleash a wave of energy. Good clerics channel positive energy, Evil clerics channel negative energy and neutral Clerics can choose between positive and negative energy. Once the decision is made it cannot be changed.
Positive energy heals living creatures and damages undead creatures.
Negative energy is the opposite, healing undead creatures and injuring living creatures.
Constructs and other non-living or animated matter are not affected by either energy.

Channeling energy occurs as a burst that affects all creatures in a 30' radius centered on the cleric. The amount of damage dealt or healed is 1d6 per two Cleric levels. Creatures that take damage from channeled energy receive a Will save to halve the damage, DC = 10 + 1/2 Cleric + Con modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric can choose whether or not to include himself in this effect.

A cleric must have their holy symbol or text to use this ability.

Domains:
The Cleric picks two domains that represent his beliefs and faith. Each domain bestows different benefits, as shown in the list below.
In addition, Clerics choose one bonus spell of each level for each domain they have to add to their spell list. These spells must be in line with both the Domain and Alignment of the Cleric.

Resolve:
On a successful Will save you suffer no ill effect instead of a reduced effect.

Ritual Casting
The Cleric can cast any Divine spell that he knows with a casting time exceeding one round as a Ritual Spell.

Lead the Faithful:
The Cleric gains advantage on all Speech checks against other members of his faith.

Improved Resolve:
As Resolve, but on a failed save you still take the reduced effect.

Unyielding Faith:
Automatically stabilizes when reduced to negative hit points.

Paragon of Faith:
Stops aging, becomes effectively immortal and can summon a suitable servant of your faith once per day. You gain the native outsider subtype and alignment subtypes matching your faith.

Cleric Domains:

Air - Electricity Resistance 10 per 5 Cleric levels, and all creatures with air subtype start out with disposition one step better towards cleric.
Animal - Can speak with animals, and all animals start out with disposition one step better towards cleric.
Chaos - Touch as standard action imposes either advantage or disadvantage (DC same as Channeling) on all checks for one round, usable WIS mod times per day.
Charm - Gaze forces Will save vs mind affecting or have disposition towards Cleric improved by one step. Usable WIS mod times per day with range of 30'
Community - Successful Speech or Perform (Oration) check sways individuals or groups to have disposition improved one step in Clerics favor. Must be able to understand Cleric.
Creation - Positive energy heals objects & constructs
Darkness - Cleric gains Darkvision (even in magical darkness) and becomes immune to magical blindness
Death - Negative Energy Resistance 10 per 5 cleric levels. Does not interfere with healing.
Destruction - Negative energy damages objects & constructs
Earth - Acid Resistance 10 per 5 Cleric levels, and all creatures with earth subtype start out with disposition one step better towards cleric.
Evil - Channeling forces will save vs fear (DC same as channeling) for all good creatures within area of effect. Failure means subject is shaken for WIS mod rounds.
Fire - Fire Resistance 10 per 5 Cleric levels, and all creatures with Fire subtype start out with disposition one step better towards cleric.
Freedom - Immune to magical binding and entrapment. Touch as standard action frees from magical entrapment or binding, usable WIS mod times per day.
Glory -
Good - Channeling forces will save vs fear (DC same as channeling) for all Evil creatures within area of effect. Failure means subject is shaken for WIS mod rounds.
Healing - Add WIS modifier to hit point damage healed when Channeling or casting healing spells.
Knowledge - Can make a know check at advantage up to WIS mod times per day
Law - Channeling forces will save vs fear (DC same as channeling) for all Chaotic creatures within area of effect. Failure means subject is shaken for WIS mod rounds.
Life - Positive Energy Resistance 10 per 5 Cleric levels. Does not interfere with healing.
Luck - Touch as standard action bestows WIS bonus to all saving throws for half Cleric level rounds. Usable WIS mod times per day
Madness - Immune to confusion/madness/insanity, touch as standard action bestows confusion for half cleric level rounds, usable WIS mod times per day (DC same as Channeling).
Magic - Magic Energy resistance 10 per 5 Cleric Levels
Mind - Immune to Mental Ability Damage (but not drain)
Nobility -
Plant -
Protection - Touch as standard action bestows WIS bonus to AC, existing DR and existing energy resistance for half cleric level rounds. Usable WIS mod times per day.
Repose - Immune to fatigue and exhaustion, Touch as standard action reduces Exhaustion to fatigue or removes fatigue, usable WIS mod timer per day.
Rune -
Strength - Immune to physical ability damage (but not drain)
Sun - Channeling forces will save vs fear (DC same as channeling, immunity to fear due to undead type does not apply) for all undead creatures within area of effect. Failure means subject is shaken for WIS mod rounds.
Travel - Immune to speed reduction, touch as standard action increases speed by 10' for half cleric level rounds. Usable WIS mod times per day.
Trickery - Advantage on Deception or Speech rolls equal to WIS mod times per day
Vigilance -
Void -
War - Touch as standard action bestows WIS bonus to Attack and Damage for half cleric rounds. Usable WIS mod times per day.
Water - Cold Resistance 10 per 5 Cleric levels, and all creatures with water subtype start out with disposition one step better towards cleric.
Weather - Immune to harsh weather conditions,


ACF: Trade full Casting progression for full Incarnum progression.

Kane0
2012-09-05, 06:37 PM
The Scout

HD: 2d4
Skills per level: 6
Class Skills: Acrobatics, Athletics, Deception, Disable Device, Handle Animal, Know (History & Society), Perception, Stealth, Survival, Trade
Proficiencies: Skilled in 3 Weapon Groups, Light & Medium Armor, Light Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +0.75 |+0 | +1 | +0 | Skirmish +1d6, Techniques
2nd | +1.5 |+0 | +1 | +0 | Trapworking, Battle Sense +1
3rd | +2.25 |+1 | +2 | +1 | Skirmish +1d6/+1, Uncanny Dodge
4th | +3 |+1 | +2 | +1 | Evasion
5th | +3.75 | +2 | +3 | +1 | Skirmish +2d6/+1, Movement Speed Increase 10'
6th | +4.5 |+2 | +4 | +2 | Trackless Step, Flawless Stride
7th | +5.25/+0.25 | +3 | +4 | +2| Skirmish +2d6/+2, Battle Sense +2
8th | +6/+1 | +3 | +5 | +2| Camouflage
9th | +6.75/+1.75 | +4 | +5 | +3 | Skirmish +3d6/+2, Quick Climb
10th | +7.5/+2.5 | +4 | +6 | +3 | Movement Speed Increase 10', Blindsense 30'
11th | +8.25/+3.25 | +5 | +7 | +3 | Skirmish +3d6/+3, Kip Up
12th | +9/+4 | +5 | +7 | +4 | Battle Fortitude +3
13th | +9.75/+4.75 | +6 | +8 | +4 | Skirmish +4d6/+3, Nimble Charge
14th | +10.5/+5.5/+0.5 | +6 | +8 | +4 | Hide in Plain Sight
15th | +11.25/+6.25/+1.25 | +7 | +9 | +5 | Skirmish +4d6/+4, Movement Speed Increase 10'
16th | +12/+7/+2 | +7 | +10 | +5 |
17th | +12.75/+8.5/+2.75 | +8 | +10 | +5 | Skirmish +5d6/+4, Battle Sense +4
18th | +13.5/+9.5/+3.5 | +8 | +11 | +6 | Free Movement
19th | +14.25/+9.25/+4.25 | +9 | +11 | +6 | Skirmish +5d6/+5
20th | +15/+10/+5 | +9 | +12 | +6 | Blindsight 30'
[/table]

Skirmish:
The Scout gains bonus AC and damage on attacks he makes during his turn any time he moves 10' or more during his turn. This damage is precision damage, like a Rogue's Sneak attack, meaning targets with no discernible anatomies or enemies with special protection of vital parts (such as fortification) may not be subject to this additional damage.

