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View Full Version : Base Class Challenge XIV - Champions and Mooks



Temotei
2012-09-26, 09:49 PM
Champions and Mooks

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



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


2. Submissions are due by 23:59 Central Standard Time (GMT -5) on November 4th, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


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


4. Everyone is allowed only one entry per contest.


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


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

Ready?

Command!

Temotei
2012-09-26, 09:51 PM
Base Class Name

Put an image of your class here (following da rules (http://www.giantitp.com/forums/announcement.php?f=15&a=67))!

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

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

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

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

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

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

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

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

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

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

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

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

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

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

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




Base Class Name

Put an image of your class here!

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

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

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

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

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

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

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

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

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

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

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

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

1st|
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Class Features
All of the following are class features of the CLASS NAME.

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

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

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

Silva Stormrage
2012-09-26, 10:11 PM
The Shade Channeler
http://www.danscottart.com/Images/Lich.jpg
"Interesting. I can sense how many creatures perish in this world. The number is staggering, we are nearing one hundred thousand for today alone. I wonder how people can be so foolish and stupid to die that easily and in such number. Then I remember there are people like you who just rush to their pointless death hoping for a fleeting moment of glory. Foolish heroes, only death is eternal!"
-Santu the Vile battling a group of adventurers

Death is natural, death is a part of every living creature. Even immortal gods perish after millenia. Shade Channelers are those who harness the power of the recently deceased. Powerful masters of undead Shade Channelers often have a small army of powerful undead following them.

Adventures: A Shade Channeler may have many different reasons to adventure. A Shade Channeler may choose to adventure to help ease the pain of death around the world. Maybe he has a grand desire to reduce the amount of death in the world or to remove death entirely from the world. Maybe an Evil Shade Channeler wishes to spread more death and being an adventurer leads him to many sites of mass death where his power grows.

Characteristics: Shade Channelers are casters of great power. They may not have the dedication or the sustainability of other casters but they gain versatility and an impressive horde of undead at their beck and call.

Alignment: Shade Channelers can be any type of alignment though most tend towards neutral. Some good aligned Shade Channelers travel the world trying to ease the pain of death for others, reduce the amount of death around the world. Evil Shade Channelers almost always attempt to cause more and more death around them. Wether through subtly manipulating politicians to go to war or declaring open war on kingdoms with a horde of undead behind them. They then often use the power gained from such wars to bolster their own power or further their own goals.

Religion: Most Shade Channelers follow a god of death such as Wee Jas or Nerull. Some decide to follow their lives to a god of life and energy to try to counteract the spread of death but those are far and few between.

Background: Through either training, close contact with undead or spirits or some other way Shade Channelers become connected with the death of the world. They harness the power of those briefly departed and thus become harbingers for those who have fallen or devastating conquers whose power grows with each village overtaken. Many good and neutral aligned Shade Channelers become somewhat cold and depressed as their outlook on the world becomes somewhat blunt and cold. A Shade Channeler who can keep his hopes high despite feeling the pull of death all around them is truly an optimistic person.

Races: Any race with a short life span is prone to becoming a Shade Channeler. Those who grow up unscathed by the touch of death tend to avoid becoming attuned to the spirit world. Such that races such as Elves and other long lived races will not often become Shade Channelers. Elans and outsiders almost never become Shade Channelers unless they spend a lot of their time around numerous dying humanoids or other sentient creatures.

Other Classes: Many paladins and clerics despise Shade Channelers as they associate all undeath with evil grave robbers. Many druids however tend to accept Shade Channelers if they are not to enthusiastic about raising the dead due to the Shade Channelers acceptance of death as a natural order. Most other classes treat Shade Channelers as any other necromancer, however many see them as grim and depressing at times.

Role: The Shade Channeler is a primary caster who has incredible control over necromancy and the undead. He can focus on animating hordes of undead and coordinating them into a strike force of doom as he weakens and hampers opponents from afar.

Abilities: Charisma is without a doubt the most important ability for a Shade Channeler as it determines their spell dc's, bonus spirit points, rebuke attempts, and a number of their class features. Con is of importance early levels but if they become undead as most Shade Channelers do it loses some value. Dexterity is important as many necromancy spells are rays and require ranged touch attacks.


Hit Die: d8

Starting Gold: As wizard.


Class Features

Class Skills: The Shade Channeler's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int) , Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Hide (Dexterity), Intimidate (Cha), Knowledge (All Taken Individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)


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

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spirit Points|Spell Level
1st|
+0|
+2|
+0|
+2|Spirit Channeling, Rebuke Undead, Soul Harvest, Death Sense, Undead Tactic I|6|1st
2nd|
+1|
+3|
+0|
+3|Corpse Crafter|10|1st
3rd|
+2|
+3|
+1|
+3|Undead Tactic II|15|2nd
4th|
+3|
+4|
+1|
+4|Spirit Boon I, Efficient Control (1)|21|2nd
5th|
+3|
+4|
+1|
+4|Undead Tactic III,Horde Empowerment, Bonus Feat|28|3rd
6th|
+4|
+5|
+2|
+5|Spirit Boon II, Form of Death (I)|36|3rd
7th|
+5|
+5|
+2|
+5|Undead Tactic IV, Transfer Target (1/Day)|45|4th
8th|
+6/+1|
+6|
+2|
+6|Soul Tether, Spirit Boon III, Efficient Control (2)|54|4th
9th|
+6/+1|
+6|
+3|
+6|Undead Tactic V, Alternate Source |62|5th
10th|
+7/+2|
+7|
+3|
+7|Custom Horde I, Spirit Boon IV, Bonus Feat|75|5th
11th|
+8/+3|
+7|
+3|
+7|Undead Tactic VI, Ranged Animation|89|6th
12th|
+9/+4|
+8|
+4|
+8|Spirit Boon V, Efficient Control (3),Form of Death (II), Transfer Target (2/Day)|104|6th
13th|
+9/+4|
+8|
+4|
+8|Undead Tactic VII, Custom Horde II|120|7th
14th|
+10/+5|
+9|
+4|
+9|Spirit Boon VI, Horde Perfection|137|7th
15th|
+11/+6/+1|
+9|
+5|
+9|Undead Tactic VIII, Bonus Feat|155|8th
16th|
+12/+7/+2|
+10|
+5|
+10|Custom Horde III, Spirit Boon VII, Dread Army, Efficient Control (4)|174|8th
17th|
+12/+7/+2|
+10|
+5|
+10|Undead Tactic IX, Transfer Target (3/Day)|194|9th
18th|
+13/+8/+3|
+11|
+6|
+11|Spirit Boon VIII, Form of Death (III)|215|9th
19th|
+14/+9/+4|
+11|
+6|
+11|Undead Tactic X, Custom Horde IV|235|9th
20th|
+15/+10/+5|
+12|
+6|
+12|Bonus Feat, Spirit Boon IX, Efficient Control (5), Embodiment of Death|261|9th
[/table]

Weapon and Armor Proficiencies: Shade Channelers are proficient with all simple weapons and one martial weapon of their choice (Usually a scythe), chosen at the first level. They are proficient in all light armors and with all shields except for the tower shield.

Spells A Shade Channeler casts spells drawn from the Shade Channeler spell list (See the Spirit Channeling class feature below). He casts spells spontaneously from any spell he has available to him. To cast a spell a Shade Channeler needs a charisma score of 10+ the spell level. The difficulty class for a saving throw against a spell cast by a Shade Channeler is 10+the spell level + the Shade Channeler's charisma modifier. A Shade Channeler does not cast by expending spell slots but instead channels the energy of the recently departed to cast his spells. Any prestige class that advances casting advances the Shade Channeler's Spirit Point progression and his maximum spell level at every level where it would normally progress spell casting. The Shade Channeler's spells are neither arcane or divine, though they do not have arcane spell failure.

Spirit Channeling: The Shade Channeler does not cast spells by expending his own energy, he simply molds the energy of the world's recently deceased. Spirit Points are the Shade Channeler's ability to manipulate the energy of the dead and to use their power. The Shade Channeler gains a bonus on Spirit Points equal to his charisma modifier multiplied by his class level. The Shade Channeler can regain Spirit Points just like a caster normally regains spell slots. Casting a spell functions as normal but instead of expending a spell slot the Shade Channeler expends a number of Spirit Points equal to double the spell level of the spell. The Shade Channeler can never have more Spirit Points than his maximum, the number indicated by his class level + his charisma modifier * class level.

The Shade Channeler does not have a spell list like normal casters. Instead whenever he refreshes his spirit energy he calls certain spells that he will have available for the day. For every spell that the Shade Channeler calls for that day he must expend Spirit Points equal to double the spell level of the spell. He may never call more than three spells available per spell level. The Shade Channeler may call any spell from the Necromancy school or any spell from the Conjuration school that is on the Wizard/Sorcerer spell list. In addition, at first level the Shade Channeler can choose to call spells from an additional school on the Wizard/Sorcerer spell list, either, Evocation Illusion, Divination or Abjuration. Once the Shade Channeler makes this choice it can't be changed even with a wish or a miracle. Finally, the Shade Channeler can choose any spell that specifically enhances undead or animation of undead. Thus he could choose desecrate since it helps animating undead but not bull's strength as that can help all creatures not just undead.

As a Shade Channeler gains power based on the recently deceased in the world they gain more power when death's are above average and less when deaths are below average. If a Shade Channeler spends significant time in an area of great death he also can harvest more energy if he replenishes his Spirit Points within the next 24 hours. Similarly if he spends significant time in an area of low death his power declines. This is up to a DM to decide but I will make a table to illustrate some guidelines. If the DM feels that the campaign world would make this feature unbalanced he may not use it in the setting.


{table=head]Event|Spirit Point %
Spending an hour near a recent (Within the week) small scale battlefield|120%
Spending an hour near a recent (Within the week) large scale battlefield|150%
Spending full day in a large country where death is either non existent or very very minimal |25%
Spending a full day in a particular city where death is either non existent or very minimal|80%
A global plague (The Black Death) sweeps across the land|140%
A war starts between two nearby medium sized nations|110%
A war starts between two nearby large nations|120%
A world wide conflict|150%
[/table]
Note: As the Shade Channeler gains power from the souls of the recently departed if something that causes people to die but have their souls not pass on (Invading demons trap the souls of their enemies, or undead apocalypse) the Shade Channeler doesn't gain as much benefit from it.



Death Sense: (Ex) The Shade Channeler feels death around him and can sense when a creature dies near him. The Shade Channeler feels out in an aura of 100ft per class level. If any creature dies within the area the Shade Channeler can feel his soul escaping and can pinpoint not only the location of the death but also the general cause. The Shade Channeler can only determine general information from a death sensed through this class feature. A Shade Channeler can feel a person was murdered within the area but can't tell by what or how, he can't determine it was done by Bob the butler with a knife, who lives on 123 Main Street on the 3rd floor.

In addition the Shade Channeler has a general feel for the death in the world though it is much less accurate than his aura explained above. He automatically knows the number of people who have died that day and can generally determine roughly what causes the deaths in the world. Thus for example a Shade Channeler may know that around 25% of the deaths were caused by disease 30% due to monster attacks or murder 10% due to old age and 35% to war. He can't determine the percentage of people that died to anything specific like a particular kind of disease or a particular war going on.

Rebuke Undead: The Shade Channeler can rebuke undead as a cleric of equal level a number of times equal to 3 + his charisma modifier.

Soul Harvest (Su): As a free action the Shade Channeler can attempt to harvest the essence of those recently fallen more effectively. If any creature within 10ft/class level dies within the next round the Shade Channeler gains a number of Spirit Points equal to 1/2 of the Shade Channeler's class level (round up). The Shade Channeler can gain at most a number of Spirit Points equal to his class level in a single round. This ability only works on intelligent creatures (those with an intelligence score of 3 or higher). This ability can be used a number of times per day equal to 1/2 the Shade Channeler's Class level (Minimum 1).

Corpse Crafter: At second level the Shade Channeler gains Corpse Crafter as a bonus feat. In addition, whenever the Shade Channeler animates an undead creature he can place a special mark on it as the Spell, Arcane Mark (http://www.d20srd.org/srd/spells/arcaneMark.htm)

Undead Tactics: The Shade Channeler is proficient with commanding hordes of undead. The Shade Channeler can preform a special maneuver or tactic with undead under his control. At first level and every 2 levels after that the Shade Channeler can select a tactic from the list below. A tactic with the (Horde) tag affects all undead within line of sight controlled by the Shade Channeler. A tactic with the (Platoon) tag affects all undead within line of sight up to a number of undead equal to 1/2 of the Shade Channeler's caster level (Minimum 1 undead). A tactic with the (Commander) tag only affects a single undead. All tactics are standard actions. A Shade Channeler may use one Horde Tactic, Platoon Tactic and Commander Tactic every 5 rounds. Such that if a Shade Channeler used a horde tactic he must wait 5 rounds before using another horde tactic. The following round he could use a commander tactic instead of a horde tactic though, thus causing him to wait 5 more rounds to use another commander tactic.

Tactics

Coordination Tactics

Maneuver Undead (Horde)
Prerequisite: None
Benefit:All undead affected by this tactic can instantly move 5ft as if by a 5ft step. They can take this movement even if they could not normally take a 5ft step. This does not count as their 5ft step for the round.

Warp Commander (Commander)
Prerequisite: Maneuver Undead
Benefit:Any undead affected by this tactic teleports instantly to one undead under your control. Both the undead affected by this tactic and the undead to which it is teleporting to must be within LOS of the Shade Channeler.
Special: This tactic is a supernatural ability

Reposition (Platoon)
Prerequisite: Maneuver Undead
Benefit:All undead affected by this tactic can switch places with any other undead targeted with this ability instantly.
Special: This tactic is a supernatural ability

Quick Deployment (Platoon)
Prerequisite: Reposition or Warp Commander
Benefit:All undead affected by this tactic gain a move action that must be taken immediately.

Mass Deployment (Horde)
Prerequisite: Quick Deployment
Benefit:All undead affected by this tactic gain a move action that must be taken immediately. However, when the undead move they teleport to their location without provoking AOO's.
Special: This tactic is a supernatural ability.


Bulwark Tactics

Defensive Line (Platoon)
Prerequisite: None
Benefit:All undead affected by this tactic gain a shield bonus to ac equal to the number of undead adjacent to them. This bonus lasts 2 rounds.

Pawn Shield (Commander)
Prerequisite: Defensive Line
Benefit: For one round all spells or attacks that require attack rolls directed at the Shade Channeler are instead redirected to the undead affected by this tactic.
Special: This tactic can only select an undead creature adjacent to the Shade Channeler. Also it is only a move action to activate instead of a standard.

Unifying Spirit Link (Horde)
Prerequisite: Defensive Line
Benefit: All undead affected by this tactic gain turn resistance equal to the number of undead within 30ft of them. To a maximum of the Shade Channeler's Charisma Modifier. This increase in turn resistance lasts for 5 rounds.
Special: This tactic is a supernatural ability.

Improved Defensive Line (Horde)
Prerequisite: Unifying Spirit Link or Pawn Shield
Benefit:All undead affected by this tactic gain a shield bonus to ac equal to double the number of undead adjacent to them. This bonus lasts 2 rounds.


Retribution Tactics

Counter Attack (Horde)
Prerequisite: None
Benefit: All undead affected by this tactic can counter attack whenever they are attacked by an opponent within reach (For ranged undead within reach is within the 1st ranged increment) for one round. They may use up an attack of opportunity and make a single attack against the foe.

Explosive Retribution (Platoon)
Prerequisite: Counter Attack
Benefit: All undead affected by this tactic explode when attacked within 1 round of activating this tactic. If the undead is attacked during this time it may explode, killing itself and dealing 1d6 negative energy damage per 2 HD of the undead in a 15ft radius centered on the undead. It may also explode as a standard action. A reflex save (DC 10+1/2 the undead's HD + the Shade Channeler's Charisma modifier) halves the damage.

Retribution Strike (Horde)
Prerequisite: Counter Attack
Benefit: All undead affected by this tactic gain a +4 bonus on attack and damage rolls against any foe that damaged them or the Shade Channeler last round. This bonus lasts for 1 round.

Self Destruct (Commander)
Prerequisite: Explosive Retribution
Benefit: A single undead can explode dealing negative energy damage equal to his 1/2 of his current hp in a 20ft burst centered on him. A reflex save (DC: 10+1/2 the Undead's HD + the Shade Channeler's charisma modifier) halves the damage.


Hampering Tactics

Disabling Attack (Platoon)
Prerequisite: None
Benefit: All undead affected by this tactic can instead of making their standard full attack replace it with a single attack. If this attack hits the target must make a fort and reflex save (DC: 10+1/2 The Shade Channeler's HD + the Shade Channeler's charisma modifier). If the fort save fails his movement speed is halved for 5 rounds and can not make 5ft steps during that time. If the reflex save fails he is knocked prone.
Special: In order to be affected by this tactic the undead must be able to take full round actions.

Distracting Attack (Commander)
Prerequisite: Disabling Attack
Benefit: All undead affected by this tactic can instead of making their standard full attack they can replace it with a series of elaborate feints and distracting maneuvers towards a single target within melee reach. Each time this target makes a concentration check the undead makes an attack roll. If the attack roll surpasses the concentration check then the concentration check fails. The undead can only make a number of attacks equal to the number of attacks he gets in a regular full attack. In addition if a target is affected by this tactic the target can not use 5ft steps during the next round.
Special: In order to be affected by this tactic the undead must be able to take full round actions.

Crippling Strike (Platoon)
Prerequisite: Distracting Attack
Benefit: All undead affected by this tactic can instead of making their standard full attack replace it with a single attack. If this attack hits the target must make a fort save. (DC: 10+1/2 The Shade Channeler's HD + the Shade Channeler's charisma modifier). If they fail then their movement speed is reduced to 0 and they take a -4 dexterity penalty for 1 minute.

Pinning Rush (Horde)
Prerequisite: Crippling Strike
Benefit: All undead affected by this tactic can instead of making their standard full attack replace it with a single charge attack. The undead charge to a target and each undead gets a grapple check to begin a grapple. This grapple check does not provoke AOO's and does not need a melee touch attack to initiate. They get a +4 bonus for each undead also attempting to grapple that same target.


Swarming Tactics

Swarming Assault (Horde)
Prerequisite: None
Benefit: All undead affected by this tactic gain a bonus to hit equal to the number of undead under the Shade Channeler's control that have attacked the same target this round with a melee attack. This bonus is maxed at the particular undead's bab.

Volley (Horde)
Prerequisite: Swarming Assualt
Benefit: All undead affected by this tactic gain a bonus to hit equal to the number of undead under the Shade Channeler's control that have attacked the same target this round with a ranged attack. This bonus is maxed at the particular undead's bab.

Coordinating Strike (Commander)
Prerequisite: Swarming Assault
Benefit: The next attack the undead affected by this tactic makes marks the subject. For the next 3 rounds any undead creature under the Shade Channeler's control gains a bonus to hit equal to the Shade Channeler's charisma modifier on attacks made against a marked target.

Swarm (Platoon)
Prerequisite: Coordinating Strike
Benefit: Any undead affected by this tactic gains two melee or ranged attacks that must be made immediately or is lost.




Spirit Boon: (Ex) At fourth level the Shade Channeler can use his powers to enhance the undead under his control. By spending a number of rebuke undead attempts indicated by the boon he can enhance an undead with a spirit boon he has available. He starts with 1 spirit boons at 4th level and gains 1 ever other level after chosen from the list below. A particular undead can only have a single boon applied at a time at 4th level. They can have an additional boon applied at 10th level and an additional boon every 6 levels after 10th. If the Shade Channeler is undead then he counts as being under his control for the purposes of this ability. Spirit Boons are either (Ex) or (Su) depending on the boon and spirit boons last until the Shade Channeler regains spirit points.