Techniques
The Scout gains Techniques as the slow progression. Scouts can pick from the Bladed Breeze, Hidden Strength and Savage Fury Disciplines. A Scout recovers one Technique of his choice when he moves his full movement speed in one turn.

Trapworking
The Scout can attempt to disarm magical traps without the normal disadvantage for dealing with magical traps.

Battle Sense
The Scout gains a bonus to Fortitude and Initiative.

Uncanny Dodge
While conscious, The Scout cannot be caught flat-footed

Evasion
On a successful Reflex save the Scout suffers no ill effect instead of a reduced effect.

Movement Speed Increase 10'
All movement speeds the Scout has are increased by 10'

Trackless Step
The Scout cannot be tracked through natural terrain such as a forest unless he wishes to do so.

Flawless Stride
The Scout can move through any terrain at no penalty unless he wishes to do so.

Camouflage
The Scout can attempt to hide as a minor action instead of a standard action.

Quick Climb
The scout can move half his movement speed when climbing after a sucessful check instead of 1/4 speed.

Blind Sense
The scout gains blindsense 30'. This becomes 60' at level 15.

Kip Up
The scout spends only 5' worth of movement to stand from being prone. This also means the scout no longer provokes reactions when standing from the prone position.

Hide in Plain Sight
The Scout can attempt to hide in any environment or situation that would plausibly allow it.

Free Movement
The scout becomes immune to the Paralysis condition track.

Blindsight
The scout gains blindsight 30'

Kane0
2012-09-05, 06:38 PM
The Druid

HD: 2d4
Skills per level: 2
Class Skills: Athletics, Handle Animal, Know (History & Society), Perception, Speech (Assertive), Spellcraft, Survival, Trade
Proficiencies: Skilled in 2 Weapon Groups, Light & Medium Armor, Light Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +0.75 |+0 | +0 | +1 | Spellcasting, Summon Nature's Ally, Wild Empathy
2th | +1.5 |+0 | +0 | +1 | Nature Domain, Ritual Spells
3th | +2.25 |+1 | +1 | +2 | Nature Link
4th | +3 |+1 | +1 | +2 | Resolve
5th | +3.75 | +1 | +2 | +3 | Nature Link
6th | +4.5 |+2 | +2 | +4 | Woodland Stride
7th | +5.25/+0.25 | +2 | +3 | +4 | Nature Link
8th | +6/+1 | +2 | +3 | +5 | Trackless Step
9th | +6.75/+1.75 | +3 | +4 | +5 | Nature Link
10th | +7.5/+2.5 | +3 | +4 | +6 | Venom Immunity
11th | +8.25/+3.25 | +3 | +5 | +7 | Nature Link
12th | +9/+4 | +4 | +5 | +7 | Improved Resolve
13th | +9.75/+4.75 | +4 | +6 | +8 | Nature Link
14th | +10.5/+5.5/+0.5 | +4 | +6 | +8 | Resist Natures Lure
15th | +11.25/+6.25/+1.25 | +5 | +7 | +9 | Nature Link
16th | +12/+7/+2 | +5 | +7 | +10 | Nature Sense
17th | +12.75/+8.5/+2.75 | +5 | +8 | +10 | Nature Link
18th | +13.5/+9.5/+3.5 | +6 | +8 | +11 | Timeless Body
19th | +14.25/+9.25/+4.25 | +6 | +9 | +11 | Nature Link
20th | +15/+10/+5 | +6 | +9 | +12 | Capstone
[/table]

Spellcasting:
Spellcasting is spontaneous and WIS based, following the full progression. The Druid has access to divine spells from any spell school. Being a spontaneous caster, the Druid need not use material components for spells that have material components with no listed cost, but cannot learn extra spells except for rare circumstances, such as absorbing a powerful magic item, receiving one as a gift from a high level Druid or a lengthy ritual utilizing powerful divine magic.

Summon Nature's Ally:
The Druid gains the Summon Creature spell to add to his spell list, but can only summon animals, beasts or vermin. Any time he gains a higher level of spells he also gains the appropriate Summon Creature spell of that level.

Wild Empathy:
The Druid can use either the Speech (Assertive) skill to improve the disposition of animals.

Nature Domain:
The Druid picks one cleric Domain from: Fire, Water, Air, Earth, Animal, Weather or Plant.

Ritual Spells
The Druid can cast any Divine spell that he knows with a casting time exceeding one round as a Ritual Spell.

Nature Link:
The Druid chooses between gaining a faithful animal follower or the ability to change his form:

Animal Companion:

Rules for Animal Companions, Familiars and Mounts are pending.


Wild Shape:

The Druid can turn into any Small or Medium animal and back again once per day per two Druid levels, starting at level 3 (1 at level 3, 2 at level 5, 3 at level 7, etc). At level 19 the Druid can Wild Shape at will.
Wild Shape functions like the Beast Shape I spell, except for as noted below:
-The effect lasts for 1 hour per druid level, or until the Druid changes back.
-Changing form is a standard action and does not provoke an attack of opportunity.
-The form chosen must be that of an animal the druid is familiar with.
-A druid cannot speak while in animal form but she can communicate normally with other animals of the same general grouping as her new form.

As the Druid gains levels this ability improves:

At 5th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

At 7th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

At 9th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

At 11th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.


Resolve:
On a successful Will save you suffer no ill effect instead of a reduced effect.

Woodland Stride:
The Druid can move through dense or rough natural terrain such as jungle at no penalty unless he wishes to do so.

Trackless Step:
The Druid cannot be tracked through dense or rough natural terrain such as a forest unless he wishes to do so.

Improved Resolve:
As Resolve, but on a failed save you still take the reduced effect.

Venom Immunity:
The Druid gains immunity to poison

Resist Nature's Lure:
The Druid gains a +4 bonus on saves vs spells and magical abilities of Fey and Magical beasts.

Nature Sense:
The druid gains advantage on Survival checks

Timeless Body:
The druid no longer takes ability penalties for aging and cannot be magically aged. He still dies when his time is up.