Spirit Boons:

Enduring Boons

Enduring Undead
Prerequisite: None
Cost: 3 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain an additional Hit Point/HD

Improved Enduring Undead
Prerequisite: Enduring Undead
Cost: 4 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain two additional Hit Points/HD

Undying Undead
Prerequisite: Improved Enduring Undead
Cost: 6 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain their charisma modifier multiplied by their HD as a bonus to their hit points.

Eternal Undead
Prerequisite: Improved Enduring Undead
Cost: 5 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon can't die. 3d10 rounds after the undead dies it is reanimated at half hp. This ability doesn't work if the undead's body is destroyed such as by a disintegrate effect or if it is destroyed by a good aligned spell or weapon, holy water or being destroyed by turn undead.
Special: This boon can only be applied to zombies and skeletons.


Resistance Boons:'

Profane Resistance
Prerequisite: None
Cost: 1 Rebuke Undead Attempt
Benefit:Undead under the effects of this boon gain a +2 Resistance Bonus on all saving throws.

Profane Willpower
Prerequisite: Profane Resistance
Cost: 2 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain Mettle.
Special: This ability can only function a number of times equal to the Shade Channeler's charisma modifier before becoming inactive.

Profane Reflexes
Prerequisite: Profane Resistance
Cost: 2 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain Evasion.
Special: This ability can only function a number of times equal to the Shade Channeler's charisma modifier before becoming inactive.

Improved Profane Resistance
Prerequisite: Profane Resistance
Cost: 3 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain a +4 Resistance bonus on saving throws.

Improved Profane Reflexes
Prerequisite: Profane Reflexes
Cost: 6 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain improved evasion and a +2 profane bonus on reflex saves.

Greater Profane Resistance
Prerequisite: Improved Profane Resistance
Cost: 5 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain a +6 Resistance bonus on saving throws.


Mobility Boons

Nimble Bones
Prerequisite: None
Cost: 1 Rebuke Undead Attempt
Benefit:Undead under the effects of this boon gain a +1 dodge bonus on ac, a +2 bonus to initiative and a +10 bonus to movement speed.

Zombie Flexibility
Prerequisite: Nimble Bonus
Cost: 2 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon lose their "Single Actions Only" Ability.
Special:This boon can only be applied to zombies.

Lightning Bones
Prerequisite: Nimble Bones
Cost: 4 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon are under the effect of a permanent haste effect.

Teleporting Bones
Prerequisite: Lightning Bones
Cost: 1 Rebuke Undead Attempt
Benefit:Undead under the effects of this boon can automatically be teleported with the Shade Channeler if the Shade Channeler teleports regardless of the distance between the Shade Channeler and the undead. They arrive at the same location as the Shade Channeler. These undead do not count against the normal limits of taking passengers with teleportation spells.

Perfect Teleporting Bones
Prerequisite: Teleporting Bones
Cost: 5 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon can as a move action teleport anywhere within 100ft. They can use this ability once per five rounds.



Mage Slaying Boons

Disrupting Undead
Prerequisite: None
Cost: 2 Rebuke Undead Attempt
Benefit:Undead under the effects of this boon gain the mage slayer feat as a bonus feat. They gain this feat even if they normally can't take feats.

Antimagic Undead
Prerequisite: Disrupting Undead
Cost: 4 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain spell resistance equal to 12+their hd.

Disrupting Aura
Prerequisite: Antimagic Undead
Cost: 2 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon generate a 30ft aura that causes all enemies to take a penalty to concentration checks equal to the Shade Channeler's Charisma Modifier.

Piercing Undead
Prerequisite: Animagic Undead
Cost: 2 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain pierce magical concealment as a bonus feat.


Swarming Boons

Efficient Undead
Prerequisite: None
Cost: 2 Rebuke Undead Attempt
Benefit: This undead only counts as having half as many HD for the purpose of counting towards the Shade Channeler's animate dead pool.
Special: This boon can only be used on skeletons and zombies.

Undead Horde
Prerequisite: Efficient Undead
Cost: 4 Rebuke Undead Attempts
Benefit: Any creature slain by this creature may be animated as a zombie or skeleton under the control of the Shade Channeler. The Shade Channeler must pay a number of spirit points equal to the creature's HD and this undead counts against the Shade Channeler's max animate dead HD cap.


Powerful Boons

Strengthen Flesh
Prerequisite: None
Cost: 1 Rebuke Undead Attempt
Benefit: Undead under the effect of this boon gain a +2 profane bonus to strength.

Improved Strengthen Flesh
Prerequisite: Strengthen Flesh
Cost: 2 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon gain a +4 profane bonus to strength.

Powerful Blows
Prerequisite: Strengthen Flesh
Cost: 3 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon gain a +2 profane bonus to strength, their natural weapons improve by one size category and they gain power attack as a bonus feat.

Profane Size
Prerequisite: Powerful Blows or Improved Strengthen Flesh
Cost: 5 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon gain power attack as a bonus feat and also gain an increase in size category category with all the attribute bonuses that apply.

Charger
Prerequisite: Improved Strengthen Flesh or Powerful Blows
Cost: 4 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon can initiate a bull rush check after successfully hitting with a natural weapon. In addition the undead gains Improved Bull Rush as a bonus feat.


Ranged Boons

Reaching flesh
Prerequisite: None
Cost: 2 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon can either stretch out their flesh, extend their bones or some other method of increasing their range. The undead creature's reach doubles.

Ranged Projectiles
Prerequisite: Reaching Flesh
Cost: 2 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon launch small projectiles instead of their normal natural attacks. These projectiles deal the same damage and damage type as their natural weapons but use the undead's dexterity modifier instead of their strength modifier to hit and are treated as ranged attacks. These attacks have a range of 30ft.

Improved Ranged Projectiles
Prerequisite: Ranged Projectiles
Cost: 2 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon launch small projectiles instead of their normal natural attacks. These projectiles deal double damage and the same damage type as their natural weapons but use the undead's dexterity modifier instead of their strength modifier to hit and are treated as ranged attacks. These attacks have a ranged of 60ft. In addition the undead gains a +2 enchantment bonus to his dexterity.


Entropic Boons

Negative Pulse
Prerequisite: None
Cost: 2 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon can cause a pulse of negative energy to affect all creatures within 10ft as a one round action. This pulse effectively casts inflict light wounds (Caster Level is = to the Shade Channeler's Charisma Modifier) on all creatures in the radius. This pulse can be generate once per two HD of the undead (Minimum 1/Day)
Special: This boon is a supernatural ability

Negative Soul
Prerequisite: Negative Pulse
Cost: 3 Rebuke Undead Attempts
Benefit: Any creature under the effect of this boon gains tomb tainted soul as a bonus feat for as long as they are under the effect of this boon.
Special: This boon can effect living creatures and deathless in addition to undead.

Empowered Negative Soul
Prerequisite: Negative Soul
Cost: 5 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon become immune to positive energy damage, the effects of positive energy aligned planes, and any spell or effect that removes immunities granted by the undead template such as Spark of Life.
Special: This boon is a supernatural ability

Empowered Negative Pulse
Prerequisite: Negative Pulse
Cost: 4 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon can cause a pulse of negative energy to affect all creatures within 10ft as a one round action. This pulse effectively casts inflict moderate wounds (Caster Level is = to the Shade Channeler's Charisma Modifier) on all creatures in the radius. This pulse can be generate twice per three HD of the undead (Minimum 1/Day)

Perfect Pulse
Prerequisite: Empowered Negative Pulse
Cost: 6 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon can cause a pulse of negative energy to affect all creatures within 20ft as a one round action. This pulse effectively casts inflict moderate wounds (Caster Level is = to the Shade Channeler's Charisma Modifier) on all creatures in the radius. This pulse can be used at will.
Special: This boon is a supernatural ability

Perfect Negative Soul
Prerequisite: Negative Soul
Cost: 6 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon becomes immune to turn or rebuke undead.


Magical Boons

Necromancy Empowerment
Prerequisite: None
Cost: 2 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon has any necromancy spell they cast increase it's saving throw DC by 1 .

Necromancy Maximization
Prerequisite: Necromancy Empowerment
Cost: 3 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon has any necromancy spell they cast increase it's saving throw DC by 2 .

Necromancy Empowerment
Prerequisite: None
Cost: 2 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon has any necromancy spell they cast increase it's saving throw DC by 1 .

Powerful Necromancy
Prerequisite: Necromancy Empowerment
Cost: 2 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon has their caster level for all necromancy spells increased by 1.

Maximized Necromancy
Prerequisite: Powerful Necromancy
Cost: 2 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon has their caster level for all necromancy spells increased by 2.

Metamagic Necromancy
Prerequisite: Maximized Necromancy
Cost: 2 Rebuke Undead Attempts
Benefit: Whenever the undead under the effect of this boon casts or prepares a necromancy spell with a metamagic applied to it he may reduce the cost of the metamagic by 1 (Minimum 0). This can only be applied to one metamagic feat per spell.





Efficient Control: (Ex) Whenever the Shade Channeler attempts to rebuke an undead creature he can treat the undead's HD as a number of HD lower equal to the number indicated by Efficient Control. At 4th level he can treat undead as 1HD lower, at 8th 2 HD, etc. In addition the Shade Channeler may consider undead he animates with animate dead to have the same number of HD reduced for determining how many undead the Shade Channeler can control with Animate Dead (Minimum 1 HD).

Horde Empowerment: (Ex) At 5th level the Shade Channeler can control 6hd/caster level instead of the normal 4HD/caster level for Animate Dead. In addition he can control twice his rebuking level in undead. Finally the Shade Channeler can increase his rebuke undead control pool by one HD by sacrificing 3 HD of his animate dead control pool. The Shade Channeler can also sacrifice one hd his rebuke undead control pool to increase his animate dead control pool by three hd.

Bonus Feat At 5th level and every 5th level after the Shade Channeler can select a bonus feat from the following list. Any Corpse Crafter Feat, Undead Leadership or any leadership feat, Extra Turning, Any Divine Feat, Improved Spell Calling*, Extra Spirit Boon*, Extra Tactic*. The Shade Channeler must qualify for the feat in order to take it.

*New Feats Described Below

Form of Death: (Ex)The Shade Channeler's form begins to change due to his strengthening connection with death itself. At 6th level the Shade Channeler gains a +4 bonus on hide checks in darkness or shadowy concealment and also gains darkvision out to 120ft. At 12th level the Shade Channeler gains a deflection bonus to ac equal to his Class Level/4 (round down). At 18th level the Shade Channeler gains the ability to see in all forms of magical and non magical darkness and the Shade Channeler gains a profane bonus on fort saves equal to his charisma modifier.

Transfer Target: (Su) The Shade Channeler understands that their are the spirits of the dead all around the world passing into their next life. The Shade Channeler can 1/day as an immediate action transfer any spell or spell like ability as it is cast and switch the target to one of these passing over spirits. This only works on spells that target a creature, such as charm person. Effectively, this negates the spell. The Shade Channeler gains an additional use of this ability at 12th and 17th level.

Soul Tether: (Su) At 8th level due to his connection with the dead the Shade Channeler can prevent a soul from leaving a recently slain subject allowing the target to be healed back to health or at least survive a bit longer. The Shade Channeler can as an immediate action cast Delay Death on one target within 10ft/class level. Using this ability consumes 1 rebuke undead attempt. This ability can be used on non mindless undead targets and living constructs.

Alternate Source: (Ex At 9th level the Shade Channeler can power necromancy spells with the energy he gains from the death of the world instead of onyx. He can triple the normal Spirt Point cost of an undead animating spell instead of paying any material components for the spell.

Custom Horde: (Ex) At 10th level the Shade Channeler has gained insight on how to animate particular undead. At 10th level he gains the ability to animate a new undead creature or template with the create undead spell. The Shade Channeler can choose an additional custom creature to animate every 3rd level after. The Shade Channeler can choose any undead creature with a CR equal to his class level - 4. Thus at 10th level he can choose to animate a creature with CR 6 or lower, at 13th level he can select a creature with CR 9 or lower, etc. For templates the template selected must have a cr increase of 1/2 of his class level - 6. Thus at level 10 he can select a template that has a cr increase of +1, at level 13 he may select a template that has a cr of +2 or less. The template or creature he selects at 16th and 19th level can only be animated with the create greater undead spell.

Special: The lich template can not be selected by this ability. A DM has the authority to prevent any undead creature or undead template from being selected if he feels the creature or template would unbalance the character.

Ranged Animation: (Su): At 11th level whenever the Shade Channeler casts animate dead as a spell or a spell like ability it has a range of medium (100ft +10/level) instead of touch. In other words the Shade Channeler can animate any undead within this range without needing to touch the corpse. If the spell requires material components they do not need to be placed on the corpse but they are expended.

Horde Perfection (Ex): At 14th level the Shade Channeler becomes more adept at animating undead and can now animate skeletons and zombies with HD higher than 20 with animate dead. In addition he can specialize in either skeletons or zombies. If he specializes in Skeletons any Spirit Boon applied to them only costs half as many rebuke undead attempts (Minimum 1). If the Shade Channeler specializes in Zombies all Zombies created by the Shade Channeler lose their single action only ability.

Dread Army: (Su) At 16th level whenever the Shade Channeler kills a subject he can temporally bind the subjects soul into the corpse. This allows the corpse to function as a normal skeleton under the control of the Shade Channeler for 1 round/class level. After this duration expires the skeleton deanimates and falls to the floor. The zombie is treated as if being created by a necromancy spell for purpose of feats and class features. The creature can be reanimated as undead again after the duration expires. The undead animated by this ability take actions on the Shade Channeler's turn and can take their first set of actions on the Shade Channeler's next turn.

Embodiment of Death: (Ex) The Shade Channeler becomes an embodiment of death. He either gains the lich template with a free phylactery at no level adjustment cost or he can apply a template to himself that he can animate with create undead or create greater undead at no level adjustment cost.


New Feats

Improved Spell Calling
Flavor text. You are very efficient at calling a particular spell.
Prerequisites: Spirit Channeling, Shade Channeler class level 6.
Benefits: Select one spell the you can cast. When calling that spell you do not have to pay Spirit Points to call the spell. This spell still counts against the number of spells you can have called of a certain level.
Special: This feat can be taken multiple times. Each time you must select a different spell.

Extra Soul Harvesting
Flavor text. You are very efficient at calling a can harvest the power from the fallen more readily.
Prerequisites: Soul Harvest
Benefits: You can use soul harvest an additional time per day.
Special: This feat can be taken multiple times, its effects stack.

Extra Spirit Boon
Flavor text. You are have studied how to apply spirit boons and have more boons to enhance your undead with.
Prerequisites: Spirit Boon
Benefits: You may select an additional Spirit Boon that you qualify for. You can now use that Spirit Boon as if you had learned it normally and it counts for qualifiy for other Spirit Boon prerequisites.
Special: This feat can be taken multiple times. Each time a different Spirit Boon must be selected.

Extra Tactic
Flavor text. You are have studied how to maneuver your undead.
Prerequisites: Undead Tactic
Benefits: You may select an additional Tactic that you qualify for. You can now use that Tactic as if you had learned it normally and it counts for qualify for other Tactic prerequisites.
Special: This feat can be taken multiple times. Each time a different Tactic must be selected.




New Spells
Lesser Animate Dead
(Necromancy)
Level: Dread Necromancer 1, Wizard/Sorcerer 1, Cleric 1
Components: V,S
Casting Time: Standard
Range: Touch
Target: One medium or smaller sized corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than half your caster level (Max 4 HD, Min 1 HD) with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 1 HD worth of undead creatures per caster level (Max 5HD). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies
A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Material Component:
You must place a black onyx gem worth at least 5 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.


New Items

Rod of The Grand Rebuker: This black rod of metal has a carving of a metal skull at the top of it. Anyone who holds the rod can control twice as many undead than he normally could with his Rebuke Undead ability. For instance, normally a caster can’t control more HD of undead than his rebuking level, but while holding the rod of undead mastery he can control twice his rebuking level of undead.
Strong necromancy; CL 12th; Craft Rod, command undead; Price 20,000 gp.

Quellian-dyrae
2012-09-27, 01:42 AM
Sublime Soldier

"I would juggle all nine blades, wielding each at need. They choose instead to give each to a single wielder, and see if they all can fight as one. It is not the path that I walked, but I would not pretend that mine is the only Way." -Emark the Falcon, Master of Nine.

As the path of the martial adept became more common, more and more skilled warriors have turned their training to its exotic styles. For a while, it seemed that the Sublime Way was a path that was to be walked alone. Warblades, with their hunger for personal glory, swordsages with their diversity of nature and style alike, and crusaders with their zealous focus on their cause all are more likely to seek personal improvement rather than teaching a great many students. Indeed, the fall of the Temple of Nine Swords is almost a great warning to the modern martial adept that the way of martial supremacy lies not within organization.

But not all adepts are content to seek only personal mastery, and some have seen potential in studying the Sublime Way in a different way than the average warblade, swordsage, and crusader. Each discipline boasts a number of techniques for attack and defense, after all, and it has been theorized by some that mastery of a single discipline to the exclusion of all others might provide a level of mastery within that field far beyond what any normal adept can produce. Like the difference between a wizard who specializes in enchantment and a beguiler, one assumes that a warrior who focused on one aspect of the Sublime Way as opposed to simply favoring maneuvers from a certain school should be able to reach a greater level of mastery.

The combination of these two schools of thought came together in the minds of three siblings whose long familiarity with the power of the Ki gave birth to what came to be known as the Sublime Army. These three learned their first maneuvers under the tutelage of their grandfather, one of the Masters of Nine, a warrior who blended all nine of the disciplines into a seamless whole. His granddaughters and grandson were not so diverse in their teachings; one mastered the powers of the crusader, commanding the will of the devoted spirit, the command of the white raven, and the resilience of the stone dragon. Another followed the path of a swordsage, learning the subtleties of the shadow hand, the misdirections of the setting sun, and the power of the desert wind. The last, a warblade, bent his focus to the clarity of the diamond mind, the fury of the tiger's claw, and the perfection of the iron heart.

And while no one of them could match their grandfather's vast knowledge of martial lore and breadth of maneuvers, they were capable of performing feats of mastery within their discipline that even their teacher often couldn't match, and displaying specialized martial talents that he couldn't dream of duplicating.

As many powerful warriors do, these three eventually attracted a force of followers seeking to learn their skills. These warriors, many of them novice swordlings with great untapped potential, became the kernel of the Sublime Army. Each warrior took from his or her commander but a third of the knowledge that the adventurer itself possessed, but trained at what it learned with the whole of its discipline. When age finally stilled the swords of the three siblings, what had once been a small force of credibly talented fighters had blossomed into a full army of highly specialized warriors, each commanding incredible, though very narrowly focused, powers.

Today, the Sublime Army is a structured organization which contains nine main divisions: the archers, berserkers, commanders, guardians, infantry, knights, saboteurs, scouts, and skirmishers. Rank is based on mastery of the Sublime Way, not division, but each unit has its role to play in the army. The army also fields a smattering of more conventional martial adepts, and has a few spellcasters and mage knights on call. They are known for individually powerful troops – even the least of their soldiers are alone a match for two or three common warriors – as well as tremendous organization and stunning tactical harmony.

The Sublime Army is not tied to any specific kingdom, and hires out small units for mercenary work. A strongly lawful organization, they are very careful about keeping track of who they are fighting for to ascertain that their members never wind up on both sides of a conflict. The army also offers training to warriors who wish to master an aspect of the Sublime Way. A term of service is always required for initial training, though a soldier who has served its term can later choose to make its own way. As a result, the army has given rise to a number of skilled adventurers.

Adventures: Sublime soldiers could adventure for any number of reasons. The modern Sublime Army only rarely masses a full force for war; most contracts are achieved by sending a small group of soldiers to handle tasks deemed within its capability. Likewise, the army has its share of politics and intrigue, and a character seeking to rise through the ranks would have plenty to do proving itself to its superiors and further mastering its discipline. And of course, many warriors with training by the Sublime Army choose to go their own way, and no doubt, anyone seeking such specialized combat training has its reasons.

Characteristics: The characteristics of any given sublime soldier depend on the discipline it has mastered.

The sublime archers are masterful ranged attackers. Although most martial maneuvers are taught on the basis of melee combat, these skilled marksmen have mastered the art of the diamond mind. Their honed concentration allows them to fire with incredible speed and accuracy. In a war, the archers take up tactical positions, scything down advancing troops or concentrating a deadly fire on key targets.

Sublime berserkers are the masters of the tiger claw discipline. They tear into their foes with raging fury, and are among the most feared units of the Sublime Army in the event of a large-scale war, for their savagery – and, thus, their power – only grows the longer they fight. There are relatively few troopers in the army; they are prone to reckless and chaotic activity, so the army subtly discourages them and they do have a tendency to volunteer for - or be assigned to - the most dangerous missions. However, those few that do complete their training and survive their battles are well-respected by their comrades despite their lack of order.

Sublime commanders are the de facto leaders in any major engagement. Masters of the white raven, they are themselves capable fighters, but their greatest advantage is their ability to support their allies with their presence and command. Although the nine divisions of the army are officially equal, great respect is afforded the commanders, for their supportive skills are what make the army as a whole a force to be truly feared.

Sublime guardians focus on keeping their allies safe from harm. Sublime guardians master the devoted spirit discipline, and there are actually two sects within this division. The first, favoring swords and shields, are masters of actively defending their allies. The second group prefer long weapons like spears for forcing the enemy back and striking at those that would attack their friends. In a war, the guardians are often found forming an impenetrable wall of spears and shields, providing a haven for archers as well as wounded allies. Any enemy trying to get through their defense to finish off weakened troops are likely to only get those warriors back on their feet that much faster.

At the heart of any army is the infantry, and this is no less true of the Sublime Army. Though often a thankless job, a position in the infantry ranks of this organization is as sought after as any other unit, for it entails a mastery of the stone dragon. Although the training is tough, these warriors are incredibly resilient and capable of dealing crushing blows to their enemies. The mass charge of the Sublime Infantry is often said to be as terrifying – and as destructive – as a normal force's cavalry blitz.

The sublime knights are a force of elite warriors who focus on engaging and defeating key targets. Masters of their chosen weapons, they utilize the iron heart discipline to enhance their attacks and defenses and allow them to fight beyond normal limits. In war, small groups of these knights band together to seek out powerful enemy forces, scything through lesser foes all the while.

The sublime scouts utilize stealthy skills drawn from the shadow hand discipline. Masters of both infiltration and assassination, they are rarely seen in direct combat. If battle has been joined, though, it is almost certain that the scouts have already played their role, gathering intelligence on the enemy and dispatching important targets before they ever get a chance to fight.

The sublime skirmishers are masters of the desert wind discipline, and they display the speed and destructive capability of a raging wildfire. Extremely mobile and capable of potent area blasts, the skirmishers disrupt enemy formations and soften up tough targets, clearing the way for a finishing assault by infantry, berserkers, or knights.

Finally, sublime saboteurs favor the setting sun discipline, and like most adherents to that study, are of the opinion that the enemy needs only a little help to defeat itself. Cunning and decisive in their actions, they take advantage of every opening to quickly leave their enemies helpless. In war, they tend to focus their efforts on particularly dangerous foes, hampering and crippling them so they cannot lend their strength to the opposing side.

Alignment: The Sublime Army favors the lawful alignments, and tends towards neutrality with leanings towards good. Even within the army, though, the entire berserker division is heavily slanted towards chaos, and individual members are not generally judged on their disposition so long as they can follow orders. The preferences of the army matter even less to former students, so members of the class can be any alignment.

Religion: Most members of the Sublime Army see the Sublime Way itself as all the religion they need, and the army is careful not to officially sanction any deity. That being said, as an organization of warriors, the worship of gods of warfare and strength are not uncommon.

Background: As written, the class assumes that the character's background will have at some point brought it at least into contact with the Sublime Army, though whether it remains part of the organization - and if not, why it left - can be useful things to know.

Races: The Sublime Army accepts all kinds. Humans are naturally the most common, followed by hobgoblins, dwarves, and elves, in that order. There are noticeable racial cliques among various divisions in the army - elves favoring archery, dwarves infantry, hobgoblins as knights, orcs as berserkers, and so on. These cliques are somewhat self-reinforcing, encouraging other members of the race to join that division and discouraging members of other races, which is starting to cause just enough friction that the ranking officers are considering trying to do something about it.

Other Classes: Crusaders, warblades, and swordsages all have their place in the Sublime Army, and are afforded no small amount of respect by the soldiers of the nine divisions for their mastery of various styles. The soldiers tend to have a respectful rivalry with spellcasters. Uninitiated warriors, however, tend to be looked down upon by the army as common grunt troops, not even worthy of accepting into such an elite force.

Role: The role of a sublime soldier depends entirely on its discipline, both in an adventuring party and a war-scale conflict.

Adaptation: The Sublime Army can be used (or not) in various ways in different games. Perhaps it split into several competing factions, or is a powerful assembly of warriors running a determined inquisition against magic. Or it may not exist at all, with the various divisions of the class simply being highly specialized martial adepts. Another interesting option for adaptation would be to allow a character to gain its scaling feature and/or discipline abilities from different disciplines as its maneuvers, making it a very customizable warrior class.

Variant Playstyles:

Although maneuvers cap out at level 9, a sublime soldier's maximum maneuver level continues to increase at level 19 and into epic levels. Although in a normal game this capability isn't strictly necessary even at the highest levels, it is presented as an optional rule for progressing sublime soldiers into epic levels.

Sublime soldiers with maximum maneuver levels of 10 or higher can initiate powerful combination maneuvers of epic scope, referred to as Epic Initiations. As a standard action, by spending a single maneuver available, the soldier may make a full attack action. Each individual attack in the action may potentially be replaced with a single martial strike that requires a standard action to perform. All such strikes must be from the same discipline, even if the soldier has learned maneuvers of other disciplines by some means.

The soldier may initiate a total number of levels of maneuvers equal to its maximum maneuver level. No single maneuver may be higher level than half its maximum, rounded up. The same maneuver may be applied to multiple attacks if desired. For example, at 19th level, the soldier could make a full attack replacing the attacks with up to ten total levels of strikes, none of which may be higher than 5th level (so a Sublime Archer could make the first and second attacks a Ruby Nightmare Blade, the third an Emerald Razor, and the fourth a normal attack).

If desired, when making an Epic Initiation, the soldier can apply Boosts without spending the swift action normally required (counting levels of Boosts against its available levels of Strikes). It may also conserve one or more available levels of Strikes and use them until the start of its next turn to initiate Counters without spending the immediate action normally required.

An Epic Initiation ignores the cooldowns of the individual maneuvers used and does not place them on cooldown. However, upon making an Epic Initiation, the soldier becomes must rest for five minutes before doing so again. The single cost of a maneuver available to perform the Epic Initiation covers the cost of all the maneuvers that are part of it.

Beyond Epic Initiation, an epic Sublime Soldier continues to progress its Maneuver Training and Scaling Feature. It receives a bonus Epic feat at 21st level and each four class levels thereafter.

The Path of War supplement has entirely restructured disciplines, although it might be possible, with DM discretion, to use the sublime soldier class with Path of War, simply choosing an existing discipline for purposes of discipline abilities but using Path of War for the actual maneuvers. In this case, the soldier's initiating ability score is its key ability score.

In a mixed game with Pathfinder basic rules but access to D&D 3.5 content, make the following changes:

Hit Die and Skill Points: Traditionally, HD is tied to BAB in Pathfinder. The sublime soldier should retain its full BAB. It is suggested to just keep HD and SP as-is to better differentiate the different types of soldiers. For a more strictly accurate conversion, increase the disciplines with a d8 HD to a d10, and reduce their skill points from 6 to 4, or just have all sublime soldiers use a d10 HD and 4 SP.

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History, Martial, Nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str). Diamond Mind should use Perception rather than Concentration. Shadow Hand uses Stealth in place of Hide. Desert Wind, Iron Heart, Stone Dragon, and Tiger Claw all use Acrobatics rather than their normal key skills. Although if you want to diversify, you could change it to Desert Wind uses Fly (and add Fly as a Sublime Soldier class skill), Iron Heart uses Knowledge (Martial), Stone Dragon uses Survival, and Tiger Claw retains Acrobatics.

Favored Class Bonuses:
Human: +1/6 of an additional Maneuver Available.
Elf: +1/6 of an additional Instinctive Stance.
Half Elf: +1/6 of an additional Diverse Training.
Dwarf: +1/6 of an additional Extended Counter.
Gnome: +1/6 of an additional Synergistic Boost.
Halfling: +1/6 of an additional Scaling Feature increase.
Half Orc: +1/6 of an additional Opportunistic Strike.

The different soldier types of the Sublime Soldier class are actually quite distinct. Although their abilities follow a set pattern, the only capability that they all really share is Maneuver Training (and even then, it's a list of options). Multiclassing the different Sublime Soldier classes should be quite possible, with two important adjustments:

1) You have one pool of maneuvers available per encounter, which is equal to 2 + the total number of Maneuver Training abilities you acquire.

2) You use the Key Ability and recovery method of your first sublime soldier class only (any class features or maneuvers that call out the the other class's Key Ability instead use that one).

So, for example, a Sublime Archer 6/Sublime Knight 6 would have 4 maneuvers available per encounter, access to 5th level Diamond Mind and Iron Heart maneuvers, two Maneuver Training options, access to Basic and Adept Discipline Abilities from both classes, Hypercognition 30', +15' range increment, Weapon Focus, Weapon Specialization, Quick Draw, and three mastered weapons or armors. By comparison, a straight Sublime Archer 12 would have 5 maneuvers available, access to 6th level Diamond Mind maneuvers (but no Iron Heart), three Maneuver Training options, Basic, Adept, and Expert Sublime Archer abilities, Hypercognition 60', and +30' range increment.

For Gestalt sublime soldiers, Maneuvers Available is a gestalted resource, but otherwise all class features stack. A Sublime Archer 12//Sublime Knight 12 would have 5 maneuvers available per encounter, access to 6th level Diamond Mind and Iron Heart maneuvers, six Maneuver Training options, access to Basic, Adept, and Expert Discipline Abilities from both classes, Hypercognition 60', +30' range increment, Weapon Focus, Weapon Specialization, Quick Draw, Weapon Mastery, Improved Critical, and Greater Weapon Focus, and six mastered weapons or armor.

GAME RULE INFORMATION
Sublime Soldiers have the following game statistics.
Abilities: Sublime soldiers are warriors first and foremost, and so Strength, Dexterity, and Constitution are all important to varying degrees. Some maneuvers and special abilities involve other stats; as a good rule of thumb, a guardian should consider investing in Charisma, while soldiers focusing on the swordsage-specific disciplines (skirmishers, saboteurs, and scouts) may want to consider Wisdom.
Alignment: Any.
Hit Die: Varies.
Starting Age: As Wizard.
Starting Gold: As Fighter.

Class Skills
The Sublime Soldier's class skills (and the key ability for each skill) are...
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (History, Nobility and Royalty) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Skill Points at First Level: Varies.
Skill Points at Each Additional Level: Varies.

SUBLIME SOLDIER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial

1st
+1
*
*
*Maneuvers, Basic Discipline Ability.

2nd
+2
*
*
*Scaling Feature.

3rd
+3
*
*
*Maneuver Training.

4th
+4
*
*
*Scaling Feature.

5th
+5
*
*
*Adept Discipline Ability.

6th
+6
*
*
*Scaling Feature.

7th
+7
*
*
*Maneuver Training.

8th
+8
*
*
*Scaling Feature.

9th
+9
*
*
*Expert Discipline Ability.

10th
+10
*
*
*Scaling Feature.

11th
+11
*
*
*Maneuver Training.

12th
+12
*
*
*Scaling Feature.

13th
+13
*
*
*Master Discipline Ability.

14th
+14
*
*
*Scaling Feature.

15th
+15
*
*
*Maneuver Training.

16th
+16
*
*
*Scaling Feature.

17th
+17
*
*
*Grandmaster Discipline Ability.

18th
+18
*
*
*Scaling Feature.

19th
+19
*
*
*Maneuver Training.

20th
+20
*
*
*Epic Discipline Ability, Scaling Feature.

Quellian-dyrae
2012-09-27, 01:43 AM
Class Features
All of the following are class features of the Sublime Soldier.

Weapon and Armor Proficiencies: The Sublime Soldier is proficient with all simple and martial weapons, all armor, and shields (except tower shields).

Maneuvers: The sublime soldier is able to initiate martial maneuvers. Unlike most martial adepts, each sublime soldier chooses a single discipline. It automatically learns every maneuver and stance in that discipline with a maneuver level of equal to or less than half its class level, rounded up. The soldier does not natively gain maneuvers from any other disciplines, although it may still learn them through the Martial Study and Martial Stance feats. A multiclassed sublime soldier treats its class level as one higher per two levels gained in other classes for purposes of calculating its maximum maneuver level, but any given class can only provide this benefit for a number of levels equal to your Sublime Soldier level. For example, a 10th level Sublime Soldier/10th level Fighter would get 8th level maneuvers (as if at Sublime Soldier 15), while a 5th level Sublime Soldier/15th level Fighter would get 4th level maneuvers (as if at Sublime Soldier 7 - only the first five fighter levels actually provide the half progression). A 5th level Sublime Soldier/5th level Fighter/5th level Rogue/5th level Wizard would get 6th level maneuvers (as if at Sublime Soldier 12 - all three of the other classes provide the half progression for all five levels).

Sublime soldiers do not ready their maneuvers; all of their maneuvers are always considered readied. However, the soldier is initially limited to using only two maneuvers per encounter (the Maneuver Training ability increases this limit as the soldier advances). Individual maneuvers are not expended, so a soldier can continue using the same maneuver repeatedly as long as it has available maneuvers. However, maneuvers of 4th-6th level are placed on a one-round cooldown after being used (that is, the same maneuver can't be used twice in consecutive rounds). Maneuvers of 7th-9th level have a two-round cooldown. These rules only apply to maneuvers gained from the Sublime Soldier's class, or added to its class selection by feats or the like; a multiclassed Sublime Soldier can't spend its maneuvers available to freely initiate known or readied maneuvers from other classes, and neither does it force those maneuvers onto a cooldown.

The sublime soldier's choice of discipline affects several of its class features. It also determines its two good saves, its Hit Die, and its skill points.

Discipline also determines what action is required to qualify the soldier for recovering a maneuver in combat. In any round that the soldier takes the listed action, it qualifies to recover a maneuver if it wishes. The actual act of recovering the maneuver is a swift action, which restores a single maneuver available for the current encounter.

Finally, discipline determines the sublime soldier's Key Ability. The save DC for all of a sublime soldier's maneuvers is equal to 10 + 1/2 initiator level + Key Ability Modifier. Sublime Soldiers may substitute their Key Ability Modifier for the normal ability modifier applied to their discipline skill. Each type of Sublimt Soldier can also apply their Key Ability Modifier to a certain other stat; however, these abilities do not stack with any other ability that allows you to add another ability modifier to the stat in question.


Desert Wind (Sublime Skirmisher): Fortitude and Reflex; d8 HD, 6 SP. A sublime skirmisher relies on speed and mobility; it qualifies to recover a maneuver in any round that it takes a double move, run, or withdraw action. The skirmisher's Key Ability is Wisdom, and it may add its Wisdom modifier to its AC while wearing light or no armor and not using a shield.

Devoted Spirit (Sublime Guardian): Fortitude and Will; d12 HD, 2 SP. A sublime guardian is a bastion of defense for its allies; it qualifies to recover a maneuver in any round that it makes a successful attack of opportunity, or that it successfully attacks a foe that did damage to an ally since the end of its last turn. The guardian's Key Ability is Charisma, and it may add its Charisma modifier to its damage rolls for attacks of opportunity.

Diamond Mind (Sublime Archer): Reflex and Will; d8 HD, 6 SP. A sublime archer's training emphasizes concentration and focus; it qualifies to recover a maneuver in any round that it takes a readied action or a refocus action. The archer's Key Ability is Intelligence, and it may add its Intelligence modifier to its ranged weapon damage rolls.

Iron Heart (Sublime Knight): Fortitude and Reflex; d10 HD, 4 SP. A sublime knight is a peerless melee warrior; it qualifies to recover a maneuver in any round that it makes a successful attack or full attack action. The knight's Key Ability is Intelligence, and it may add its Intelligence modifier to attack rolls when making a martial strike.

Setting Sun (Sublime Saboteur): Reflex and Will; d8 HD, 6 SP. A sublime saboteur is a master of disruption and misdirection; it qualifies to recover a maneuver in any round that it makes a successful bull rush, trip, disarm, sunder, overrun, or feint (or other type of opposed combat maneuver). The saboteur's Key Ability is Wisdom, and it may add its Wisdom modifier to any checks to initiate or resist any of the above combat maneuvers.

Shadow Hand (Sublime Scout): Reflex and Will; d8 HD, 6 SP. A sublime scout uses stealth and deception to overcome its foes, and are absolute terrors in the dark of night; it qualifies to recover a maneuver in any round that it does not take damage or fail a saving throw, or that it has total concealment from all opponents on the field. The scout's Key Ability is Wisdom, and it may add its Wisdom modifier to its damage rolls against targets who are flanked or denied their Dexterity modifier to AC (this is not precision damage).

Stone Dragon (Sublime Infantry): Fortitude and Will; d12 HD, 2 SP. A sublime infantry stands steadfast against any opposition; it qualifies to recover a maneuver in any round where it does not leave the square in began its turn in. The infantry's Key Ability is Charisma, and it may substitute its Charisma modifier for its Dexterity modifier to AC (this applies regardless of armor worn and is not subject to maximum Dexterity bonus).

Tiger Claw (Sublime Berserker): Fortitude and Reflex; d10 HD, 4 SP. A sublime berserker allows its primal fury to carry it through the battle; it qualifies to recover a maneuver in any round that it drops a foe. The berserker's Key Ability is Intelligence, and it may add its Intelligence modifier to its initiative rolls.

White Raven (Sublime Warlord): Fortitude and Will; d10 HD, 4 SP. A sublime warlord fights with teamwork and tactics; it qualifies to recover a maneuver in any round that an ally successfully attacks an enemy using the benefit of an Aid Another or Flanking bonus from the warlord. The warlord's Key Ability is Charisma, and it may add its Charisma modifier to the bonus it provides to its allies when taking an Aid Another action or flanking (this bonus cannot stack with itself; an aided ally who is also flanking with the warlord only receives the bonus once).


Scaling Feature: Each type of sublime soldier learns some distinct skills that form the core of its fighting style. At second level, the sublime soldier gains a Scaling Feature based on its discipline, which improves in effect at every even-numbered class level.


Desert Wind: Sublime skirmishers move about the field in a blur, hitting hard and leaving but air for their foes to strike back against. They gain Skirmish, as a Scout one level lower, and increase their speed for all movement modes by 5' per two class levels.

Devoted Spirit: Sublime guardians boast tremendous resilience, and are always alert to strike at those that would harm their allies. They gain Steely Resolve, similar to a Crusader, but with a value of 5 per two class levels and may make one additional attack of opportunity per round per two levels. Sublime Guardians do not receive the Furious Counterstrike class feature. However, any damage they take from their Delayed Damage Pool is converted to nonlethal damage.