Capstone:
Pending

ACF: Trade full Casting progression for full Incarnum progression.

Kane0
2012-09-05, 06:40 PM
Wizard

HD: 1d4
Skills per level: 2
Class Skills: Trade, Speech (Assertive), Spellcraft, UMD, Perception, Know (Extraplanar, History & Society)
Proficiencies: Skilled in 2 Weapon Groups, No shields or armor

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +0.5 |+0 | +0 | +1 | Spell School, Spellcasting
2th | +1 |+0 | +0 | +1 | Arcane Bond
3th | +1.5 |+1 | +1 | +2 | Magic Feat
4th | +2 |+1 | +1 | +2 | Resolve
5th | +2.5 | +1 | +2 | +3 | Multispell - 2nd
6th | +3 |+2 | +2 | +4 | Ritual Magic
7th | +3.5 | +2 | +3 | +4| Magic Feat
8th | +4 | +2 | +3 | +5 |
9th | +4.5 | +3 | +4 | +5 | Multispell - 4th
10th | +5 | +3 | +4 | +6 |
11th | +5.5/+0.5 | +3 | +5 | +7 | Magic Feat
12th | +6/+1 | +4 | +5 | +7 | Improved Resolve
13th | +6.5/+1.5 | +4 | +6 | +8 | Multispell - 6th
14th | +7/+2 | +4 | +6 | +8 |
15th | +7.5/+2.5 | +5 | +7 | +9 | Magic Feat
16th | +8/+3 | +5 | +7 | +10 |
17th | +8.5/+3.5 | +5 | +8 | +10 | Multispell - 8th
18th | +9/+4 | +6 | +8 | +11 |
19th | +9.5/+4.5 | +6 | +9 | +11 | Magic Feat
20th | +10/+5 | +6 | +9 | +12 | Capstone
[/table]

Spellcasting:
Spellcasting is prepared and INT based, following the full progression. The Wizard can select arcane spells from any spell school. Being a prepared caster, the Wizard requires a spellbook or other method of recording and referencing his spells, and must consult this in order to prepare spells. New spells can be placed into or copied out of this collection at a rate of one hour per spell level.

Spell School:
The wizard must select a school to specialize in. Doing so bars the use of another school but gives him en extra spell slot of each level for use with spells of that school. He also automatically gains the Spell Focus and Greater Spell Focus feats for the School he is specializing in.

Spell Schools:

Abjuration - Counterspells and Dispel Magic spells do not get expended when cast, like a cantrip. These spells must still be memorized.
Enchantment - Enchanters can
Evocation - One evocation spell of each spell level (except his highest spell level known) does not get expended when cast, like a cantrip. The Evoker picks which spell that is prepared acts like this when he prepares his spells.
Conjuration - The Conjurer can sacrifice any prepared spell to cast a Summon Monster spell of the appropriate level in its place.
Divination - The Diviner
Illusion -
Necromancy - The Necromancer gains the lay on hands ability of the Champion, but can only channel Negative Energy. Additionally, a Necromancer that memorizes the spell Speak with Dead can cast it without expending it, like a cantrip.
Transmutation - The Transmuter can sacrifice any prepared spell to cast a Shape Altering Spell (Alter Self, Beast Shape, Elemental Body, Plant Shape, Giant Form or Form of the Dragon. Does not include Polymorph) of the appropriate level in its place.
Universal - The Universalist does not gain an extra spell slot nor does he sacrifice access to other schools. He gains a bonus feat at levels 6, 10, 14 and 18 to use only on Spell Focus or Greater Spell Focus feats.


Arcane Bond:
A wizard can either gain a Familiar or a bonded item:
A bonded item must be equipped to bestow its benefit of an extra spell per day that he knows stored within it. It can also be improved or enchanted as if the wizard had the appropriate item creation feats at all times.
A familiar grants its Wizard owner a +2 to one skill and a +2 to either one save or initiative whenever it is within 1 mile of its owner. More rules for familiars, mounts and animal companions are pending.

Magic Feat:
The Wizard gains a bonus feat of the Magic category.

Resolve:
On a successful Will save you suffer no ill effect instead of a reduced effect.

Multispell:
The wizard can cast two spells of the given spell level or lower as a single standard action.

Ritual Magic
The Wizard can cast any Arcane spell he knows with a casting time exceeding one round as a Ritual Spell.

Improved Resolve:
As Resolve, but on a failed save you still take the reduced effect.

Capstone:
Pending.

Kane0
2012-09-05, 06:42 PM
The Sorcerer

HD: 1d4
Skills per level: 2
Class Skills: Trade, Speech (Aggressive, Assertive), Spellcraft, UMD, Perception, Know (Extraplanar, History & Society)
Proficiencies: Skilled in 2 Weapon Groups, No shields or armor

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +0.5 |+0 | +0 | +1 | Bloodline, Spellcasting
2th | +1 |+0 | +0 | +1 | Ritual Magic
3th | +1.5 |+1 | +1 | +2 | Bloodline Spell
4th | +2 |+1 | +1 | +2 | Resolve
5th | +2.5 | +2 | +1 | +3 | Bloodline Power
6th | +3 |+2 | +2 | +4 | Sudden Metamagic 1/day
7th | +3.5 | +3 | +2 | +4| Bloodline Spell
8th | +4 | +3 | +2 | +5 | Magic Feat
9th | +4.5 | +4 | +3 | +5 | Bloodline Power
10th | +5 | +4 | +3 | +6 | Sudden Metamagic 2/day
11th | +5.5/+0.5 | +5 | +3 | +7 | Bloodline Spell
12th | +6/+1 | +5 | +4 | +7 | Improved Resolve
13th | +6.5/+1.5 | +6 | +4 | +8 | Bloodline Power
14th | +7/+2 | +6 | +4 | +8 | Sudden Metamagic 3/day
15th | +7.5/+2.5 | +7 | +5 | +9 | Bloodline Spell
16th | +8/+3 | +7 | +5 | +10 | Magic Feat
17th | +8.5/+3.5 | +8 | +5 | +10 | Bloodline Power
18th | +9/+4 | +8 | +6 | +11 | Sudden Metamagic 4/day
19th | +9.5/+4.5 | +9 | +6 | +11 | Bloodline Spell
20th | +10/+5 | +9 | +6 | +12 | Capstone
[/table]

Bloodline:
Each sorcerer gains his magic from something or someone in his ancestry. Each bloodline bestows different powers.

Spellcasting:
Spellcasting is spontaneous and CHA based, following the good progression. The Sorcerer can select arcane spells from any spell school. Being a spontaneous caster, the Sorcerer need not use material components for spells that have material components with no listed cost, but cannot learn new spells except for rare circumstances, such as absorbing a powerful magic item, receiving one as a gift from a high level sorcerer or a lengthy ritual using arcane lore long forgotten.

Ritual Magic
The Sorcerer can cast any Arcane spell he knows with a casting time exceeding one round as a Ritual Spell.

Bloodline Spell:
You gain a bonus spell based on your bloodline.

Resolve:
On a successful Will save you suffer no ill effect instead of a reduced effect.

Sudden Metamagic:
A number of times per day a Sorcerer can apply any metamagic feat he knows to a spell on the fly, not increasing its spell level.

Magic Feat:
The Sorcerer gains a bonus feat of the Magic category.

Improved Resolve:
As Resolve, but on a failed save you still take the reduced effect.

Capstone:
Pending

Bloodlines (In progress)

-Aberration
-Abyssal
-Infernal
-Celestial
-Arcane
-Fey
-Dragon
-Underdark/Shadow
-Fate/Destiny
-Giant
-Elemental
-Undead
-Cursed
-Wild Magic

Kane0
2012-09-05, 06:43 PM
The Warlock

HD: 2d4
Skills per level: 2
Class Skills: Acrobatics, Athletics, Trade, Speech (Aggressive, Assertive), Spellcraft, UMD, Perception, Know (Extraplanar, History & Society)
Proficiencies: Skilled in 3 Weapon Groups, Light & Medium Armor, Light Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +0.75 |+0 | +0 | +1 | Eldritch Blast +1d6, Spellcasting, Armored Mage (Light)
2nd | +1.5 |+0 | +0 | +1 | Blast Modification
3rd | +2.25 |+1 | +1 | +2 | Eldritch Blast +2d6, Tenacious Magic
4th | +3 |+1 | +1 | +2 | Resolve
5th | +3.75 | +2 | +1 | +3 | Eldritch Blast +3d6, Energy Resistance
6th | +4.5 |+2 | +2 | +4 | Blast Modification
7th | +5.25/+0.25 | +3 | +2 | +4 | Eldritch Blast +4d6
8th | +6/+1 | +3 | +2 | +5 | Blast Modification
9th | +6.75/+1.75 | +4 | +3 | +5 | Eldritch Blast +5d6, Energy Resistance
10th | +7.5/+2.5 | +4 | +3 | +6 | Blast Modification
11th | +8.25/+3.25 | +5 | +3 | +7 | Eldritch Blast +6d6
12th | +9/+4 | +5 | +4 | +7 | Improved Resolve
13th | +9.75/+4.75 | +6 | +4 | +8 | Eldritch Blast +7d6, Energy Resistance
14th | +10.5/+5.5/+0.5 | +6 | +4 | +8 | Blast Modification
15th | +11.25/+6.25/+1.25 | +7 | +5 | +9 | Eldritch Blast +8d6
16th | +12/+7/+2 | +7 | +5 | +10 | Blast Modification
17th | +12.75/+8.5/+2.75 | +8 | +5 | +10 | Eldritch Blast +9d6, Energy Resistance
18th | +13.5/+9.5/+3.5 | +8 | +6 | +11 | Blast Modification
19th | +14.25/+9.25/+4.25 | +9 | +6 | +11 | Eldritch Blast +10d6
20th | +15/+10/+5 | +9 | +6 | +12 | Blast Modification, Capstone
[/table]

Eldritch Blast:
You can unleash your magic as a blast of arcane energy, dealing 1d6 magic damage per two Warlock levels plus CHA modifier. An Eldritch Blast cannot be combined with Martial Techniques, precision damage or the like. This is a magical ability that is subject to spell resistance, with equivalent spell level equal to its damage dice (max 9).
When not using any modifications with your Eldritch blast you can make as many as your BAB allows as a standard action as magic attacks with a range of Short (30' + 5'/Caster Level). You can use this against a target within melee range, but you take disadvantage unless you have the Point Blank Shot feat.
You can apply any one Essence (Prefix) or any one Shape (Suffix) (or both with the appropriate feat) to your Eldritch Blast, but when you do so it requires a standard action to be cast, not allowing multiple attacks like an unmodified Eldritch Blast would.

Spellcasting:
Spellcasting is spontaneous and CHA based, following the average progression. The Warlock can select arcane spells from any spell school. Being a spontaneous caster, the Warlock need not use material components for spells that have material components with no listed cost, but cannot learn new spells except for rare circumstances, such as absorbing a powerful magic item, receiving one as a gift from a high level Warlock or a lengthy ritual using arcane lore long forgotten.

Armored Mage (Light):
You can cast in light armor and when using light shields without incurring a chance of spell failure.

Blast Modification:
Pick from the list of blast modifications you can learn to add your your blasts.

Tenacious Magic:
All your Warlock spells (not including Eldritch Blast) impose disadvantage to be dispelled or counterspelled.

Resolve:
On a successful Will save you suffer no ill effect instead of a reduced effect.

Energy Resistance:
Pick one energy type (Acid, Cold, Electricity, Fire, Sonic, Positive, Negative, Magic). You either gain 10 points of resistance to this energy type or increase any existing resistance of this type by 10.

Improved Resolve:
As Resolve, but on a failed save you still take the reduced effect.

Capstone:
Pending.

Blast Modifications
Note: All DCs are equal to (10 + Half Warlock level + Cha Modifier)

Shapes
- 15' Cone. Becomes 30' at level 11 and 45' at level 16. Reflex save for half damage.
- 30' Line. Becomes 60' at level 11 and 90' at level 16. Reflex save for half damage
- Wall. Deals damage to those passing through it. Lasts one round per two CL and can be up to 5' per two CL long and 5' per 4 CL high. Can make one direction safe to pass through at creation. Can only have one active at a time.
- 5' Burst. Becomes 10' at level 6, 15' at level 11 and 20' at level 16. Reflex save for half damage
- Range increase. Medium range (100' +10'/CL)
- Does not miss, travels at speed of 20'/round. Must maintain line of sight or continues in straight line until line of sight re-established or hits obstacle
- Charge. Make charge when using this (giving advantage on the attack roll) and +1 to damage per 10' traveled.
- Conduit. Once you connect, you spend a minor action each round to automatically hit with this blast again until you choose not to blast, do not have a minor action to use, are counterspelled or take damage and subsequently fail a spellcraft check.
-Execution. Automatic critical hit within 10'. Becomes 20' at level 11 and 30' at level 16.
-Ignores 5% miss chance. Becomes 10% at level 6, 15% at level 11 and 20% at level 16.
-Ignores spell resistance. Minimum level 11.
-Minor action to add Eldritch Blast damage dice to weapon attacks for one round per 4 Warlock levels. Cannot use Essences in conjunction with this shape.
-Minor action to create two claws that deal damage as creature of your size plus Eldritch Blast damage. Lasts one round per 4 warlock levels.