Diamond Mind: Sublime archers have honed their senses to superhuman levels. They gain a radius of Hypercognition equal to 10' per two class levels, and increase their range increment for all ranged weapons by 5' per two class levels. Hypercognition provides the following benefits:


The archer's "point blank" range (normally 30') is extended by its Hypercognition range.
The archer adds its Intelligence modifier to any Spot or Listen checks made to detect things within its Hypercognition range.
Any sensory abilities or effects the archer possesses effective out to a certain range have this range extended by the archer's Hypercognition range.
The archer is always entitled to a Spot or Listen check to pinpoint hidden characters within this radius, even if they possess abilities such as Invisibility or Silence that would normally obviate such checks, though it must have line of effect to such characters.
Any pinpointed character in this range has any concealment reduced by one step against the archer.
The archer does not begin taking penalties to Spot or Listen checks due to distance until the distance exceeds this range.
The archer may search this entire area with a single Search check, although the search only covers the area to which the archer has line of effect.


Iron Heart: Sublime knights are consummate weapons masters. They receive a number of bonus feats as they advance. Additionally, at every even-numbered level, the knight may choose a type of weapon of armor. The knight gains proficiency in the chosen item, and applies the benefits of any weapon-specific feat it possesses to those items. In the case of armor, focus, mastery, and specialization feats apply, converting bonus to attack rolls to bonuses to AC, and bonuses to damage rolls into DR/-. The feats the knight gains are as follows:


At second level, the knight gains Weapon Focus with its chosen gear.
At fourth level, the knight gains Weapon Specialization with its chosen gear.
At sixth level, the knight gains Quick Draw, and may sheathe a weapon in the same action as drawing one. If it sheathes a magical weapon or a weapon that is currently enhanced by magic and draws a non-magical weapon of at least masterwork quality in the same action, it may transfer the magical benefits to the new weapon for one round per class level or until the weapon is destroyed, disarmed, or put away.
At eighth level, the knight gains Weapon Mastery with any gear of the same damage type (or armor of the same weight class) as any of its chosen gear.
At tenth level, the knight gains Improved Critical with its chosen gear.
At twelfth level, the knight gains Greater Weapon Focus with its chosen gear.
At fourteenth level, the knight gains Greater Weapon Specialization with its chosen gear.
At sixteenth level, the knight gains Epic Weapon Focus with its chosen gear.
At eighteenth level, the knight gains Epic Weapon Specialization with its chosen gear.
At twentieth level, the knight gains Weapon Supremacy with its chosen gear.


Setting Sun: Subline saboteurs use leverage, footwork, and mastery of the Sublime Way to manhandle far larger opponents. The saboteur receives a size bonus of +2 every two levels, which applies to all checks that normally receive a +4 bonus for larger size categories. For each +4 bonus achieved, the saboteur acts as one size category larger for purposes of determining the size of opponents it can affect with any ability that is limited by comparative size.

Shadow Hand: Sublime scouts do battle using the time-honored tactics of a knife to the back. The scout receives Sneak Attack of 1d6 per even-numbered level, and for each even-numbered level, reduces all penalties to Hide and Move Silently checks (due to attacking, movement speed, poor cover, or the like) by 2.

Stone Dragon: Sublime infantry rely on superhuman physical resilience to see them through their battles. The infantry receives one additional Hit Die and DR 1/- for every even level. This Hit Die grants additional hit points (including any bonus hit points from Constitution or other sources), and lets the infantry count as higher HD for purposes of resisting spells and effects dependent on target HD. It does not provide any of the other benefits of HD, such as increased BAB, saves, feats, ability increases, save DCs, or scaling other HD-based effects.

Tiger Claw: Sublime berserkers can hurl themselves into a killing frenzy in battle. When battle is joined, they receive a bonus to two physical ability scores of their choice, and to a single type of saving throw (which cannot be a save that is modified by one of their boosted scores). The bonus to ability scores is 2 + 1/2 the berserker's class level. The bonus to the save is half the ability score bonus. Entering a frenzy counts as a Stance, so the berserker cannot use another stance while maintaining its frenzy (unless they have an ability that allows them to benefit from multiple stances).

White Raven: Sublime warlords do their best work supporting their allies. Every ally within 60' of the warlord (not counting the warlord itself) receives a +1 morale bonus on weapon damage rolls and saves against mind-affecting effects per two warlord levels. Each odd-numbered point of this bonus also grants a +1 morale bonus on attack rolls. Finally, the first time in the encounter that an ally receives this bonus, it also gains two temporary hit points per point of the bonus. These temporary hit points stack with those provided by other Sublime Warlords. These bonuses (temporary hit points aside) expire if the character moves more than 60' from the warlord, or if the warlord is unable to take standard actions for any reason. If the ally again moves within range or the warlord recovers, the benefits are reinstated.


Maneuver Training: At third level, and every four levels thereafter, the soldier's proficiency with martial maneuvers improves. It receives an additional maneuver available each encounter, and can also choose any one of the following benefits. Each benefit may be taken multiple times.


Diverse Training - The soldier gains Martial Study as a bonus feat. This does not count against the normal limitation of three applications of Martial Study that a character can learn.
Instinctive Stance - The soldier may choose one stance that it knows. It is always considered to be in that stance, without counting against its single stance limit.
Extended Counter - The soldier may choose one counter that it knows that provides or improves a defense. Whenever it initiates that counter, the effects last for the entire round, as if the counter was re-initiated every time a relevant trigger occurs.
Synergistic Boost - The soldier may choose one boost that it knows. Whenever it makes a martial strike, it may activate that boost without spending a maneuver available. Using a boost in this way ignores maneuver cooldowns, and does not put the boost on cooldown. The soldier must still spend a swift action to initiate the boost.
Opportunistic Strike - The soldier may choose one strike that it knows, that involves a single melee attack or combat maneuver, and that has an initiation time of one standard action. In any round that it initiates the strike, any attacks of opportunity it makes also initiate the strike, at no further cost in maneuvers available and ignoring the strike's cooldown.
Bonus Feat - The soldier gains a bonus feat from the list of feats available to fighters.


Basic Discipline Ability: Although highly distinguished by their maneuvers, each type of sublime soldier also receives specialized training to expand their abilities within their discipline and better fulfill their role within the Sublime Army. At first level, this training is represented by a basic discipline ability:


Desert Wind - Invoke Desert Fire (Su): The sublime skirmisher can channel its Ki into fiery energy. At will, as a standard action, the skirmisher can launch a bolt of fire as a ranged touch attack with Medium range, dealing 1d6 points of damage odd-numbered class level, plus the skirmisher's Wisdom modifier. If the skirmisher wishes, it may also activate this ability as a swift action in conjunction with a martial strike, or with another action that allows a single attack (such as a spring attack or charge), using its fire bolt in place of any attacks it would be entitled to make as part of the strike. If the strike does not involve attacks, the damage of the bolt is simply added to the damage of the strike. A given opponent can only receive Invoke Desert Fire damage once per round, even if a strike allows multiple attacks (though such strikes could be used to blast multiple targets).

When using this along with a strike that deals damage without making attacks (or that deals damage to targets other than the one attacked), the strike can be improved by Skirmish, and all damage dice dealt by the strike (including the bonus dice from this ability and from Skirmish) increase to d8s for 5th-6th level maneuvers, d10s for 7th-8th level maneuvers, and d12s for 9th level maneuvers.

The skirmisher may not use this ability if it is out of maneuvers available for the encounter.

Devoted Spirit - Lay On Hands (Su): Like a paladin, a sublime guardian can lay hands on its allies to cure damage. This ability functions like that of the paladin with one exception: it is supported by other healing effects. Whenever the guardian uses another effect that provides healing, it may spend points of healing to improve the damage healed on a one-for-one basis (if the effect heals multiple allies, they all receive the improved healing). Additionally, whenever the guardian receives healing from another source, it can choose to forego the healing to instead refresh its lay on hands pool on a point for point basis. The guardian cannot both boost a healing effect and use it to restore its healing pool simultaneously.

Diamond Mind - Sublime Archery (Ex): The sublime archer has mastered the art of combining its martial maneuvers with its ranged attacks. Any maneuver that specifies functioning only on melee attacks now applies to ranged attacks as well. The sublime archer may also add its Dexterity modifier to ranged weapon damage rolls against targets in its point-blank range.

Iron Heart - Skillstrong Strike (Ex): A sublime knight's strikes represent the pinnacle of its martial prowess, and its skill with weapons is magnified when it makes a strike. Whenever a sublime knight executes a martial strike, it adds its Intelligence modifier to the damage roll and doubles the benefit of any weapon-specific feat it possesses with the weapon it is using for purposes of the strike. For example, an 8th level sublime knight whose preferred weapon is the waraxe normally gets +3 to hit and +4 to damage with its waraxe from weapon focus, weapon specialization, and weapon mastery. When using its waraxe as part of a martial strike, its bonuses change to +6 to hit and +8 to damage.

Setting Sun - Sabotage (Ex): Whenever the saboteur successfully performs a combat maneuver, it may cause the effects of another combat maneuver of its choice to the target (for example, a trip could also bull rush the target back, or a grapple could also disarm an item, etc). Alternately, it can cause one of the following conditions for the rest of the encounter - Deafened, Entangled, Fatigued, Off Guard (unable to make attacks of opportunity), Shaken, or Sickened.

Shadow Hand - Stealthy Strike (Ex): Even when enemies are not vulnerable to precision strikes, a sublime scout can still take advantage of obvious openings in the foe's defense. A sublime scout can exchange precision damage (from sneak attack or another source) for a flat damage bonus at the rate of 1d6 precision damage per +2 to damage.

Stone Dragon - Mountainous Resilience (Ex): Sublime infantry are known for being incredibly resilient to attack, and able to bounce back much faster than common warriors. Any time the infantry has damage reduced by a resistance of any kind (such as energy resistance or damage reduction), it converts an equal amount of damage that gets through into nonlethal damage.

Tiger Claw - Grace of the Tiger (Ex): For all their fury, sublime berserkers act with deceptive grace and speed. They treat all standing jumps as running jumps, and may add their full Strength modifier to their damage rolls with off-hand weapons and secondary natural attacks, or twice their Strength modifier (rather than 1.5X) to their damage rolls when wielding a weapon two-handed. Alternately, they can substitute their Dexterity for their Strength modifier on weapon damage rolls; if they do so, they only use half their Dexterity with a two-handed weapon or if wielding a shield, they use their full modifier if fighting with two weapons or natural weapons, and they use double the modifier when fighting with a single weapon and nothing in the other hand (and not attacking with their off-hand or any other limbs).

White Raven - Provide Support (Ex): A sublime commander can perform an Aid Another action at a range of up to 10' per class level. It can simultaneously aid up to one ally per attack it receives from its Base Attack Bonus. The benefits of its Aid Another actions last until the start of its next turn, rather than for one attack. It may aid the same ally multiple times, either providing both a defensive and offensive bonus, or increasing the duration of the bonus by one round per additional aid attempt. When aiding attacks, the bonus also applies to damage rolls. When aiding defense, the bonus also applies to saving throws.


Adept Discipline Ability: At fifth level, the sublime soldier gains its adept discipline ability.


Desert Wind - Flash Step (Su): An adept skirmisher has unparalleled combat mobility. Any time the skirmisher purposefully moves, it may choose to teleport for any or all of the distance moved, avoiding attacks of opportunity, ignoring difficult terrain, and allowing it to reach points it otherwise couldn't. The skirmisher must have either line of sight or line of effect to the spot it wishes to teleport to before any given instance of teleportation. When running or charging, the skirmisher may alter its facing mid-teleport, and the teleports themselves need not be along the same line as the charge.

Devoted Spirit - Sublime Challenge (Ex): The sublime guardian can challenge its enemies. It may challenge a single foe as a swift action, one foe per point of its Charisma modifier as a standard action, or one foe per point of its Charisma modifier plus one foe per class level as a full round action. Targets must make a Will save or Sense Motive check (DC equals the result of an Intimidate check) to resist the challenge. If they fail, they provoke attacks of opportunity (from anyone threatening them, not just the guardian) for any offensive action they take that does not target or affect the guardian. If the action has multiple targets or affects an area, the enemy provokes the attack if the guardian is not one of those targets or in the area. The enemy does not provoke attacks of opportunity for making attacks of opportunity, and the effect ends if the guardian is killed or incapacitated, or if the guardian attacks an enemy that it has not challenged (note that it is free to attack foes that resisted its challenge, so long as the challenge was made).

Diamond Mind - Fluid Strike (Ex): The sublime archer has mastered diamond mind techniques that allow it to act in short slivers of time. When making one or more ranged attacks, the archer may choose to turn a single projectile into any martial strike that has an initiation time of one standard action. The strike's level must be at least two lower than the highest-level strike the archer can initiate. The archer must take a swift action to add the strike to the shot.

Iron Heart - Stylestrong Strike (Ex): A sublime knight's mastery of martial strikes improves, allowing the knight to enhance whatever fighting style it happens to be using. Whenever the sublime knight is taking a penalty to a certain stat to get a bonus to another stat (fighting defensively, power attacking, using combat expertise, etc), the bonus increases by 50% in any round in which the knight makes a martial strike. Note that additional attacks made owed to an attack penalty are not increased as these are not stats.

Setting Sun - Throw to the Dogs (Ex): Whenever the saboteur forcefully moves an opponent, the opponent provokes attacks of opportunity from the squares it moves through.

Shadow Hand - Hide in Plain Sight (Su): An adept of the shadow hand discipline can hide in plain sight, as the Shadowdancer ability.

Stone Dragon - Mountainous Strength (Ex): Sublime infantry channel the force of the earth into their blows. Whenever the infantry power attacks or uses stone power for at least four points, it may make a free bull rush, trip, or disarm attempt on any foe it hits. If it scores a critical hit in such a circumstance, the target must make a Fortitude save (DC 10 + 1/2 class level + Strength modifier) or be stunned for one round per critical multiplier above X1. Upon gaining this class feature, the infantry gains either Power Attack or Stone Power as a bonus feat. If it already has both, it may select a different fighter bonus feat that it qualifies for.

Tiger Claw - Trail of Blood (Ex): With each kill, the berserker presses onwards. Every time the berserker drops a foe, it may take one five-foot step per maneuver currently available. If it has the Cleave feat, it may move before cleaving.

White Raven - Provide Action (Ex): The commander can provide an ally with an entire action once per round. The commander chooses an ally who can see and hear it, and chooses to sacrifice its swift, move, or standard action for the round. The ally can then immediately take an action of its own of the chosen type, as an immediate action.



Expert Discipline Ability: At ninth level, the sublime soldier gains its expert discipline ability.


Desert Wind - Walk the Desert Winds (Su): The skirmisher focuses its Ki and rises from the ground. It gains the effects of an Air Walk spell constantly.

Devoted Spirit - Sublime Guard (Ex): The guardian offers no quarter to foes who try to slip past its defense (or escape its wrath). It may make attacks of opportunity against creatures with cover, taking five-foot steps, or using the withdraw action, and adds its class level to the DC of any checks to avoid its attacks of opportunity (including Tumble checks and Concentration checks to cast defensively). Any opponent hit by its attacks of opportunity must make a Will save (DC 10 + 1/2 level + Strength or Charisma modifier) or lose whatever action provoked the attack. This last benefit does not apply to attacks provoked due to attacks on the Guardian itself.

Diamond Mind - Blindsight (Ex): The sublime archer's senses have been honed to superhuman levels. It gains Blindsight out to its Hypercognition range.

Iron Heart - Stancestrong Strike (Ex): The sublime knight's strikes allow it to enter the most advantageous position for its stance. In any round in which the sublime knight makes a strike maneuver, the numeric benefits of its current stance (such as stat bonuses, additional damage dice, improved reach, etc) are doubled, and it may gain the (normal) benefits of another stance it knows until the end of its next turn.

Setting Sun - Dirupt (Ex): When using the Sabotage ability, the saboteur can cause two effects, and at the cost of two effects, may impose one of the following conditions: Blinded (1 round), Confused (1 round), Exhausted (3 rounds), Immobilized (unable to move from its current spot; 3 rounds), or Staggered (2 rounds).

Shadow Hand - Advantageous Opening (Ex): The sublime scout adds its sneak attack damage to any attack of opportunity or critical hit it scores. It can also sneak attack opponents who are taking a penalty to AC or saving throws for any reason.

Stone Dragon - Shockwave Strike (Ex): Expert infantry plow into massed battle, sending entire units into disarray. Whenever the infantry hits while using power attack or stone power, all enemies within a 5' radius per two points of penalty on its attack roll suffer the same attack (compare the initial attack roll against the AC of all potential targets, and apply any results of the attack to any who are hit).

Tiger Claw - Superhuman Leap (Ex): The berserker leaps into the fray, crossing vast distances in an instant. The berserker's jumping distance is multiplied by five, and it can high jump the same distance it can broad jump. As a full-round action, the berserker may spend maneuvers available when jumping to further multiply the distance by 5 per maneuver spent (using full multiplication, so spending one maneuver results in X25 distance, two in X125, three in X625, etc). If the berserker only spends one maneuver, it makes the jump instantly; otherwise the travel time is one round per maneuver spent beyond the first.

White Raven - Lead By Example (Ex): Whenever the commander hits an enemy with a martial strike, it may Aid a single ally as a free action.

Master Discipline Ability: At thirteenth level, the sublime soldier gains its master discipline ability.


Desert Wind - Invoke Solar Fire (Su): When using its Invoke Desert Fire ability (either on its own or in conjunction with a strike), a master skirmisher can channel the brilliant power of the desert sun into its attacks, infusing the attack with positive energy. This allows the attack to ignore fire resistance entirely, and deal half damage against fire immune foes (it also deals half against foes immune to positive energy, and foes with both immunities remain immune). Allies within the area, rather than being harmed, receive temporary hit points equal to half the attack's damage. Undead and creatures harmed by sunlight receive double damage, and creatures specifically destroyed by sunlight are instantly destroyed if they fail a Reflex save (if used as part of a maneuver that allows a Reflex save, use the single save).

Devoted Spirit - Denial (Ex): High-level sublime guardians can defend against even potent area blasts and multi-targeted spells, sheer force of will and grit denying corrupting magic, their blades sundering even blasts of flame and bolts of lightning. Whenever the guardian succeeds a saving throw against a spell or effect, all allies who would also be affected ignore the effect entirely (even if the guardian itself only sustains a reduced effect).

Diamond Mind - Devastating Nightmare Shot (Ex): The archer has melded its precision with its focus, allowing it to make truly terrible attacks. Whenever using the ruby nightmare blade or diamond nightmare blade maneuvers with a ranged weapon, the archer can take a swift action to improve the effect of the shot. If the concentration check succeeds and the attack hits, the shot automatically threatens a critical hit.

Iron Heart - Swordstrong Strike (Ex): The sublime knight gets the most out of its weapon when making a martial strike. Any numerical offensive bonuses (such as bonuses to attack and damage rolls, threat range, bonus damage dice, etc) provided by a magic weapon (including a weapon enhanced by a spell) are doubled as part of a martial strike, as is the weapon's base damage die.

Setting Sun - Disable (Ex): When using the Sabotage ability, the saboteur can cause four effects, and at the cost of four effects, may impose one of the following conditions: Dazed (1d3 rounds), Nauseated (1d4 rounds), Stunned (1d2 rounds), or Paralyzed (1 round).

Shadow Hand - Shadow Decoy (Su): As an immediate action, the sublime scout can declare itself a decoy. It must roll a Hide check opposing the Spot check of anyone whose attack triggered the action. If it succeeds, the "body" that enemies had just attacked is revealed to be an illusion, a fleeting shadow, a log, or some other false decoy. The scout itself is considered hidden, and may choose a new position anywhere within twice its movement speed. Note that if its new position is still within an area effect, the scout may still be affected.