Essences
- Can be used to counterspell and dispel. Becomes reaction to use this, but cannot deal damage or apply shapes other than range increase.
- Non-lethal damage
- Force damage. Ignores hardness
- Will save vs. Fear or be shaken for 1 round per two CL
- Will save or be sickened for 1 round per two CL
- Will save or be Dazed for one round. Minimum level 11.
- Will save or be Stunned for one round. Minimum level 16.
- Reflex save or be slowed for 1 round per three CL. Minimum level 6.
- Fortitude save or be fatigued for one round per two CL. Minimum level 6.
- Fire or cold damage
- Acid, Electrical or Sonic damage. Minimum level 11.
- Reflex save or be pushed 5' away from point of origin per four CL. Successful save negates push but still means flatfooted until their next turn. Minimum level 11.
- Positive or negative energy, in d4s instead of d6s. Minimum level 16. Positive energy can heal the living and negative energy can heal undead.
- Fort save or take one negative level. Minimum level 16.
- Deals half slashing and half piercing damage, and applies one point of bleed damage per damage die on a failed reflex save. Those subject to Bleed damage take the stated amount of damage at the beginning of their turn every round until healed by an external source, like a heal check or magical healing.


ACF: Trade average Casting progression for average Incarnum progression.

Kane0
2012-09-05, 06:44 PM
The Monk

HD: 2d4
Skills per level: 4
Class Skills: Acrobatics, Athletics, Deception, Know (Extraplanar, History & Society), Linguistics, Perception, Speech (Aggressive, Assertive), Stealth, Trade, UMD)
Proficiencies: Skilled in 3 Weapon Groups, No armor or shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +0.75 | +0 | +0 | +0 | Monk Weapons, AC Bonus, Techniques
2th | +1.5 | +0 | +0 | +0 | Wholeness of Body, Flurry of Blows
3th | +2.25 | +1 | +1 | +1 | Movement Speed increase 10'
4th | +3 | +1 | +1 | +1 | Save Ability
5th | +3.75 | +2 | +2 | +2 | Slow Fall
6th | +4.5 |+2 | +2 | +2 | Physique
7th | +5.25/+0.25 | +3 | +3 | +3 | Movement Speed increase 10'
8th | +6/+1 | +3 | +3 | +3 | Save Ability
9th | +6.75/+1.75 | +4 | +4 | +4 | Purity of Body
10th | +7.5/+2.5 | +4 | +4 | +4 | DR 5/-
11th | +8.25/+3.25 | +5 | +5 | +5 | Movement Speed increase 10'
12th | +9/+4 | +5 | +5 | +5 | Improved Save Ability
13th | +9.75/+4.75 | +6 | +6 | +6 | Diamond Body
14th | +10.5/+5.5/+0.5 | +6 | +6 | +6 | Diamond Soul
15th | +11.25/+6.25/+1.25 | +7 | +7 | +7 | Movement Speed increase 10'
16th | +12/+7/+2 | +7 | +7 | +7 | Improved Save Ability
17th | +12.75/+8.5/+2.75 | +8 | +8 | +8 | Empty Body
18th | +13.5/+9.5/+3.5 | +8 | +8 | +8 | Fast Healing 1
19th | +14.25/+9.25/+4.25 | +9 | +9 | +9 | Movement Speed increase 10'
20th | +15/+10/+5 | +9 | +9 | +9 | Perfect Self
[/table]

Monk Weapons:
The Monk select two weapon categories that he is proficient in. When using a weapon from these categories he increases the damage die by one step.

AC Bonus:
When unencumbered and not wearing armor the Monk adds his Constitution bonus to AC, plus an additional +1 per 4 Monk levels.

Techniques:
The Monk gains Techniques following the slow progression. Monks can pick Techniques from the Focused Scholar or Resolute Steel Disciplines, the Bladed Breeze or Devoted Bulwark Disciplines, and the Savage Fury or Hidden Strength Disciplines. A Monk recovers any and all expended Techniques by spending a full round in meditation and reflection, sacrificing his Standard, Move and Minor actions plus any Reactions he would normally receive for that turn.

Flurry of Blows:
When unencumbered, not wearing armor and attacking with a Monk weapon a Monk gains one additional, identical attack for every iterative due to BAB. For example at level 2: +1.5/+1.5 and at level 20: +15/+15/+10/+10/+5/+5.
When using with two Monk weapons with this ability the Monk cannot gain extra attacks from the second weapon.

Wholeness of Body:
The Monk gains a pool of points equal to 3x his Monk level. As a standard action he can draw points from this pool to heal HP equal to the amount of points drawn. This pool replenishes once per rest, but not more than once per 24 hours.

Movement Speed Increase 10':
While unencumbered and not wearing armor the Monk increases all his natural (not gained from magical abilities) movement speeds by 10'. Whenever the Monk gains this ability the effects stack.

Save Ability:
The monk picks to gain one of: Evasion, Mettle or Resolve. A monk chooses another ability to gain at level 8. He cannot pick the same ability twice.

Slow Fall:
When unencumbered and not wearing armor a Monk treats any fall as only half the distance it actually is.

Physique:
The Monk can choose to gain advantage on any Athletics or Acrobatics check up to once per 4 Monk levels per day

Purity of Body:
The Monk becomes immune to disease

DR 5/-:
The Monk reduces any hit point damage taken by 5 points.

Improved Save Ability:
The Monk chooses to improve his Evasion, Mettle or Resolve ability to its improved version, but can only pick to improve an ability he already has. The Monk can instead opt to gain the last Save ability he has not chosen if he so wishes. A Monk chooses another ability at level 16, and cannot improve the same ability twice.

Diamond Body:
The Monk becomes immune to poison

Diamond Soul:
The Monk Gains spell resistance equal to 10 + Monk level

Empty Body:
When unencumbered and not wearing armor as a move action the Monk can become Ethereal for up to one minute. This ability can be used up to three times per day and is considered a magical effect. Dismissing the effect early requires a Minor action.

Fast Healing 1:
When unconscious or asleep the monk heals one hit point per round. This ability cannot be used to re-attach severed limbs or repair other grievous injuries.

Perfect Self:
The Monk gains a +2 bonus to all attributes and no longer accrues any attribute penalties for aging. He still dies when his time is up.

Archetype: Ascetic
Level 1: AC Bonus: Uses Wis instead of Con
Level 1: Techniques: All DCs for Techniques use Wis as their Initiating ability
Level 2: Flurry of Blows: Replaced by Intuitive Attack: The Monk uses his Wisdom bonus for attack rolls instead of his Strength or Dexterity.
Level 8: Save Ability: Replaced by Intuitive Defense: Uses Wisdom bonus instead of Constitution for Fortitude saves and Dexterity for Reflex saves
level 16: Improved Save Ability: Replaced by Improved Intuition:Your wisdom bonus is increased by 50%

ACF: Trade slow Technique progression for slow Incarnum progression.

Zelkon
2012-09-05, 06:49 PM
Love it. How's the warlock going to look? 4e-ish or 3e-ish? Count me in the movement.
Not sure I like the sorcerer direction...

Kane0
2012-09-05, 07:27 PM
The warlock will keep his blast and will get at least half a dozen alterations (shapes + essences) but his invocations will be turned into vancian casting like everyone else until we can hammer out the details of alternate magic systems like spell points, invocations and the 'Reuter Casting Mechanic (http://www.giantitp.com/forums/showthread.php?t=254461)'.

The sorc will get the sudden versions of any metamagic he knows a limited number of times per day (sudden will be unavaliable to other casters), but it is a sideline to his PF-esque bloodlines.

Zelkon
2012-09-05, 07:44 PM
The sorc will get the sudden versions of any metamagic he knows a limited number of times per day (sudden will be unavaliable to other casters), but it is a sideline to his PF-esque bloodlines.

I'd flip this around personalty, though I'd see what other people think.

toapat
2012-09-05, 09:03 PM
While i like in theory the idea of making the Smite last a while, the problem is, it isnt really smiting if it stretches past that one 6 second block of time that makes up a single full attack, it is Conviction. Also changing it from flat damage to additional dice actually nerfs smite back into about where it was (The real strength of Smite in 3.5 is that it is a better version of Power attack, but hurt because it is a standard action instead of a round long buff)

also, when i Said ACFs, i meant as in PF style with the divine bond.

Alignment auras are not really that interesting, even if you have the 4 UA ones.


Remember, one of the things that strengthens a system is when each class feels unique. In my opinion one of the huge flaws of trying to fill in every single "Dead" level is that it often does so at the cost of the feel of a class.

Xechon
2012-09-05, 09:10 PM
How about priest for spontaneous cleric.

Logic
2012-09-05, 09:19 PM
Can we change the name of the "Spellsword" to "Spellwarrior?"

Part of it is fluff, but some gish characters use axes, or spears.

Kane0
2012-09-05, 10:37 PM
@ Zelkon
Im a little wary about the metamagic thing but im interested to see how it plays out in a controlled environment away form all the metamagic shenanigans of 3rd ed

@ Toapat
Changed smite to conviction for damage, and smite replaces Scathing blow for attack. What do you reckon?
Those auras will hopefully be something like what an incarnate or previous paladin would get. At this point at least.

@Logic
Put in a few name suggestions there

toapat
2012-09-05, 11:51 PM
@ Toapat
Changed smite to conviction for damage, and smite replaces Scathing blow for attack. What do you reckon?
Those auras will hopefully be something like what an incarnate or previous paladin would get. At this point at least.

the problem now is simply, a Table only conveys so much

No one has Good Tome progression

Variety of appropriate recovery mechanics MIA.

Simplistic tables

Kane0
2012-09-06, 12:09 AM
Im going to inlcude the progression tables when im done with the class outlines.

We are hoping to steal the show back away from ToB wihout losing all its content.

Which recovery mechanics would you recommend to go where? Im not a fan of the standard action or single attack recovers all but the one random per round was pretty neat.

Edit: Fighter and Rogue are up, I'm hoping to do the Magus and Warlock next.

Zelkon
2012-09-06, 06:47 AM
Not a huge fan of rogues not having a dex-based option...

toapat
2012-09-06, 08:57 AM
Im going to inlcude the progression tables when im done with the class outlines.

We are hoping to steal the show back away from ToB wihout losing all its content.

Which recovery mechanics would you recommend to go where? Im not a fan of the standard action or single attack recovers all but the one random per round was pretty neat.

Edit: Fighter and Rogue are up, I'm hoping to do the Magus and Warlock next.

Barbarian: on dealing terminal damage
Fighter: 5 minutes after combat, full warblade progression
Pally: AoO when fighting defensively. shoould be renamed templar though to not irritate the fact that the term paladin means most noble of warriors
Rogue: on AoO/attack from hidden

Kane0
2012-09-09, 10:23 PM
Fairly big update.
-Added spellcasting progressions in top post
-Added Wizard, Sorcerer, Warlock and Magus. Not complete, but the framework is there.
-Changed the recovery methods of Barbarian, Rogue and Magus as per Toapat's suggestion.

Also, @ Zelkon.
Dex for Rogues is still important.
- They only get light armor, so Dex is important for AC
-Both Uncanny dodge and Evasion are still bolstered by good Dex.
-Two weapon fighting is now very handy for rogues, especially in conjunction with finessable weapons (weapon finesse is not a feat tax anymore)
- Ranged combat has been boosted also, so DEX to attack is also nice

Kane0
2012-09-10, 10:25 PM
Artificer and Cleric have been added. Cleric is a little bare though.

Kane0
2012-09-12, 09:51 PM
Ranger is finished. It looks like Monk won the last reserved spot. If we do bard or anything else it will probably be in another thread or something.

Does everyone think these are balanced against one another so far?

Kane0
2013-01-20, 03:21 AM
More classes coming up on page 2!

Kane0
2013-01-20, 03:22 AM
Expanded class #1: Bard

They're going to get warcries.

Kane0
2013-01-20, 03:25 AM
The Dragon Adept

HD: 2d4
Skills per level: 4
Class Skills: Athletics, Trade, Speech (Aggressive, Assertive), Linguistics, Spellcraft, UMD, Perception, Know (History & Society), Survival
Proficiencies: Skilled in 3 Weapon Groups, Light & Medium Armor, Light Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +0.75 |+0 | +0 | +1 | Spellcasting, Breath Weapon +1d6, Draconic Patronage
2th | +1.5 |+0 | +0 | +1 | Aura +1
3th | +2.25 |+1 | +1 | +2 | Breath Weapon +2d6
4th | +3 |+1 | +1 | +2 | Resolve
5th | +3.75 | +1 | +2 | +3 | Breath Weapon +3d6
6th | +4.5 |+2 | +2 | +4 | Aura +2
7th | +5.25/+0.25 | +2 | +3 | +4 | Breath Weapon +4d6
8th | +6/+1 | +2 | +3 | +5 | Draconic Adaption
9th | +6.75/+1.75 | +3 | +4 | +5 | Breath Weapon +5d6
10th | +7.5/+2.5 | +3 | +4 | +6 | Aura +3
11th | +8.25/+3.25 | +3 | +5 | +7 | Breath Weapon +6d6
12th | +9/+4 | +4 | +5 | +7 | Improved Resolve
13th | +9.75/+4.75 | +4 | +6 | +8 | Breath Weapon +7d6
14th | +10.5/+5.5/+0.5 | +4 | +6 | +8 | Aura +4
15th | +11.25/+6.25/+1.25 | +5 | +7 | +9 | Breath Weapon +8d6
16th | +12/+7/+2 | +5 | +7 | +10 | Draconic Heritage
17th | +12.75/+8.5/+2.75 | +5 | +8 | +10 | Breath Weapon +9d6
18th | +13.5/+9.5/+3.5 | +6 | +8 | +11 | Aura +5
19th | +14.25/+9.25/+4.25 | +6 | +9 | +11 | Breath Weapon +10d6
20th | +15/+10/+5 | +6 | +9 | +12 | Capstone
[/table]
Spellcasting
Spont, Cha based, Medium Progression.