Stone Dragon - Hurl Earth (Ex): As a standard action, the infantry can heft a great clod of earth, a massive boulder, a tree, or some other large chunk of material and hurl it at its foes. This is an area attack with Long range, affecting a 5' radius per odd-numbered maneuver level the infantry is capable of. Any opponent in the area takes 1d6 points of damage per initiator level, +1d6 points of damage per point of Strength modifier, and is knocked prone and buried (and knocked to the ground if flying). A successful Reflex save, DC 10 + 1/2 initiator level + Str modifier, halves the damage, negates the prone and buried effects, and only causes the target to fall a maximum of one foot per point of damage inflicted.

Tiger Claw - Control Your Territory (Ex): As a full-round action, the berserker can perform any standard action that allows it to make a single attack against every opponent within its speed of its current position. It ends the action at any unoccupied square in this area. Once it has used this ability, it must wait five rounds before using it again.

White Raven - Share Maneuvers (Ex): Any time the commander is in a White Raven stance with a maneuver level of its maximum level - 2 or less, all allies in 60' of the commander may receive the benefits of the stance. If the stance also affects allies, the benefits don't stack, but each ally separately calculates the affected area for determining who gains the benefits. A given character can only benefit from one commander's shared stance at a time, but doing so does not prevent it from using a stance of its own.

Any time the commander initiates a White Raven strike with a maneuver level of its maximum level - 2 or less, the ally that received the free Aid from Lead By Example may also initiate the maneuver on its next turn if it wishes. The ally must spend the normal action and follow normal rules for the strike, but does not have to expend any maneuvers available or other resources.

Maneuvers used in this way use the initiating ally's initiator level and other relevant stats.


Grandmaster Discipline Ability: At seventeenth level, the sublime soldier gains its grandmaster discipline ability.


Desert Wind - Ride the Desert Winds (Su): A grandmaster skirmisher has achieved the pinnacle of supernatural mobility. Once per day per two maneuvers available, by spending one minute in concentration, the grandmaster can teleport anywhere on the same or another plane, barring places protected from teleportation. It may bring along a number of additional characters equal to its initiator level. There is no chance of error, and the grandmaster may even target this ability "indirectly". For example, it may teleport to "the nearest magic item shop" or "five feet to the left of King Halyon DeCassen". If the grandmaster or anyone traveling with it would appear in an occupied or hazardous position, it is shunted to the nearest clear, safe place.

Devoted Spirit - Righteous Smite (Ex): To attack the charge of a grandmaster guardian is to court your own death. Whenever a grandmaster guardian makes a successful attack of opportunity, it may spend points of its Lay on Hands ability to increase the damage of the attack on a point-for-point basis. This ability cannot be used on any attacks of opportunity provoked by attacks against the guardian itself (such as due to the Robillar's Gambit feat).

Diamond Mind - Multistrike (Ex): The sublime archer's Fluid Strike ability improves. When using Fluid Strike, as long as at least one attack hits, the strike's effects are visited on the target. Multiple hits do not cause cumulative effect, but if multiple foes are hit, then each suffers the effect of the strike.

Iron Heart - Spellstrong Strike (Ex): The sublime knight's martial strikes channel the power of spells placed upon it. The numerical benefits of any spells upon the knight increase by 50% in any round in which the knight makes a martial strike. Additionally, the target (or targets) of the strike must make saving throws against any detrimental spells currently active on the knight. Those who fail receive the effects of the spells themselves. If at least one enemy is so affected, the detrimental effect is removed from the knight.

Setting Sun - No Plan Survives Contact (Ex): A grandmaster saboteur can in an instant leave a superior enemy force cut off, outflanked, and in disarray. As a full-round action, by spending a maneuver available, all characters within twice the saboteur's speed must make a Reflex save, DC 10 + 1/2 level + Str or Wis modifier (allies may forego this save if they wish). The saboteur may move all affected targets anywhere within this area that it wishes. Enemies that it moves may, at its discretion, end up prone and/or entangled (a standard action to remove the entanglement), and provoke attacks of opportunity from any of the the grandmaster's allies who wind up threatening them. Once it has used this ability, it must wait three rounds before using it again.

Shadow Hand - Uncertain Formation: As a standard action, you shroud the field in confusion. You must spend at least one maneuver available to use this ability. For each maneuver spent, you create three illusory duplicates of yourself. You may place these duplicates anywhere within twice your speed of your current position. If you place a duplicate on an ally, that ally appears as you, is treated as a duplicate, and may benefit from and manipulate this ability exactly as you do (though it cannot maintain it). Your own body is treated as a duplicate. The ability remains active as long as you take a swift action each round to maintain it.

This ability creates a persistent zone, with a radius of twice your speed, centered on your position when you activate the ability. You may move this zone on your turn as a free action once per round, moving it up to your speed. As a move action, you may move any or all duplicates up to your speed, but they must remain within the affected area. When taking actions, you may target the action from any duplicate's position. The duplicates are capable of flanking, and may flank with other duplicates. The duplicates themselves cannot cause damage or other effects. You, and any affected allies, teleport constantly between duplicate bodies. Whenever a duplicate body is attacked, randomly determine if the duplicate is currently an actual character (as with Mirror Image; if you have six total duplicates, one being you and one an ally, you would roll 1d6; a 1 is you, 2 your ally, 3-6 a normal duplicate). Each duplicate has your full defenses and one-quarter your normal hit points. Unlike mirror images, duplicates are quasi-real and can be affected by area effects. A duplicate reduced to 0 hit points is destroyed. True Seeing is only of limited use due to the rapid teleportation, but a character with True Seeing can make a Spot check opposed by your Hide check to time its actions when the desired target inhabits a duplicate's position. Effects that prevent teleportation make this ability substantially less functional, since you and allies can't freely change position, but the illusions remain active, and can potentially be used creatively to confound opponents.

Stone Dragon - Drawn from Earth (Ex): The grandmaster draws strength from the earth. While standing on stone or metal, it gains DR 20/Adamantine, stacking with any other DR/Adamantine it gains. While standing on wood, sand, or dirt, it instead gains Fast Healing 20. If the grandmaster qualifies for both, it gains half the benefits of each.

Tiger Claw - Bathed in Blood (Ex): The rush of the kill denies any wounds. When the berserker drops an active opponent (the opponent must be able to take standard actions), the berserker heals a number of hit points equal to one-third the hit points the target is below 0.

White Raven - Command Unit (Ex): When using its Provide Action ability, the commander may sacrifice an action one step higher (swift -> move -> standard -> full round) to provide the action to a number of allies equal to its Charisma modifier. Once it has used this ability, it must wait five rounds before using it again.


Epic Discipline Ability: At twentieth level, the sublime soldier gains a final discipline ability of epic power.


Desert Wind - Immolate (Su): The skirmisher can unload conflagrations of devastating power. When initiating a martial strike that deals damage over an area, the skirmisher may expend additional maneuvers available. Each such maneuver expended adds +1 damage per die to the attack and doubles its area. Multiple doublings fully double the area (so two doubles will indeed quadruple it, not merely triple it). Once the skirmisher uses this ability, it cannot use it again for five rounds. Additionally, any character reduced to 0 or fewer hit points by fire damage from the skirmisher is utterly incinerated, leaving behind only a small pile of ash.

Devoted Spirit - Challenge Death (Su): An epic guardian's challenges are so great that even Death must heed them. Within ten minutes of a character dying, so long as its body remains relatively in-tact, the guardian may issue a challenge to Death itself. The character in question immediately reanimates as an undead creature with all of the capabilities it possessed at the time of death, and full hit points. If the champion can destroy the undead in combat, the character receives an immediate True Resurrection spell.

This must be a fair challenge. No equipment may be removed from the body from the time of death, and the guardian alone may fight. Both guardian and undead must remain within 60' of eachother. The undead may only focus its efforts upon the guardian, and must engage in direct combat. If either combatant breaks one of these rules, the other wins the challenge.

Note that failing this challenge does not necessarily result in the guardian's death; if the guardian is incapacitated, or breaks the rules of the challenge, Death simply claims the rightfully dead character. That said, it is very possible that the guardian could die in this attempt, especially when trying to revive a powerful ally.

Diamond Mind - Diamond Shard Rain (Ex): The sublime archer's ability to act in individual slivers of time has exceeded that of any normal diamond mind disciple. The archer can initiate any diamond mind strike that normally has an initiation time of a full round action as a standard action (this also allows it to be used as part of a fluid strike if its level is low enough).

Iron Heart - Strikestrong Strike (Ex): The sublime knight is a master of martial strikes. Any bonus damage inflicted by the knight's strike increases by 50%, and the DC to resist the effects of its strikes (if any) increases by half its Strength modifier.

Setting Sun - Horizon Throw (Ex): The saboteur is able to get rid of enemies in the most convenient manner - throwing them away. Whenever the saboteur uses a Setting Sun maneuver that allows it to throw a target, every 10' it could normally throw the target becomes a mile. Targets thrown by this ability take 20d6 points of falling damage when they crash down. Characters with a Fly speed get a +4 bonus to resist the attempt, but otherwise their superior aerial mobility does not seem to afford any assistance. Once the saboteur has used this ability, it must wait five rounds before using it again.

Shadow Hand - Latent Stealth (Su): Any opponent who cannot perceive you also does not notice the results of your actions (for example, it wouldn't notice that you are opening a door, moving an item, or even attacking one of its allies). Actions that directly affect that character are automatically noticed, but other actions are ignored unless the witness succeeds a Spot check opposed by your Hide check. Even indirect results of your actions are ignored (such as an ally fighting back against you). This check is allowed against each obvious action you perform (that is, an action that affects something the target can perceive), and each obvious action performed in response, and once one succeeds, the witness immediately notices all other latent actions it can still perceive the results of.

Stone Dragon - Wreak Havoc (Ex): Epic members of the sublime infantry are capable of feats of peerless strength. When attacking an object, it deals full damage, ignores hardness, and affects up to a 40' radius area of the object with a single attack. By spending maneuvers available, it can double the affected radius for each maneuver spent (80' for one, 160' for two, etc). This can be used to strike the ground, causing the effects of an Earthquake spell in the affected area, and activating Shockwave Strike for the attack over the affected area.

Tiger Claw - Master Your Territory (Ex): As a full-round action, by spending a maneuver available, the berserker can make a full attack against all opponents within 10' of its current position. Each additional maneuver spent doubles the distance. It ends the action at any unoccupied square in this area. Once it has used this ability, it must wait five rounds before using it again.

White Raven - Tactical Perfection (Ex): In a flurry of orders, an epic commander prepares its army for any fray. This ability has two effects. First, the commander and any allies may take a full normal turn during a surprise round, rather than a single standard or move action (or no action), so long as the commander itself is not surprised. Second, once per encounter as a swift action, the commander can give orders that its followers perform virtually instantaneously. It must spend at least one maneuver available when doing so; for each maneuver spent, all allies on the field receive one full round of actions instantly. These actions may only target characters affected by this ability or unattended objects, not other characters, areas, or points in space, nor can they cause delayed or triggered effects. They may, however, create non-area effects. For example, the affected characters could move, heal or augment themselves or each other, summon creatures, open doors, pick up weapons, assemble fortifications and conjure walls, load siege weapons, and so on, but could not attack foes, fill the area around foes with solid fog or black tentacles, cast delayed blast fireballs or glyphs of warding, ready actions, cast contingencies, or so on.

sirpercival
2012-09-27, 09:45 PM
LEY ENGINEER

My lord! You wished for a mountain? Well... there you have it.

A ley engineer taps into ever-present flows of magical energy called ley lines, drawing upon them to cause short- and long-term alterations to her surroundings. Ley engineers are coveted and hotly pursued for their ability to quickly and efficiently raise fortifications and earthworks, or even mountains and rivers to alter the enemy's advance. Invading armies almost alway seek to take the opposing side's ley engineers prisoner, putting them to work at dismantling pesky obstacles like castles and ships.

Adventures: A Ley Engineer can often be found adventuring to explore various territories, mapping out terrain and ley lines for future reference. In addition, many Ley Engineers seek out examples of natural geographic features, cunning traps, magnificent architecture, and historical accounts of great battles, looking for ideas for future Plans. Some Ley Engineers might be itinerant mercenaries, hired to help this or that petty king build a larger castle, or make this or that warlord's stronghold more impregnable.

Characteristics: A Ley Engineer is the undisputed master of the flow of combat. By controlling the terrain, fortifications, morale, and even physical laws of the battlefield, the Ley Engineer steers enemies into ambushes and choke points, or guides allies to the high ground. If no high ground is to be found, she simply creates some on the spot. Using her schematic Plans prepared in advance, the Ley Engineer can draw upon the Ley energy around her to Deploy them at a moment's notice if necessary, small-scale changes to help in a single skirmish. However, given enough time and good enough maps, she may also fully Realize her Plans over a matter of minutes, causing major alterations to the landscape: building castles from a pile of unworked stone; laying a field of booby traps for an encroaching force to fall upon; or even calling a mountain from the depths of the earth.

Alignment: Some Ley Engineers seek to help others by creating shelter, improving natural defenses, or altering the terrain to increase the fertility of farmland. Others build mighty strongholds of their own, where they raise armies and take apart their opponents' fortresses with a mere thought. Most Ley Engineers tend towards lawfulness, as they plot and plan ahead, seeking to create order from the organic chaos of nature, or at the very least to survive the education and training that becoming a Ley Engineer requires; however, the occasional chaotic Ley Engineer can be found among the anarchists who seek to overthrow all governments and topple the infrastructure.

Religion: Many Ley Engineers revere no deities at all -- their own intellect, perception, and ability to reshape the world can be rather a boost to the ego. Those that do offer up obeisance and praise to the divine tend to find common ground with deities of Craft and Artifice; other Ley Engineers might connect well with deities of the natural world, through their intuitive understanding of ley lines and geography.

Background: Becoming a Ley Engineer requires a significant investment of time and mental energy at a university, military school, or other training facility. An aspiring Ley Engineer must train her mind and her senses, becoming aware of her surroundings in a more fundamental and all-encompassing way than she could have imagined possible, and then learning to process that sensory information with rapidity, foresight, and deadly efficiency. Such training is long and arduous, and only those with sufficient mental focus and fortitude can hope to succeed.

In addition, to receive the necessary education, it must first be available. Most academies large and prestigious enough to train Ley Engineers are based in populous, likely cosmopolitan areas, and are often quite expensive, even for those (and sometimes especially for those) who have undeniable talents in this area. This means that a Ley Engineer must find her way to the big city and finance her education somehow, whether through aristocratic birth, backbreaking labor during the night to pay for room, board, and classes, or by the subsidy of a foreign power who will lay claim to her services after her schooling is complete.

Races: Academies which train Ley Engineers can look for a number of different qualities in prospective applicants: above-average perception and intellectual aptitudes; long lifespan for handling the years of training; penchant for handicraft, working with materials, and ingenuity; strong and deep connections with nature, for searching out and drawing upon ley lines; and a strong educational basis. Few races possess all of these traits at once, and so the ranks of the Ley Engineers are made up of equal measures of humans, dwarves, gnomes, elves, and half-elves, with a sprinkling of warforged, kobolds, planetouched, and killoren to round it out.

Other Classes: Though Ley Engineers can be egotistical and demanding of others, most other classes appreciate the benefits that a happy and healthy Ley Engineer can bring to any endeavor. Ley Engineers tend to engage in mutual dislike of wizards, archivists, and artificers, mostly due to academic rivalries between the departments which were ingrained during training, but work well with almost every other class. Any Ley Engineer too pigheaded to recognize the value even of their rivals in difficult situations is unlikely to live very long.

Role: A Ley Engineer is a skilled and capable battlefield controller, and can amplify her allies' abilities not only tactically, but, with some of her Plans, directly as well. Though a Ley Engineer is mostly trained for large-scale conflicts, the principles she learns can be applied to skirmishes, dungeon crawls, and other situations quite easily. In addition, due to the requisite broad and thorough education, a Ley Engineer can also act as a party's repository of knowledge.

Adaptation: In some campaigns, Ley Engineers might instead become shamans, repositories of knowledge in a more primitive society with strong oral traditions, who shape the world around them to protect and aid the tribes they lead. In another, a Ley Engineer might be a semi-divine being who wields the power of the creators of the multiverse, molding reality in her own image. If the setting has a much higher science and technology level than traditional high-magic fantasy, a Ley Engineer might not draw upon the power of ley lines, but instead use nanobots, transporters, and gravity generators to terraform planets.

GAME RULE INFORMATION
Ley Engineers have the following game statistics.
Abilities: A ley engineer relies on Wisdom to seek out and draw upon ley lines, Intelligence to construct and deploy Plans, and Constitution and Dexterity to stay alive in the heat of battle.
Alignment: Any.
Hit Die: d6
Starting Age: As wizard.
Starting Gold: As wizard.

Class Skills
The Ley Engineer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (all skills, taken individually), Listen (Wis), Open Lock (Dex), Profession (Wis), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

LEY ENGINEER
{table=head]Level|BAB|Fort|Ref|Will|Special|Pulse
1st|+0|+0|+0|+2|Draw ley, plans (deploy)|1
2nd|+1|+0|+0|+3|Flare pulse, specialty|1
3rd|+1|+1|+1|+3|Plans (realize)|2
4th|+2|+1|+1|+4|Channel ley|2
5th|+2|+1|+1|+4|Specialty|2
6th|+3|+2|+2|+5|True artistry|3
7th|+3|+2|+2|+5|Portfolio|3
8th|+4|+2|+2|+6|Specialty|3
9th|+4|+3|+3|+6|Improved deployment|4
10th|+5|+3|+3|+7|Improved recovery|4
11th|+5|+3|+3|+7|Specialty|4
12th|+6/+1|+4|+4|+8|Rapid realization|5
13th|+6/+1|+4|+4|+8|Improved portfolio|5
14th|+7/+2|+4|+4|+9|Specialty|5
15th|+7/+2|+5|+5|+9|Improved flare|6
16th|+8/+3|+5|+5|+10|Coalesce ley web|6
17th|+8/+3|+5|+5|+10|Specialty|6
18th|+9/+4|+6|+6|+11|Speedy recovery|7
19th|+9/+4|+6|+6|+11|Greater portfolio|7
20th|+10/+5|+6|+6|+12|Specialty, speedy realization|7[/table]

Class Features
All of the following are class features of the Ley Engineer.

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

Draw ley (Su): A ley engineer learns to tap into the energy carried by ever-present ley lines -- currents of focused magical energy which crisscross the surface of the world. Ley lines are everywhere, following the roll and swell of hills and valleys, sinking deep within cavern systems to plunge through underground rivers, and originating atop breathless mountains to pour out over the plains. By drawing on this reservoir of power, a ley engineer can impose her will on the world, shaping the surroundings as she sees fit to alter the flow of a battle or war.

The rippling energy of ley lines fills a ley engineer with Pulse, which she uses to deploy or realize her Plans (see below). At any given time, a ley engineer has an amount of pulse as shown on the table above. This baseline amount of pulse can change due to the ley engineer's class features (see Flare Pulse, Channel Ley, and Coalesce Ley Web, below), but without such intervention a ley engineer's quantity of pulse is static.

Plans (Su): The heart of a ley engineer's power is her ability to prepare and use Plans, supernatural blueprints which help her enact changes on her environment to control the layout and properties of the battlefield.

A ley engineer knows all Plans on her class list (detailed below). To make use of a Plan, she must first design it, which requires 10 minutes of preparation per required pulse, and one or two appropriate Knowledge checks, depending on the details of the particular Plan. At any given time, the ley engineer may have a number of designed Plans equal to her Intelligence modifier.

Once the ley engineer has designed her Plans, she may utilize them in one of two ways. At 1st level, the ley engineer may Deploy a plan, which requires a standard action. This requires that she spend an amount of pulse determined by the particular Plan she is deploying; if she does not, the Plan is not deployed and the action is wasted. If she has the requisite amount of pulse available, the Plan takes effect, causing whatever alterations to the engineer's surroundings that the Plan was designed to create. Deploying a Plan consumes it; to use that particular Plan again, she must design a new one. Pulse spent in this way returns automatically the next round.