Breath Weapon
You can breathe either a 15' cone or 30' line of fire, cold, electricity or acid. A successful reflex save halves the damage received. After using your breath weapon you cannot use it again for 1d4 rounds. At level 10 the range doubles to a 30' cone or a 60' line.

Draconic Patronage
Pick one type of dragon, such as Red or Silver. You are immune to the frightful presence ability of dragons of that type and gain advantage on speech checks against dragons of that type.

Aura
While in combat, you can bring up an aura with a 30' radius that effects you and all allies within its radius. What aura you choose to use determines what effects the aura has. Changing an aura is a minor action, and you can only have one aura active at any given time.

Auras:

Energy Shield: Foes that land attacks take 2x Aura bonus as one of the following kinds of energy damage: Fire, Cold, Acid or Electricity
Power: Aura bonus to damage dealt
Resistance: Gain 5x Aura Bonus as energy resistance against one energy type of Fire, Cold, Acid or Electricity
Toughness: Gain DR/- equal to Aura Bonus
Vigor: Gain fast healing equal to Aura Bonus, but only when Bloodied (below half HP)
Senses: Gain Aura Bonus on Perception and Initiative checks
Presence: Gain Aura Bonus on Speech checks


Resolve

Draconic Adaption
You gain immunity to paralysis and sleep and gain blindsense out to 30'.

Improved Resolve

Draconic Heritage
You can subsist on the diet of the dragon type from your Draconic Patronage ability, as well as gain their lifespan. You also gain water breathing, a swim speed and/or a burrow speed if the dragon type from your Draconic Patronage ability has these abilities.

Capstone
You can have two auras active at once, or you can have a single aura at double range (out to a 60' radius).
In addition, you can summon a dragon of the type from your Draconic Patronage ability as per the summon monster IX spell, bringing forth a single dragon of up to the Ancient age category. You can alternatively use this ability to commune with a dragon of up to the Great Wyrm age category, as per the commune spell. This ability is usable once per day.
[/SPOILER]

Kane0
2013-01-20, 03:28 AM
The Cavalier

HD: 3d4
Skills per level: 2
Class Skills: Athletics, Trade, Speech (Assertive), Linguistics, Perception, Know (History & Society)
Proficiencies: Skilled in 4 Weapon Groups, All Armor, Light Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +1 |+1 | +0 | +0 | Mount, Techniques
2th | +2 |+1 | +0 | +0 | Scathing Blow, Aura
3th | +3 |+2 | +1 | +1 | Challenge +1d4
4th | +4 |+2 | +1 | +1 | Mettle
5th | +5 | +3 | +1 | +2 | Block 1/encounter
6th | +6/+1 |+4 | +2 | +2 | Aura
7th | +7/+2 | +4 | +2 | +3| Challenge +2d4
8th | +8/+3 | +5 | +2 | +3| Improved Charge
9th | +9/+4 | +5 | +2 | +4 | Block 2/encounter
10th | +10/+5 | +6 | +3 | +4 | Aura
11th | +11/+6/+1 | +7 | +3 | +5 | Challenge +3d4
12th | +12/+7/+2 | +7 | +3 | +5 | Improved Mettle
13th | +13/+8/+3 | +8 | +4 | +6 | Block 3/encounter
14th | +14/+9/+4 | +8 | +4 | +6 | Aura
15th | +15/+10/+5 | +9 | +4 | +7 | Challenge +4d4
16th | +16/+11/+6/+1 | +10 | +5 | +7 | Masterful Charge
17th | +17/+12/+7/+2 | +10 | +5 | +8 | Improved Scathing Blow
18th | +18/+13/+8/+3 | +11 | +5 | +8 | Aura
19th | +19/+14/+9/+4 | +11 | +6 | +9 | Challenge +5d4
20th | +20/+15/+10/+5 | +12 | +6 | +9 | Capstone
[/table]

Mount
As druid Animal Companion, but must be ridable.

Techniques
Slow progression. Resolute Steel, Devoted Bulwark and Rallying Banner disciplines. Regained by defeating challenged foe

Scathing Blow

Aura


Challenge
Designate one foe as minor action, gaining bonus weapon damage against that foe but disadvantage on attacks and saving throws vs other enemies until challenge has ended (by one side's defeat). Usable once per hour.

Mettle

Block
As reaction can impose disadvantage to attacks against himself/mount or an ally within 5' for one round.

Improved Charge
Provoke no reactions from movement while charging and can move over difficult terrain at no penalty.

Improved Mettle

Masterful Charge
Critical multiplier increased by .5 while charging and need not move in straight line.

Improved Scathing Blow

Capstone

Kane0
2013-01-20, 03:29 AM
The Hexblade

HD: 3d4
Skills per level: 2
Class Skills: Athletics, Deception, Trade, Speech (Aggressive, Assertive), Perception, Know (History & Society), Spellcraft, Survival, UMD
Proficiencies: Skilled in 4 Weapon Groups, Light & Medium Armor, Light Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +1 |+0 | +1 | +0 | Techniques or spells,
2nd | +2 |+0 | +1 | +0 | Scathing Blow
3rd | +3 |+1 | +2 | +1 | Hex -2
4th | +4 |+1 | +2 | +1 | Evasion
5th | +5 | +2 | +3 | +1 | Steal Spell
6th | +6/+1 |+2 | +4 | +2 | Grace
7th | +7/+2 | +3 | +4 | +2| Hex -4
8th | +8/+3 | +3 | +5 | +2| Acrobatic Charge
9th | +9/+4 | +4 | +5 | +3 | Physique
10th | +10/+5 | +4 | +6 | +3 | Fate, Luck and Skill (1/Day)
11th | +11/+6/+1 | +5 | +7 | +3 | Hex -6
12th | +12/+7/+2 | +5 | +7 | +4 | Improved Evasion
13th | +13/+8/+3 | +6 | +8 | +4 | Reveal Spells
14th | +14/+9/+4 | +6 | +8 | +4 | Fate, Luck and Skill (2/Day)
15th | +15/+10/+5 | +7 | +9 | +5 | Hex -8
16th | +16/+11/+6/+1 | +7 | +10 | +5 | Aura of Unluck
17th | +17/+12/+7/+2 | +8 | +10 | +5 | Improved Scathing Blow
18th | +18/+13/+8/+3 | +8 | +11 | +6 | Fate, Luck and Skill (3/Day)
19th | +19/+14/+9/+4 | +9 | +11 | +6 | Hex -10
20th | +20/+15/+10/+5 | +9 | +12 | +6 | Capstone
[/table]

Techniques or Spells
The Hexblade dabbles in either Spellcasting or Martial Techniques. Choose one to gain the slow progression in.
If you choose Techniques you can select Techniques from the X, Y and Z Disciplines. Hexblades recover one Technique of their choice when they Hex a target or Steal a Spell.
If you choose Spellcasting, it is spontaneous and CHA based, following the slow progression. The Hexblade can select arcane spells from the Illusion, Enchantment, Divination, Transmutation and Universal spell schools. Being a spontaneous caster, the Hexblade need not use material components for spells that have material components with no listed cost, but cannot learn extra spells except for rare circumstances, such as absorbing a powerful magic item, receiving one as a gift from a high level Hexblade or a lengthy ritual utilizing powerful Arcane magic. A Hexblade that selects spellcasting need not take Spell Focus to gain access to 4th level spells and gains the Armored Mage (light) ability.

Scathing Blow
If you miss an attack by up to 5 on your attack roll against AC you still deal minimum possible damage

Hex:
The Hexblade can put a curse on a target, lowering their Attack Bonus, AC, a type of Saving Throw or a single Ability Score by 2 on a failed will save (DC = 10 + Half Hexblade level + Cha modifier), lasting one minute per Hexblade level. Every 4 levels after 3rd the Hexblade can increase the penalty by 2, to be distributed in any way he sees fit. Hexing is a minor action and a target that has successfully saved against a Hexblades Hex is immune to further Hex attempts by that Hexblade for 24 hours.

Steal Spell:
As a standard action as part of an attack can attempt to steal a spell or similar magic ability. If hit the target must succeed on a will save (DC= Half Hexblade level + Cha modifier) or lose the spell or magic ability chosen (randomly selected if not). If the target fails, the spell lost is given to the Hexblade to use, but it is lost if not used within 8 hours. If the spell or magic ability taken is not expendable (such as a cantrip or at will SLA) then the spell is rendered unusable until the Hexblade uses it. This ability is usable a number of times per day equal to half Hexblade level.

Grace
The Hexblade adds half his Charisma bonus to Reflex Saving Throws and AC

Acrobatic Charge
When charging, the Hexblade need not move in a straight line

Physique
The Hexblade can choose to gain advantage on any Athletics or Acrobatics check up to once per 4 Hexblade levels per day

Luck, Fate and Skill
The Hexblade can choose to reroll a failed Attack roll, Skill Check, Saving throw or Ability Check.

Reveal Spells
Whenever a Hexblade successfully Hexes or steals a spell of a target he learns all spells and magical abilities the target has prepared or ready.

Aura of Unluck
The Hexblade gains 20% miss chance against Melee, Ranged and Magic attack rolls made against him.

Improved Scathing Blow
This ability replaces Scathing Blow. If you miss an attack roll due to AC (excluding rolling a 1) you still deal half damage.

Kane0
2013-01-20, 03:33 AM
Expanded class #5: Binder/Truenamer

Kane0
2013-01-20, 03:34 AM
Expanded class #6: ToB class

Kane0
2013-01-20, 03:35 AM
Expanded class #7: Incarnum Class

Kane0
2013-01-20, 03:36 AM
The Warmage

HD: 2d4
Skills per level: 2
Class Skills: Athletics, Trade, Speech (Aggressive), Perception, Know (History & Society), Spellcraft
Proficiencies: Skilled in 2 Weapon Groups, Light Armor & Light Shields

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

1st|+|+|+|+|Armored Mage (Light), Warmage Edge, Spellcasting

2nd|+|+|+|+|Spell Shield, Substitute Energy

3rd|+|+|+|+|Advanced Learning

4th|+|+|+|+|Resolve, Energy Resistance

5th|+|+|+|+|Advanced Learning

6th|+|+|+|+|Sudden Metamagic 1/Day

7th|+|+|+|+|Advanced Learning

8th|+|+|+|+|Energy Resistance

9th|+|+|+|+|Advanced Learning

10th|+|+|+|+|Sudden Metamagic 2/Day

11th|+|+|+|+|Advanced Learning

12th|+|+|+|+|Enduring Magic, Improved Resolve

13th|+|+|+|+|Advanced Learning

14th|+|+|+|+|Sudden Metamagic 3/Day

15th|+|+|+|+|Advanced Learning

16th|+|+|+|+|Warmage Foil, Energy Resistance

17th|+|+|+|+|Advanced Learning

18th|+|+|+|+|Sudden Metamagic 4/Day

19th|+|+|+|+|Advanced Learning

20th|+|+|+|+|Capstone
[/table]

Spellcasting
A warmage is a spontaneous arcane caster following the full progression, but only has access to the Evocation, Abjuration and Universal Spell Schools. Warmages can also add to their existing spell list through their advanced learning ability as they increase in level (see below). The warmage can also select one spell of each level except his highest available spell level that he can cast without expending the spell slot it uses, like a cantrip.

Armored Mage (Light):
The Warmage can cast in light armor without incurring a chance of ASF

Warmage's Edge
Whenever a Warmage casts an Evocation or Abjuration spell that deals hit point damage, he adds his Intelligence bonus and class level to the damage dealt.
Note: The bonus from the Warmage's Edge special ability applies only to spells that he casts as a Warmage, not to those he might have by virtue of levels in another class, nor by scrolls or other means of casting or replicating spells.
Note: A single spell can never gain this extra damage more than once per casting. Exception: If a spell deals damage each round the extra damage applies each round.

Arcane Shield
As a Reaction the Warmage can sacrifice a spell slot to gain DR X/- for one round, where X equals 3x spell level.

Substitute Energy
The Warmage can substitute the energy damage dealt by a spell to another energy type out of: Cold, Fire or electricity. At level 10 this expands to include Acid, Sonic and Force. This ability is usable 3 times per day, and an additional once per day every 4 levels after 2nd.

Advanced Learning
At 3rd and every two levels thereafter a Warmage can add a new spell to his list from another spell school. The spell must be an arcane spell of a spell level he has access to.

Sudden Metamagic
A number of times per day the Warmage can apply the effects of any metamagic feat he possesses without increasing the spell level.

Energy Resistance
Pick one energy type (Acid, Cold, Electricity, Fire, Sonic, Positive, Negative, Magic). You either gain 10 points of resistance to this energy type or increase any existing resistance of this type by 10.

Enduring Magic
Any evocation or Abjuration spell the Warmage casts has its duration (if any) doubled and incur disadvantage on checks to counter or dispel.

Warmage Foil
Bonus damage from the Warmage Adge ability bypasses damage resistance, damage reduction, fast healing and regeneration.

Capstone:

Kane0
2013-01-20, 03:37 AM
Expanded class #9: Specialist Caster #2 (Enchantment/Illusion)
Beguiler + Mindbender + Etc

Kane0
2013-01-20, 03:39 AM
Expanded class #10: Specialist Caster #3 (Conjuration/Divination)
Summoner + Fatespinner + Wayfinder + Etc

Kane0
2013-01-20, 03:41 AM
Expanded class #11: Specialist Caster #4 (Necromancy/Transmutation)
Healer + Transmogrifist + Etc

Kane0
2013-01-20, 03:47 AM
Expanded class #12: Psionic