Beginning at 3rd level, a ley engineer may choose to Realize a Plan instead of Deploying it. Realizing a Plan requires that the ley engineer spend 10 minutes per scope category of the effect she wants to achieve studying the terrain and ley lines of the area in which she intends the Plan to take effect. This study may be performed at any time, either surveying in person or perusing sufficiently good maps and notes; once an area has been studied, the ley engineer may realize the chosen Plan in that area at any time within a number of days equal to her Wisdom modifier before she needs to study again.

Once the area has been studied, the ley engineer (while within the area) spends a move action to begin the realization. Beginning on the round when she begins the realization, the effects of the realized Plan begin at the ley engineer's location and spreads outward, filling one scope category every minute until the Plan is fully realized. The ley engineer must spend a move action every round until the Plan has been fully realized, and must spend the requisite amount of pulse each of those rounds as well, just as if she was deploying the Plan. (If at any point she does not have the required amount of pulse available to spend, all effects of the realization end, and the actions are wasted.) The effects of a realized Plan last for an extended period of time, as detailed in the individual Plan descriptions.

Flare pulse (Su): Upon reaching 2nd level, a ley engineer learns to manufacture short-term, weaker effects on a moment's notice when necessary. The engineer may flare her pulse as a standard action to produce the Flare effect of any Plan she knows, without having designed it beforehand. She must make the appropriate Craft check to generate the effect of the Plan, as detailed in the Plan description. However, any pulse that she flares this way is consumed, and cannot be used to flare, deploy, or realize Plans until the ley engineer recovers it. Flared pulse returns at the rate of 1 pulse per 10 minutes; the ley engineer also recovers any remaining flared pulse when she draws pulse at the beginning of the following day.

Specialty (Ex): At 2nd level, a ley engineer may select one Knowledge or Craft skill in which she has ranks to be a specialty skill. She gains a +2 bonus on checks with the chosen skill. At 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th level), the ley engineer may select an additional specialty from the Knowledge and Craft skills in which she has ranks. In addition, at each such interval, the bonus to any specialty skill (including the one just selected, if so desired) increases by 2.

Channel ley (Su): Beginning at 4th level, a ley engineer learns how to attempt to draw more pulse from a ley line than her normal standing capacity, for a short period of time. However, due to the incredible strength of the energy currents in ley lines, such methods are not perfectly predictable. As a swift action, the ley engineer can make a Wisdom check, comparing the result to the table below to determine the amount of additional pulse she draws. In the case of a negative result, she reduces the amount of pulse she has, to a minimum of 0; if this reduction causes her to have less pulse than is required to maintain her current Plans (either deployed the same round, or in the process of being realized), she must cancel one or more Plans, until the amount of required pulse matches the amount she now has. A canceled Plan ends its effect immediately, with any preparation and time lost. The change to her pulse amount lasts for 1 round.

{table=head]Wis check result|Pulse change
0 or less | -3
1–3 | -2
4–6 | -1
7–10 | +0
11–13 | +1
14–16 | +2
17–20 | +3
20 or higher | +4[/table]

True artistry (Ex): By 6th level, a ley engineer understands that what she does is an art, not a science. She has an intuitive grasp of the forces she works with, and has internalized the knowledge she has, making it easier to respond quickly in dangerous situations. She may take 10 on Knowledge and Craft checks even if stress and distractions would normally prevent her from doing so.

Portfolio (Ex): Upon reaching 7th level, a ley engineer has become so practiced at her craft that she can call upon certain Plans on short notice, without the usual preparation. She chooses a number of Plans equal to half her Wisdom modifier. Whenever she flares any of the Plans in her portfolio, she may make an appropriate Knowledge check in addition to the required Craft check. If both checks succeed, she gains the full benefit of deploying the Plans without having it prepared, though she must supply enough pulse for the base effect of the plan instead of the flare cost. If the Craft check succeeds but the Knowledge check fails, she produces the usual flare effect as normal. The ley engineer can choose different Plans for her portfolio at each level if she desires.

Improved deployment (Su): A ley engineer of 9th level or higher learns more efficient ways of deploying her Plans. The amount of pulse she must spend to deploy a Plan is reduced by 2 (to a minimum of 1).

Improved recovery (Su): At 10th level, a ley engineer recovers pulse from the surrounding ley lines more quickly. She regains 1 point of pulse lost to flaring every minute instead of every 10 minutes.

Rapid realization (Ex): Beginning at 12th level, a ley engineer becomes more efficient at studying the terrain and ley lines prior to realizing her Plans. She need only study for 1 minute per scope category instead of 10, and she need not study again until after a number of days equal to her Wisdom modifier.

Improved portfolio (Ex): Upon reaching 13th level, the ley engineer's portfolio increases in size to be equal to her Wisdom modifier.

Improved flare (Su): Whenever a ley engineer of 15th level or higher uses her Flare Pulse ability, she only burns half the amount of pulse that the flare requires.

Coalesce ley web (Su): Upon reaching 16th level, a ley engineer can bend the very ley lines in an area around her, granting her an incredible amount of pulse for a short time. Once per day, the ley engineer can spend a swift action to activate this ability. On the round that she activates it, the ley engineer increases her pulse by 1; on each successive round, she gains an additional pulse, until the total amount of pulse she has gained this way equals her Wisdom modifier. Once she has reached the maximum, the following round she loses access to one bonus pulse, and reduces her pulse by 1 again on each successive round until she has returned to her normal pulse total.

Speedy recovery (Su): At 18th level, a ley engineer recovers pulse from the surrounding ley lines even more rapidly than before. She regains 1 point of pulse lost to flaring every round instead of every minute.

Greater portfolio (Ex): Beginning at 19th level, the size of a ley engineer's portfolio is equal to twice her Wisdom modifier.

Speedy realization (Ex): When the ley engineer achieves 20th level, she is a master of imposing her will on her surroundings. The effects of her realized Plans propagate at a speed of 1 scope category per round instead of per minute.

sirpercival
2012-09-27, 09:46 PM
PLANS

Each Plan described below includes a base effect (achieved when deploying or realizing) and a lesser flare effect (achieved when flaring). The area of the effect is always an emanation of radius 30 feet (centered on the ley engineer) when deploying the Plan and an emanation of radius 15 feet (centered on the ley engineer) when flaring.

When realizing, the range depends on how many scope categories the ley engineer wishes to affect. The radius of the first scope category is 50 feet, and increases by a factor of 5 for every additional scope category (that is, four scope categories is a little over a mile in radius). Realized plans require the minimum pulse to affect 1 scope category, and 1 additional pulse for each scope category after the first.

Flare effects last for 1 round unless indicated otherwise.

Designing a Plan
To design a Plan, a ley engineer must spend the requisite amount of time, and make one or more Knowledge checks, as detailed in the descriptions below. One Knowledge check (the "primary", indicated with a *) is required, and the other (the "secondary") is optional, altering the effect somewhat. The amount of pulse that the Plan requires is chosen when it is designed.

Each individual Knowledge (and Craft, for flare) skill is associated with a different type of effect:

{table=head]Knowledges|Craft|Category|Effect type
Arcana, Planes|Alchemy|A|Altering the physical and magical laws of reality in the area
Architecture & Engineering, Nobility & Royalty|Blacksmithing|B|Fortifications & structures
Dungeoneering, Local|Trapmaking|C|Traps & active terrain
Geography, Nature|Stoneworking|D|Passive terrain, large-scale effects (mountains, rivers, etc.), weather
History, Religion|Sculpture|E|Iconography and manipulation of the mind & emotions[/table]

List of Plans{table=head]Plan Name|Category|Min Pulse|Description
Auspicious Symbol|E|2|Favorable luck protects your allies.
Blazing Emblem|E|4|Creatures in the area fly into a rage.
Broken Ground|D|2|Create difficult terrain.
Clarion Call|E|1|Inspire your allies in combat.
Control Weather|D|5|Alter weather patterns in the area.
Decrease Gravity|A|1|Make it easier for creatures to move.
Dig Trench|B|3|Create a trench for defensive purposes.
Enhance Magic|A|1|Make magic more powerful/easier to cast in the area.
Flash Frost|A|4|Drop the temperature, creating freezing fog.
Flow Tide|D|3|Flood the area.
Heatwave|A|1|Superheat the air in the area, damaging creatures who remain within for too long.
Impede Magic|A|1|Make magic less powerful/more difficult to cast in the area.
Increase Gravity|A|3|Make it more difficult for creatures to move.
Instant Fortress|B|2|Create a structural fortification.
Minefield|C|5|Designate certain spaces to explode when entered.
Modify Structure|B|2|Alter an existing structure.
Omen of Treachery|E|4|Creatures in the area become confused.
Pike Field|C|2|The ground sprouts sharpened stakes which hamper movement and cause piercing damage.
Quicksand|C|3|Ground in the area becomes a pit of quicksand.
Raise Berm|B|2|Create a dirt wall for defensive purposes.
Rend Earth|C|6|Cause an earthquake.
Siege Engine|B|1|Conjure a siege engine.
Sow Traps|C|1|Fill the area with traps.
Sudden Eruption|C|3|A geyser of water (or lava) bull rushes creatures into the air.
Terramorph|D|6|Make major changes to the landscape.
Warp Time|A|5|Creatures in the area gain extra actions.
[/table]


Plan Descriptions


Auspicious Symbol
Duration: 1 round/pulse
Skills: History, Religion* [Sculpture]
Minimum pulse: 2 (flare 2)
Base effect: You raise a standard which invokes the gods of luck to smile on your allies. All allies within the area gain a luck bonus to AC and saving throws based on your Knowledge (Religion) check result, as shown on the table below. If you succeed on a DC 15 Knowledge (History) check, your allies also gain temporary hit points equal to twice the luck bonus, which last for the duration of the Plan (or until used up, as normal).
{table=head]Check Result|Luck bonus
15 or less|+1
16—20|+2
21—25|+3
26—30|+4
31—35|+5
36 or more|+6[/table]
Realize: Duration increases to 1 hour/pulse
Flare: Make a Craft (Sculpture) check; any ally whose AC is less than your check result gains a +1 luck bonus to AC.

Blazing Emblem
Duration: 1 round/pulse
Skills: History*, Religion [Sculpture]
Minimum pulse: 4 (flare 2)
Base effect: You emblazon a brand on the sky which throws everyone into a fury. All creatures within the area must make a Will save (DC equal to your Knowledge (History) check result) or immediately fly into a rage, as the barbarian ability. If you make a DC 20 Knowledge (Religion) check, the rage bonuses gained by your enemies who fail their saves are halved.
Realize: Duration increases to 10 minutes/pulse.
Flare: Creatures who fail a Will save (DC equal to your Craft (Sculpture) check result) gain +2 Strength, but cannot use any abilities which they would be prevented from using while raging.

Broken Ground
Duration: 1 minute/pulse
Skills: Geography, Nature* [Stoneworking]
Minimum pulse: 2 (flare 2)
Base effect: You cause the ground in the area to become difficult to move through, turning it temporarily into a pile of rubble. All squares require double movement, and non-flying creatures must make a Climb check (DC equal to your Knowledge (Nature) check result) to move at all. If you make a Knowledge (Geography) check, creatures must also make a Balance check (DC equal to the result) or lose their Dexterity bonus to armor class while in the area.
Realize: Effect is permanent.
Flare: Creatures with speeds greater than your Craft (Stoneworking) check result have their speed reduced by half in the area.

Clarion Call
Duration: 1 round/pulse
Skills: History*, Religion [Sculpture]
Minimum pulse: 1 (flare 1)
Base effect: You let out a silvery trumpet note, which inspires your allies to greater heights. All allies within the area gain a morale bonus to attack and damage rolls based on your Knowledge (History) check result, as shown on the table below. If you succeed on a DC 15 Knowledge (Religion) check, your allies also gain a morale bonus to skill checks equal to twice the bonus to attack and damage rolls.
{table=head]Check Result|Morale bonus
15 or less|+1
16—20|+2
21—25|+3
26—30|+4
31—35|+5
36 or more|+6[/table]
Realize: Duration increases to 1 hour/pulse.
Flare: Make a Craft (Sculpture) check; any attack roll an ally makes which is less than your check result gains a +1 morale bonus.

Control Weather
Duration: 1 minute/pulse
Skills: Nature*, Geography [Stoneworking]
Minimum pulse: 5 (flare 3)
Base effect: You alter the weather patterns in the area. You can call forth weather appropriate to the climate and season of the area you are in, as shown in the table below. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather -- where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition within 1 round. The weather continues as you left it for the duration. Contradictory conditions are not possible simultaneously. This Plan can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them, for the duration of the effect; any existing weather reasserts itself once the duration of the Plan expires.
{table=head]Season|Possible Weather
Spring|Tornado, thunderstorm, sleet storm, or hot weather
Summer|Torrential rain, heat wave, or hailstorm
Autumn|Hot or cold weather, fog, or sleet
Winter|Frigid cold, blizzard, or thaw
Late winter|Hurricane-force winds or early spring (coastal area)[/table]
Realize: Duration increases to 6 hours/pulse.
Flare: If you succeed on a DC 20 Craft (Stoneworking) check, you suppress any harmful weather effects in the area for 1 round/pulse.

Decrease Gravity
Duration: 2 rounds/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 1 (flare 1)
Base effect: All creatures within the area increase their speed by an amount equal to your Knowledge (the Planes) check, rounded down to the nearest multiple of 5 feet. This grants a bonus to Jump checks as usual for increased speed. Creatures with a limit on the distance or number of rounds they can fly consecutively without landing double that limitation within the area. If you make a DC 15 Knowledge (Arcana) check, ranged attacks made from within the area double their range increment.
Realize: Duration increases to 1 day/pulse
Flare: Any creatures with a speed slower than the result of your Craft (Alchemy) check, rounded down to the nearest multiple of 5 feet, have their speed increased to match.

Dig Trench
Duration: 1 minute/pulse
Skills: Architecture & Engineering*, Nobility & Royalty
Minimum pulse: 3 (flare 1)
Base effect: You create a 5-foot-deep, 10-foot-wide trench within the area, with a length up to your Knowledge (A&E) check result, rounded up to the nearest 5 feet. Creatures in the trench gain cover against any creature who is not adjacent to (or inside) the trench. If you make a DC 20 Knowledge (N&R) check, the design of the trench is such that the cover applies to attacks made by adjacent enemies as well.
Realize: Effect is permanent; can make multiple trenches, total length is one 10-foot square times the check result.
Flare: You form a small ditch, of length equal to your Craft (Blacksmithing) check result, rounded down to the nearest 5 feet. Squares that the ditch occupies require double the usual movement.

[b]Enhance Magic
Duration: 1 round/pulse
Skills: Arcana*, Planes [Alchemy]
Minimum pulse: 1 (flare 2)
Base effect: The caster level of any spell or spell-like ability cast in the area is increased by an amount based on the result of your Knowledge (Arcana) check result, as shown in the table below. If you make a DC 15 Knowledge (the Planes) check, increase the DC of all spells or spell-like abilities in the area by +1.
{table=head]Check Result|CL increase
15 or below |+1
16—25|+2
26—30| +3
31—35| +4
36 or higher| +5[/table]
Realize: Duration increases to 1 hour/pulse
Flare: Each spell or spell-like ability with a caster level less than 1/2 your Craft (Alchemy) check result has its caster level increased by +1.

Flash Frost
Duration: 2 rounds/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 4 (flare 2)
Base effect: The temperature in the area drops rapidly, condensing water out of the air to create freezing fog which fills the area. The fog obscures all sight (including darkvision) beyond 5 feet. Creatures in the first 5 feet of the fog have concealment, while creatures farther inside have total concealment. Each round on your turn, the frigid mist deals cold damage to each creature and object within it based on the result of your Knowledge (the Planes) check, as shown in the table below. If you make a DC 20 Knowledge (Arcana) check, the mist also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or fall. A creature that manages to stand must make a DC 10 Balance check in order to move, falling if it fails its save by 5 or more.
{table=head]Check Result|Cold Damage
10—14|1d3
15—19|1d4
20—24|1d6
25—29|1d8
30—34|1d10
35—39|2d6
40—44|2d8
45—49|3d6
50+|3d8[/table]
Realize: Duration increases to 1 day/pulse
Flare: A thin mist appears in the area, granting all creatures within concealment, but dealing damage to them based on your Craft (Alchemy) check as shown on the table above).

Flow Tide
Duration: 2 rounds/pulse
Skills: Nature, Geography* [Stoneworking]
Minimum pulse: 3 (flare 2)
Base effect: You call water up from the deep places underground, causing the area to flood almost instantaneously. You can raise the water up to a maximum depth based on the result of your Knowledge (Geography) check, as shown in the table below. Alternatively, if the area already has water in it, you can use this Plan to increase or decrease the depth of the water by the same amount (to a minimum of 0 feet in depth). If you succeed on a DC 20 Knowledge (Nature) check, you can breathe and move in the water you raise at no penalty.
{table=head]Check Result|Max Depth
15 or less|2 feet
16-25|5 feet
26-35|10 feet
36-45|15 feet
46 or more|30 feet[/table]
Realize: Duration increases to 1 hour/pulse.
Flare: You can raise or lower the level of existing water by an amount equal to half the value in the above table, based on the result of your Craft (Stoneworking) check.

Heatwave
Duration: 1 minute/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 1 (flare 1)
Base effect: You raise the temperature in the affected area to the level of extreme heat. For every minute spent breathing the air in the area, a creature vulnerable to heat takes nonlethal damage based on your Knowledge (the Planes) check result, as shown on the table below; a successful Fortitude save against a DC of 10 + pulse + your Intelligence modifier halves the damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves. In addition, those wearing metal armor are affected as if by a heat metal spell. If you make a DC 20 Knowledge (Arcana) check, the damage is lethal fire damage instead of nonlethal.
{table=head]Check Result|Damage
10—14|1d6
15—19|1d8
20—24|1d10
25—29|2d6
30—34|2d8
35—39|3d6
40—44|3d8
45—49|4d6
50 or higher|4d8[/table]
Realize: Duration increases to 1 hour/pulse.
Flare: You deal nonlethal fire damage to all creatures in the area based on your Craft (Alchemy) check, as shown on the table above.

Impede Magic
Duration: 1 round/pulse
Skills: Arcana*, Planes [Alchemy]
Minimum pulse: 1 (flare 2)
Base effect: Any creature attempting to cast a spell or use a spell-like ability in the area must make a Spellcraft check against a DC equal to your Knowledge (Arcana) check result. If they fail, the caster level of the spell or spell-like ability is reduced by 1, +1 for every 3 by which they fail the check (rounded down; e.g., if they fail by 5, the CL is reduced by 3). If this reduces the caster level below the minimum required to cast that spell, the spell fails. If you make a Knowledge (the Planes) check, increase the duration by a number of rounds equal to the result of your check divided by 5 (rounded down).
Realize: Duration increases to 1 day/pulse
Flare: Any creature attempting to cast a spell or use a spell-like ability in the area must make a Spellcraft check against a DC equal to your Craft (Alchemy) check result or have the CL of the effect reduced by 1.

Increase Gravity
Duration: 1 rounds/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 3 (flare 1)
Base effect: All creatures within the area must make a Fortitude save (DC equal to your Knowledge (the Planes) check result) or be slowed, as the spell. If you make a Knowledge (Arcana) check, ranged attack rolls within the area which are less than half the result of your check (rounded down) automatically miss.
Realize: Duration increases to 1 hour/pulse
Flare: All creatures in the area must make a Fortitude save (DC equal to your Craft (Alchemy) check result) or suffer a 10 foot reduction in their speed.

Instant Fortress
Duration: 2 rounds/pulse
Skills: Architecture & Engineering, Nobility & Royalty*
Minimum pulse: 2 (flare 2)
Base effect: You create a single rectangular room in the area, made of natural earth and fieldstone (hardness 8, 30 hit points). The size of the room depends on the result of your Knowledge (N&R) check, as shown on the table below. For each 5-foot section of wall in the structure, you may choose to include one of the following: arrowslit, window, wooden door. If you make a Knowledge (A&E) check, increase the hardness and hit points of the walls as per the table below.
{table=head]Check Result|Size (in 5-foot squares)|Hardness/HP
15 or below|1|9/45
16—20|2|10/55
21—25|3|11/70
26—30|4|12/90
31—35|5|13/115
36 or higher|6|15/145[/table]
Realize: Effect is permanent, and double the size of the structure for each scope category of the realization. You may divide up the space into multiple rooms, each of which must take up a minimum of one 5-foot square (interior walls are the same as exterior walls).
Flare: If you succeed at a DC 15 Craft (Blacksmithing) check, you create a structure big enough for 1 Medium or smaller creature to occupy, which lasts for 1 round per flared pulse.

[b]Minefield
Duration: 10 minutes/pulse
Skills: Dungeoneering*, Local [Trapmaking]
Minimum pulse: 5 (flare 3)
Base effect: You distribute pockets of explosive magical energy over the area. Choose a number of cubes in the area equal to your Knowledge (Dungeoneering) check result. The first time after deploying or realizing this Plan that a creature enters a cube you selected (as long as the duration has not expired), the metaphysical mine explodes, dealing 8d6 force damage to the creature, who can attempt a Reflex save (DC 10 + pulse + your Intelligence modifier) for half damage. If you make a DC 20 Knowledge (Local) check, any creature who fails their Reflex save for half damage is also stunned for 1 round.
Realize: Effect is permanent, though each square can only be triggered once; choose the indicated number of squares for each scope category.
Flare: Choose 1 square in the area; the first creature to enter that square before the beginning of your next turn causes it to explode, dealing an amount of damage to that creature equal to your Craft (Trapmaking) check (Reflex DC 10 + pulse + your Intelligence modifier).

Modify Structure
Duration: 10 minutes/pulse
Skills: Architecture & Engineering*, Nobility & Royalty
Minimum pulse: 2 (flare 2)
Base effect: You alter an existing building to your specifications. You can affect a total number of 5-foot cubes equal to your Knowledge (Arcana & Engineering) check result divided by four, rounded down (minimum 1). You can add or subtract walls, doors, windows, and other structural elements, though you may not alter in such a way as to make the entire structure unstable. You may add or remove fortifications such as battlements or arrowslits, or create stairs or trapdoors where before there were none. The properties of any elements you add (including hardness and hit points) are the same as the material of the original structure. Any cube that you attempt to modify which is occupied by a creature counts as attended, and receives a Will save (DC 10 + pulse + your Intelligence modifier); if the save succeeds, that cube is not altered. If you make a Knowledge (Nobility & Royalty) check, you may increase or decrease the hardness of the material of the existing structure up to an amount based on your check result, as shown in the table below.
{table=head]Check Result|Hardness Adjustment
19 or less|1
20-29|2
30-39|3
40-49|4
50 or more|5[/table]
Realize: Effect is permanent; alter the indicated number of cubes for each scope category.
Flare: You can modify 1 5-foot cube, and the alteration lasts for a number of rounds equal to your Craft (Blacksmithing) check result.

[b]Omen of Treachery
Duration: 1 round/pulse
Skills: History, Religion* [Sculpture]
Minimum pulse: 4 (flare 3)
Base effect: You release a murder of crows into the sky, spurring the creatures in the area to acts of betrayal and confusion. Each creature in the area must succeed at a Will save (DC based on your Knowledge (Religion) check result, as shown in the table below) or be confused for the duration. If you make a DC 25 Knowledge (History) check, your allies gain a +4 bonus on the Will save.
{table=head]Check Result|DC
15 or less|11 + your Intelligence modifier
16-22|13 + your Intelligence modifier
23-29|15 + your Intelligence modifier
30-36|17 + your Intelligence modifier
37 or more|19 + your Intelligence modifier[/table]
Realize: Duration increases to 10 minutes/pulse.
Flare: Creatures in the area are confused for 1 round if they fail a Will save (DC based on your Craft (Sculpture) check result, as shown in the table above).

Pike Field
Duration: 1 minute/pulse
Skills: Dungeoneering*, Local [Trapmaking]
Minimum pulse: 2 (flare 2)
Base effect: You cause the ground to sprout a thicket of sharpened stakes. Ground-based creatures within the area can move 5 feet per move action at no penalty; movement further than that deals piercing damage based on your Knowledge (Dungeoneering) check result, as shown on the table below, for every 10 feet (i.e., no damage at 5 feet, but damage at 10 feet, 20 feet, etc.). Creatures flying at least 5 feet above the ground can move with no penalty. If you make a Knowledge (Local) check, the pikes extend an additional 5 feet in the air times your check result divided by 10 (rounded down).
{table=head]Check Result|Piercing Damage
10—14|1d3
15—19|1d4
20—24|1d6
25—29|1d8
30—34|1d10
35—39|2d6
40—44|2d8
45—49|3d6
50+|3d8
[/table]
Realize: Duration increases to 1 hour/pulse.
Flare: Ground-based creatures within the area can move 5 feet per move action at no penalty; movement further than that deals piercing damage based on your Craft (Trapmaking) check result, as shown on the table below, for every 10 feet (i.e., no damage at 5 feet, but damage at 10 feet, 20 feet, etc.). Creatures flying at least 5 feet above the ground can move with no penalty.

Quicksand
Duration: 1 round/pulse
Skills: Dungeoneering, Local* [Trapmaking]
Minimum pulse: 3 (flare 2)
Base effect: You turn the area into quicksand, causing the creatures within to sink. A creature caught in the quicksand may make a Swim check (DC equal to your Knowledge (Local) check result) to move 5 feet in any direction; failing the check by 5 or less allows the creature to stay in place and not sink, but it cannot move. A trapped creature can be rescued as per the quicksand rules here (http://www.d20srd.org/srd/wilderness.htm#marshTerrain). If you make a DC 15 Knowledge (Dungeoneering) check, creatures caught in the quicksand also take 1d6 damage per round as the sand abrades their skin.
Realize: Effect is permanent.
Flare: A creature caught in the quicksand may make a Swim check (DC equal to your Craft (Trapmaking) check result) to move 5 feet in any direction; failing the check by 5 or less allows the creature to stay in place and not sink, but it cannot move. A trapped creature can be rescued as per the quicksand rules here (http://www.d20srd.org/srd/wilderness.htm#marshTerrain).

Raise Berm
Duration: 1 minute/pulse
Skills: Architecture & Engineering*, Nobility & Royalty
Minimum pulse: 2 (flare 1)
Base effect: You create a 5-foot-high, 5-foot-wide mound of dirt within the area, with a length up to your Knowledge (A&E) check result, rounded up to the nearest 5 feet. Creatures can use the berm for cover against ranged attacks and attacks from mounted creatures, but not on attacks from creatures on foot. If you make a DC 20 Knowledge (N&R) check, the berm offers improved cover instead.
Realize: Effect is permanent; can make multiple berms, total length is one 10-foot square times the check result.
Flare: You form a small mound, of length equal to your Craft (Blacksmithing) check result, rounded down to the nearest 5 feet. Squares that the mound occupies require 50% more movement, or triple movement for creatures who are not flying and are carrying mounts.

[b]Rend Earth
Duration: 1 round
Skills: Dungeoneering, Local* [Trapmaking]
Minimum pulse: 6 (flare 2)
Base effect: You cause the ground to shake in an earthquake. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC equal to your Knowledge (Local) check result) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of this Plan depends on the nature of the terrain where it is deployed, as shown in the table below. If you make a DC 20 Knowledge (Dungeoneering) check, you are immune to the direct effects of this Plan, though you are still in danger of indirect consequences such as having a building fall on you.
{table=head]Terrain|Effect
Cave, Cavern, or Tunnel|The quake collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 10 + pulse + your Intelligence modifier for half damage) and pinning that creature beneath the rubble (see below). An earthquake triggered on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs|The Plan causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 10 + pulse + your Intelligence modifier for half damage) and is pinned beneath the rubble (see below).
Open Ground|Each creature standing in the area must make a Reflex save (DC 10 + pulse + your Intelligence modifier) or fall prone. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex save at these same DC to avoid a fissure). At the end of the duration, all fissures grind shut, instantly killing any creatures still trapped within.
Structure|Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 10 + pulse + your Intelligence modifier for half damage) and is pinned beneath the rubble (see below).
River, Lake, or Marsh|Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a Reflex save (DC 10 + pulse + your Intelligence modifier) or sink down in the mud and quicksand. At the end of the duration, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned beneath Rubble|Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.[/table]
Realize: Duration lasts until the Plan is fully realized.
Flare: You cause the ground to shake, forcing every ground-based creature in the area to make a Reflex save (DC equal to your Craft (Trapmaking) check result) or fall prone.

Siege Engine
Duration: 10 minutes/pulse
Skills: Architecture & Engineering, Nobility & Royalty*
Minimum pulse: 1 (flare 1)
Base effect: You call a siege engine into being. The type of siege engine you can create depends on the result of your Knowledge (Nobility & Royalty) check, as shown in the table below (details for each engine are shown in Heroes of Battle, page 67). You may choose any sort of engine for which you qualify. If you make a DC 20 Knowledge (Architecture & Engineering) check, you also conjure enough ammunition for a number of shots equal to your Intelligence modifier, and the engine is loaded; otherwise, the engine is cocked and ready, but is not loaded. A crew must still be supplied.
{table=head]Check Result|Siege Engine
15 or less|Light Ballista
16—20|Light Mangonel
21-25|Heavy Mangonel
26-30|Battering Ram
31-35|Heavy Ballista
36-40|Scorpion
41-45|Light Trebuchet
46-50|Siege Tower
51 or more|Heavy Trebuchet[/table]
Realize: Effect is permanent; create a number of siege engines equal to your Wisdom modifier in each scope category.
Flare: You create a light ballista, which is loaded if you succeed on a DC 20 Craft (Blacksmithing) check.

[b]Sow Traps
Duration: 1 hour/pulse
Skills: Dungeoneering*, Local [Trapmaking]
Minimum pulse: 1 (flare 1)
Base effect: You create a number of traps in the area. You can create a number of traps in the area up to your Knowledge (Dungeoneering) check result divided by 3 (rounded down, minimum 1), which are placed as you desire, with no more than one trap occupying a single square. You can create traps with a CR no greater than the pulse of the Plan. You can only produce mechanical traps (not magical), and certain traps may not be appropriate for a given type of terrain (for example, you cannot place a Portcullis trap anywhere except in a tunnel). All resettable traps that you sow are manual reset (even those which are normally automatic reset) unless you succeed on a DC 15 Knowledge (Local) check.
Realize: Effect is permanent; sow a number of traps up to your Knowledge (Dungeoneering) check result, though no more than one third of that number can be in any given scope category.
Flare: You create a single CR 1 trap, which cannot be reset. It lasts for 1 minute per pulse or until triggered, at which point the duration ends.

Sudden Eruption
Duration: 1 round/pulse
Skills: Dungeoneering, Local* [Trapmaking]
Minimum pulse: 3 (flare 2)
Base effect: You cause a geyser of water to burst from the ground in a 10-foot-radius area, to a height of 30 feet. The geyser creates a bull-rush effect on any creatures caught in the area, pushing them directly upwards to a maximum of 30 feet in the air; it counts as a Huge creature with a Strength score equal to your Knowledge (Local) check result. Creatures are held in the air for the duration by the geyser, after which point the water disappears, dropping any non-flying creatures to the ground (and causing falling damage as normal). Any creature held in the air by the geyser takes a -4 penalty to melee attacks and a -8 penalty to ranged attacks, and is denied their Dexterity bonus to AC. If you succeed on a DC 35 Knowledge (Dungeoneering) check, the geyser is lava instead of water, and deals 5d6 fire damage per round to any creature caught in the geyser in addition to the bull rush effect.
Realize: Duration is 1 minute/pulse.
Flare: A geyser of water bull rushes creatures in a 5-foot-radius column (15 feet high) directly upward. It counts as a Large creature, with a Strength score equal to 10 + half your Craft (Trapmaking) check result. When the effect ends, any creatures held in the air are dropped, suffering falling damage as normal.

Terramorph
Duration: 1 week/pulse
Skills: Geography*, Nature* [Stoneworking] (note that both skill checks are required to design this Plan)
Minimum pulse: 6
Base effect: This Plan must be realized; it cannot be deployed or flared, and it automatically affects at least 3 scope categories before requiring additional pulse. The terrain in the area is altered as per your specifications (chosen when you design the Plan). The list of effects you may choose from depends on your Knowledge (Geography) check result, and the strength of the effect is governed by your Knowledge (Nature) check result; each is shown on a table below. You may select more than one effect if you choose, dividing up the total strength among all effects you create.
{table=head]Knowledge (Geography)|Effect
19 or lower|Raise or lower terrain by up to 50 feet per strength. This is shapeable -- some areas can be raised, others lowered, as you choose, though all transitions must be continuous, and all raised or lowered areas must be at least approximately 20 feet in radius.
20—25|Alter the shape of an existing cave system, moving up to 2 10-foot cubes per strength.
26—31|Divert an existing river or lake up to strength times 10 feet in depth, over any path within the area. The bed moves to match.
32—37|Raise or lower the height of existing mountains or hills by a height of up to 100 feet times the strength.
38—43|Create a new cave system, shaping 5 10-foot cubes per strength.
44—49|Create a new river or lake within the area, in any shape, with a depth of up to 20 feet times the strength.
50 or higher|Raise a new mountain, with height up to the strength in miles, and base diameter twice that.[/table]
{table=head]Knowledge (Nature)|Strength
19 or lower|1
20—29|2
30—39| 3
40—59| 4
50 or higher|5[/table]

Warp Time
Duration: 1 round/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 5 (flare 3)
Base effect: The flow of time in the area becomes twisted. Any creature in the area whose initiative count is less than your Knowledge (the Planes) check result gains an additional standard, move, or swift action during their turn each round (their choice), while creatures whose initiative count is greater than your check result receive an additional swift action during their turn each round. If you succeed on a DC 25 Knowledge (Arcana) check, your enemies in the area cannot gain an additional standard action from this Plan, no matter what their initiative count.
Realize: Duration is 10 minutes/pulse.
Flare: All allies whose initiative count is less than your Craft (Alchemy) check result gain an additional attack as part of a full attack action for 1 round/pulse.

bobthe6th
2012-09-27, 11:13 PM
Is he really... no he can't! But he will, yes it is time for
BLASTER V5

yep, lets try to boom some more.

The Blaster

http://i238.photobucket.com/albums/ff80/ginthon/pyromancer-1.jpg
by ginthon


"Well, see that is why I get paid the big bucks!"-Grand blaster Antos, Destruction for hire, after burninating the enemies left wing.

Blasters are very focused arcane students, learning to control the elements and little else. Still, within there focus, they have no comparison.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: Blasters favor the chaotic alinements, as it allows more leeway in there destruction. At the same time, any alinement can allow for slaying your enemies...

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

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

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

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

Role: Battle field control and area damage are the classes proper role.

Adaptation: This class could function as a shaman very easily for a more primitive setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: d6
Starting Age: As fighter
Starting Gold: 100gp.

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

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

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations|Blast points|Blast shapes|Elements

1st|
+1|
+0|
+0|
+2|Class Ability|1|0|1|1

2nd|
+1|
+0|
+0|
+3|Class Ability|2|1|1|1

3rd|
+2|
+1|
+1|
+3|Class Ability|2|1|1|2

4th|
+2|
+1|
+1|
+4|Class Ability|3|2|1|2

5th|
+3|
+1|
+1|
+4|Class Ability|3|4|2|3

6th|
+3|
+2|
+2|
+5|Class Ability|4|6|2|3

7th|
+4|
+2|
+2|
+5|Class Ability|4|8|2|4

8th|
+4|
+2|
+2|
+6|Class Ability|5|8|2|4

9th|
+5|
+3|
+3|
+6|Class Ability|5|10|3|5

10th|
+5|
+3|
+3|
+7|Class Ability|6|15|3|5

11th|
+6/+1|
+3|
+3|
+8|Class Ability|7|18|3|6

12th|
+6/+1|
+4|
+4|
+8|Class Ability|7|18|3|6

13th|
+7/+2|
+4|
+4|
+9|Class Ability|8|21|4|7

14th|
+7/+2|
+4|
+4|
+9|Class Ability|8|21|4|7

15th|
+8/+3|
+5|
+5|
+10|Class Ability|9|32|4|8

16th|
+8/+3|
+5|
+5|
+10|Class Ability|10|32|4|8

17th|
+9/+4|
+5|
+5|
+11|Class Ability|10|36|5|9

18th|
+9/+4|
+6|
+6|
+11|Class Ability|11|36|5|9

19th|
+10/+5|
+6|
+6|
+12|Class Ability|11|40|5|10

20th|
+10/+5|
+6|
+6|
+12|Class Ability|12|50|5|10

[/table]

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

Weapon and Armor Proficiencies: All simple weapons and light armor.

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

Blasting: Blasting is the focusing of elemental powers to deal damage. A blaster can use a blast as a standard action, but it requires that the blaster is focused on a shape, and an element. When the blaster uses this ability, he does the elemental damage the element provides, to the targets the shape specifies. If the shape requires a saving throw, the DC is 10+1/2 the blasters level+the blasters intelligence modifier.

Student of arcana(Ex): Blasting is... very similar to spell casting. Blasters have an effective arcane caster level equal to their blaster level. Any prestige class that continues spell progression for arcane casters counts as a blaster level for blast points, blasting cap, shape progression, energy progression, and invocations.

Tavar
2012-09-28, 12:36 AM
Potentially removed due to lack of concrete ideas.


The Shieldbearers

"Audentes fortuna iuvat" ("Fortune favours the brave") - Aeneid, Virgil

"Earth, Moon and planets ruled by laws of gravitation,
we're all just puppets dancing on a string,
but we can't let go."
-Cold Flame, Cirque du Soleil

Fate. Something which the mightiest hero and lowest beggars must bow to. A thing the mightiest Wizards endlessly search and analyze, that is clouded even to deities. Governed in total by the mysterious Maidens, the Destiny of the world unfolds. But not without incident.

The Design is purposefully loose, so that most events can no more change fate than a single stone change the course of a river. But enough pebbles can still make a dam. And even worse, their are those who would deny fate it's due, by any means, manufacturing massive events to disturb destiny permanently.

Thus the Maidens created the Chosen, strengthened through the Maidens own power. The Shieldbearers are simply one branch of these agents, empowered by the Maiden of Battles, with dominion over Conflict both large and small.

Adventures: It's a rare Shieldbearer that can remain at idle, and adventurers often surround themselves with conflict. Additionally, many adventurer to improve their skills, and deal with minor Fate problems, while waiting and dreading the coming of a major one.

Characteristics: What your class is capable of.

Alignment: Overall, Shieldbearers favor neutrality, as Fate lacks devotion to any ideal. A given Shieldbearer can be of any alignment, though this can easily cause problems as their duty clashes with their morality. Thankfully, such events seem rare, as if the Maidens themselves conspire to make things easier on their Chosen.

Religion: Faith among all of the chosen is a difficult and varied thing. The Maidens have never made it clear if they are deities or not, and it is certain that they have no clerics or other divine servants. Still, most Chosen of the Maidens,count themselves as priests of the Maidens, and of their Maiden first and foremost. Shieldbearers who don't treat the Maidens as gods, or those who spread worship around, tend to venerate gods of War and Battle, linked as they are with the subject.

Background: Shieldbearers, like the other Chosen of the Maidens, are chosen long before they are born, fated to carry the power of the Maidens with them. Not all endowed with the power answer the call, however. Some awaken their power from the start, some accept it later on in their lifetimes, and some few never accept it at all.

Races: The Maidens are not particular about race in their choices. However, their are some limits: beings from the Far Realms can never take this class, as their very existence is inimical to Fate.

Other Classes:

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

Adaptation:

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: d8
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: 4d4 x 10

Class Skills
The Shieldbearers's class skills (and the key ability for each skill) are Balance(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disguise(Cha), Forgery(Int), Gather Information(Int), Intimidation(Cha), Listen(Wis), Sense Motive(Wis), Spot(wis), Tumble(Dex)

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

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

1st|
+0|
+0|
+0|
+2|Fate, Forgotten Destiny, |3|1|

2nd|
+1|
+0|
+0|
+3|Class Ability|--|1|

3rd|
+2|
+1|
+1|
+3|Class Ability|--|1|

4th|
+3|
+1|
+1|
+4|Class Ability|--|1|

5th|
+3|
+1|
+1|
+4|Class Ability|--|2|

6th|
+4|
+2|
+2|
+5|Class Ability|--|2|

7th|
+5|
+2|
+2|
+5|Class Ability|--|2|

8th|
+6/1|
+2|
+2|
+6|Class Ability|--|2|

9th|
+6/1|
+3|
+3|
+6|Class Ability|--|3|

10th|
+7/2|
+3|
+3|
+7|Class Ability|--|3|

11th|
+8/3|
+3|
+3|
+7|Class Ability|--|3|

12th|
+9/4|
+4|
+4|
+8|Class Ability|--|3|

13th|
+9/4|
+4|
+4|
+8|Class Ability|--|4|

14th|
+10/5|
+4|
+4|
+9|Class Ability|--|4|

15th|
+11/6/1|
+5|
+5|
+9|Class Ability|--|4|

16th|
+11/6/1|
+5|
+5|
+10|Class Ability|--|4|

17th|
+12/7/2|
+5|
+5|
+10|Class Ability|--|5|

18th|
+13/8/3|
+6|
+6|
+11|Class Ability|--|5|

19th|
+14/9/4|
+6|
+6|
+11|Class Ability|--|5|

20th|
+15/10/5|
+6|
+6|
+12|Class Ability|--|5|[/table]

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

Weapon and Armor Proficiencies: A Shieldbearer is proficient with Simple and Martial weapons, as well as light and medium armor. They are proficient with light and heavy shields.

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

Fates( Su): The Chosen wield great and terrible powers in order to further their office. But they can only focus on so many powers at once. At each level, a Shieldbearer can maintain a number of different fates per day as indicated on the table above. These can be divided up between as many different Constellations as he chooses. During each rest, a Sheildbearer may redistribute fates, though fates may only be redistributed once per day. Some Chosen say that visions, perhaps the Maidens themselves guide their choices, though none can say for certain.

In addition, the Shieldbearer gains either the Essence Triumphant or Essence Resurgent for any constellation that they have chosen a Fate from..


Forgotten Destiny(Ex): One of the most intriguing things about Chosen is their complete lack of an intrinsic destiny. At it's most basic level, this clouds ones mind when trying to recall details about a Shieldbearer, requiring a DC (7+1/2 Shieldbearer's class level) will save to remember details starting one day after last meeting the character, increasing by one each day until the DC equals (10+the Sheildbearer's class level). Even physical recordings become faded, blurred, and unreliable. This can be prevented with prolonged contact, with a general rule meaning 4-5 hours of interaction a day putting off this effect for one week, stacking indefinitely. Any interaction at all resets the DC.

This effect does have it's upsides, as while the Chosen lack intrinsic Destinies, this allows them to adopt destinies with ease, as well as manipulate them with ease. These Effects can be divided into 2 broad categories: Astrological Blessings(or curses, depending on one's view) and Represent Destinies.

A Blessing smooths the fate of a person in a particular direction, causing actions taken within a certain theme to be enhanced, while actions taken against are hampered, though actions outside of the theme are unaffected.

Tavar
2012-09-28, 12:38 AM
War: The Shield
War: The great clash of war is horrific and pure; it need not be tainted by thoughts of loss or victory. Fates belonging to the Shield are about “fighting regardless of the outcome”, whether by raising vast levies of green troops in mere hours, provoking a berserk bloodlust in your allies, or making your foes forget their objective in favour of meaningless conflict.

The Shield is about ignoring consequences.

Red Haze

Auspicious Recruitment

Training Mandate of Auspicious Battle

Predestined Triumph Practice

Demon Blocking Battle Pattern

Essence-Draining Battle Pattern

Training Mandate of Celestial Empowerment

Spirit Binding Battle Pattern

Training Mandate of War God Puissance

malonkey1
2012-09-28, 09:50 PM
The Blackguard Darius stood atop a hill, cackling madly. All that stood between him and the destruction of the Elven Forest was one man. “You cannot hope to stand against me, Aleister. Not when I have an entire army behind me!” Aleister stood calmly, and chuckled. “A few skeletons and imps? How quaint. Let me show you my army.” he waved his hands and Darius was never seen again.

The Legion Magus

The Legion Magus, also know as a battalion mage, is a strange caster, doing little damage on their own, but being able to call in friends. Lots and lots of friends. Most of their magic focuses on summoning and calling creatures, but they have some necromantic capacities, as well as the ability to channel their magical energies into boons for allies and bond themselves to a powerful Familiar-like creature.

Adventures: Legion Magi lead their creatures into battle, often for glory or riches, but a few for the sheer thrill of battle. They are also often found looking for more creatures and people to add to their entourage.

Characteristics: They tend to be commanding and charismatic, which some trace to their supernatural abilities. Legion Magi seek glory in whatever they do, with good ones seeking to free lands from tyrants, and evils ones enslaving them. Their spells deal mostly with battlefield logistics and acquiring aid, be it from outsiders or undead.

Alignment: The state of mind required to balance the rigors of the battlefield and the difficulties of magic prevent chaotic characters from becoming Legion Magi, and Legion Magi fight for something, preventing truly neutral characters from joining as well. Only Lawful, Good, or Evil characters may become Battalion Mages.

Religion: Religious leanings depend entirely on the individual, but most Legion Magi tend toward gods of war, honor, or glory. Good characters tend to wave the banners of Heironeous, Pelor, or Kord; Neutral ones often side with St. Cuthbert; and evil ones prefer to shed blood in the name of Hextor, Erythnul, or Nerull.

Background: Legion Magi gain their abilities through equal parts talent and exhaustive training. While Sorcerers often have the talent necessary, a Legion Magus must be train specifically to harness her powers in her specific ways, resembling a wizard in practice. Many can trace their abilities to a supernatural bloodline, much like Bards or Sorcerers.

Races: Any race may have Legion Magi, but races with organized civilizations, such as Humans, Elves, and Dwarves, are most likely to produce them.

Other Classes: Sorcerers and Bards regard them as a sort of "grumpy cousin," simple in powers, but very different in outlook. Wizards find their special aura ability to be fascinating, and fighters and Paladins often find it refreshing to see a mage who isn't afraid to get in the fight if necessary. Rogues find them useful, at least, and Clerics are wary of them, seeing their arcane-derived auras as stepping on their own toes, and their conjuring as messing with things that shouldn't be bothered.

Role: A Legion Magus is invaluable as a conjurer, either for battlefield logistics, or for calling in some extra help. They have many utility spells designed to hamper their foes and aid their allies, as well as their auras. Their Bonded Creature can be invaluable in any numbe of situations, depending upon the exact creature chosen.

Adaptation: The class is fairly fluff-neutral as it is, but they could be adapted further if necessary. They could be made into herald of a warrior deity, summoning otherworldly armies, provided you make them divine casters and limit them to celestial/infernal/ghostly enemies. Their class features and spell lists could be easily modified to increase their focus on necromancy.

Legion Magus
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Minor Auras|Major Auras|0|1|2|3|4|5|6

1st|
+0|
+0|
+2|
+2|Spell Focus: Conjuration, Augment Summoning, Armored Mage|0|0|2|-|-|-|-|-|-|-

2nd|
+1|
+0|
+3|
+3|Minor Aura|1|0|3|0|-|-|-|-|-

3rd|
+1|
+1|
+3|
+3|-|1|0|3|1|-|-|-|-|-

4th|
+2|
+1|
+4|
+4|Major Aura +1, Draconic Aura|1|1|3|2|0|-|-|-|-

5th|
+2|
+1|
+4|
+4|Bonus Feat|2|1|3|3|1|-|-|-|-

6th|
+3|
+2|
+5|
+5|Leadership|2|1|3|3|2|-|-|-|-

7th|
+3|
+2|
+5|
+5|-|2|1|3|3|2|0|-|-|-

8th|
+4|
+2|
+6|
+6|Bonded Creature|2|2|3|3|3|1|-|-|-

9th|
+4|
+3|
+6|
+6|Draconic Aura|3|2|3|3|3|2|-|-|-

10th|
+5|
+3|
+7|
+7|Bonus Feat, Major Aura +2|3|2|3|3|3|2|0|-|-

11th|
+5|
+3|
+7|
+7|-|3|2|3|3|3|3|1|-|-

12th|
+6/+1|
+4|
+8|
+8|Improved Bonded Creature|3|2|3|3|3|3|2|-|-|-

13th|
+6/+1|
+4|
+8|
+8|-|3|3|3|3|3|3|2|0|-

14th|
+7/+2|
+4|
+9|
+9|Draconic Aura|4|3|4|3|3|3|3|1|-

15th|
+7/+2|
+5|
+9|
+9|Bonus Feat|4|3|4|4|3|3|3|2|-

16th|
+8/+3|
+5|
+10|
+10|Greater Bonded Creature, Major Aura +3|4|3|4|4|4|3|3|2|0

17th|
+8/+3|
+5|
+10|
+10|-|4|3|4|4|4|4|3|3|1

18th|
+9/+4|
+6|
+11|
+11|-|4|3|4|4|4|4|4|3|2

19th|
+9/+4|
+6|
+11|
+11|Draconic Aura|4|4|4|4|4|4|4|4|3

20th|
+10/+5|
+6|
+12|
+12|Bonus Feat, Ultimate Bonded Creature|5|4|4|4|4|4|4|4|4[/table]

Spell Focus (Conjuration), Augment Summoning: Legion Magi are trained specifically in conjuration magic, and thus gain Spell Focus (Conjuration) and Augment Summoning for free at first level.

Armored Mage (Ex): Being as they must be close enough to their thralls for their auras to effect them, Legion Magi learn to cast spells in some types of armor. Legion Magi suffer no Arcane Spell failure due to armor while wearing light armor.

Auras (Su): The Legion Magus is able to channel his arcane power into auras, supernatural fields of magical energy which offer allies within range certain boosts. The Legion Magus may project only one minor aura (starting at level 2) and one major aura (starting at level 4). Projecting an aura is a swift action, and remains active until the Legion Magus dismisses it (a free action) or chooses to activate an aura of the same kind (major or minor). A Legion Magus can have an aura active continually; thus, a Legion Magus can have an aura in effect before an encounter even starts. Activating an aura requires no action on the part of the Legion Magus and is a passive magical effect. Unless otherwise noted, a Legion Magus's aura affects all allies within 80 feet, regardless of their ability to hear, see, or comprehend him. The Legion Magus' aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise incapacitated, or if he enters an anti-magic field or similar effect. A minor aura lets the allies add the Legion Magus's Charisma bonus (if any) to certain rolls, while a major aura lets allies add a +1 bonus (increasing by +1 at levels 10 and 16) to certain rolls. Except as stated above, their auras are identical to those of Marshals, and they have access to all the same auras.

Draconic Aura (Su): At level 4, and every five levels thereafter, a Legion Magus gains access to a free Draconic Aura, in addition to their normal Auras. Additionally, their major aura bonuses stack with those from Dragon Shaman levels for the purpose of Draconic Auras.

Spells: A Legion Magus casts arcane spells, which are drawn from the Legion Magus Spell List. He can cast any spell he knows without preparing itahead of time. To learn or cast a spell, a sorceror must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw vs. a Legion Magus's spells is 10 + the spell level + the caster's Charisma modifier. Like other casters, a Legion Magus may only cast a certain number of spells each day (see above table). Upon reaching level 5, and every third class level after that, the Legion Magus may choose to learn a new spell in place of one he already knows, effectively “losing” the old spell in favor of the new one. The new spell must be of the same level as the one lost, and only a single spell may be swapped at any given class level. This spell must be swapped at the same time as he gains new spells. The Legion Magus can have called, summoned, created, or animated creatures under his simultaneous control with a total HD equal to the number level 1 followers appropriate to his Leadership score, minimum Legion Magus Level HD (this is counted separately from followers gained through leadership.)

Spells Known

{table=head]Level|0|1|2|3|4|5|6

1st|4|-|-|-|-|-|-

2nd|5|2|-|-|-|-|-

3rd|6|3|-|-|-|-|-

4th|6|3|2|-|-|-|-

5th|6|4|3|-|-|-|-

6th|6|4|3|-|-|-|-

7th|6|4|4|2|-|-|-

8th|6|4|4|3|-|-|-

9th|6|4|4|3|-|-|-

10th|6|4|4|4|2|-|-

11th|6|4|4|4|3|-|-

12th|6|4|4|4|3|-|-

13th|6|4|4|4|4|2|-

14th|6|4|4|4|4|3|-

15th|6|4|4|4|4|3|-

16th|6|5|4|4|4|4|2

17th|6|5|5|4|4|4|3

18th|6|5|5|5|4|4|3

19th|6|5|5|5|5|4|4

20th|6|5|5|5|5|5|4[/table]


Spell List

{table=head]Name

Level 0
Summon Monster I
Acid Splash
Light
Mage Hand
Mending
Create Water
Obscuring Mist
Unseen Servant
Detect Magic
Level 1
Alarm
Cause Fear
Command
Deathwatch
Endure Elements
Feather Fall
Floating Disk
Grease
Hypnotism
Mage Armor
Mount
Obscuring Mist
Remove Fear
Summon Monster II
Level 2
Augury
Continual Flame
Darkness
Enthrall
Find Traps
Fog Cloud
Glitterdust
Hypnotic Pattern
See Invisibility
Status
Summon Monster III
Summon Swarm
Web
Whispering Wind
Level 3
Animate Dead
Create Food and Water
Dispel Magic
Displacement
Fly
Haste
Helping Hand
Invisibility Purge
Phantom Steed
Sleet Storm
Slow
Speak with Dead
Stinking Cloud
Summon Monster IV
Telepathic Bond
Tiny Hut
Water Breath
Water Walk
Level 4
Air Walk
Black Tentacles
Confusion
Crushing Despair
Death Ward
Dimension Door
Dismissal
Divination
Giant Vermin
Hallucinatory Terrain
Imbue with Spell Ability
Planar Ally, Lesser
Secure Shelter
Solid Fog
Summon Monster V
Tongues
Level 5
Break Enchantment
Contact Other Plane
Insect Plague
Interposing Hand
Mage's Faithful Hound
Major Creation
Mind Fog
Mirage Arcana
Overland Flight
Passwall
Planar Binding, Lesser
Plane Shift
Sending
Summon Monster VI
Teleport
Waves of Fatigue
Level 6
Animate Objects
Antimagic Field
Banishment
Create Undead
Heroes' Feast
Mislead
Permanent Image
Planar Ally
Planar Binding
Programmed Image
Repel Vermin
Repulsion
Summon Monster VII
Transformation
True Seeing
Veil
Wind Walk
Word of Recall[/table]


Bonus Feat: The Legion Magus, at levels 5, 10, 15, and 20, may choose a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or a conjurer feat (below) for which he qualifies. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Leadership: The Legion Magus receives the Leadership feat for free at level 6.

Bonded Creature (Su): At level 8, the Legion Magus gains a Bonded Creature, a summoned being who shares a special bond with its owner. The Bonded Creature may be any creature, provided its CR is equal to its owner's Legion Magus level – 2. The Bonded Creature advances along with its owner by HD or class, and The Legion Magus may change what type of creature is bonded to it any time it gains a level in the Legion Magus class without losing any temlates applied to it, provided they are appropriate to the creature and its CR remains the correct number for the Legion Magus's level. At level 12, the Bonded Creature may increase its CR to its owner's Legion Magus level – 1, either by normal advancement, or the application of a template. At level 16, the Bonded Creature's CR becomes equal to its owner's Legion Magus level, and at level 20, it exceeds it by 1. The Bonded Creature advances along with its owner by HD or class, and The Legion Magus may change what type of creature is bonded to it any time it gains a level in the Legion Magus class without losing any temlates applied to it, provided they are appropriate to the creature and its CR remains the correct number for the Legion Magus's level.

malonkey1
2012-09-28, 09:57 PM
Reserved Space for Conjuration Feats...

Felyndiira
2012-09-30, 02:59 AM
Siren

Put an image of your class here!

"I sing, because it brings victory to my king and a future to my country. When I sing, our soldiers fight like lions on the battlefield, and our enemy could only flee before their presence. When I sing, our men do not feel fear or discouragement that brings about death in battle, but instead battle with renewed vigor and strength. I sing because it allows our soldiers to live; for our men to return to the embrace of a happy family rather than dying as just another corpse on a battlefield. The smile on their faces is more important to me than anything else in the world."
- Mοr Aλviria, Lieutenant-Commander of the Atolian Army

The gift of a siren is a rare one. Typically, it was a gift passed down by a distant ancestry, usually celestial in origin and remarkedly more common in bloodlines of Aasimars. The gift manifests as a magical voice that lay dormant in a child until awakened by a extraordinary event. For some, their gift would never appear until some point in their adulthood - or sometimes never at all, but for others, it was as evident as day from an early point in their childhood, present as either a layer of unnatural charm in the child's words or a brilliant glow when the child hums her favorite tune. Perhaps those who never awaken their gift could be considered lucky, however. For most kingdoms, the sirens are also known by their other name - "war witches" - for the chaos and hatred that they would sew on the battlefield.

And which king, in their right mind, would not? A single siren could empower an army to three-fold its original strength. A single siren could bring flames of sacred judgement on her enemies and bolster her friends with celestial fury. For a small nation desparately guarding against a more powerful threat, a siren is like a godsend to his soldiers. For a powerful nation bent only on conquest, a siren is a potent tool to transform their war forces into titans of the battlefield. There are some monarchs that would consider themselves righteous and noble, but their masks quickly fall when a key to victory appears before their eyes. How many kings, after all, could remain noble and good when they could so effortlessly conquer entire kingdoms just by the weaponization of a single individual?

For many of these "war witches," such a lifestyle meant a swift death at the hands of an assassin, or a entire life confined to a single cage protected

Adventures: There are few sirens that live to adulthood, and correspondingly, only a few that have found an adventuring group that they could trust. A siren's motivations are often simple and pristine - for some, they are tired of being used as weapons of war, and escaped their confinement and their former allies in pursuit of freedom. For others, their fear at what would happen should their gift ever be discovered persuades them to seek a path of freedom. For some sirens, adventuring also offers them the chance to develop their voices and create new songs to enhance their power. Like a sorcerer, a siren's ability is inborn, and its advancement becomes a pursuit for sirens that choose not to turn away from their gift.

Characteristics: A siren's power is channeled through her song and voice, carrying enchantments and curses to all creatures that can hear her. For her friends, her song usually brings a sense of joy and courage; it strengthens their minds, rejuvenates their muscles, and inspires them to strike with the strength of a bear and with the quickness of a leopard. For her enemies, her song brings about sorrow and despair, lashing out as lashes of fire or righteous rebukes to their strength. Her song can be magnified to cover an entire battlefield, strengthing entire battalions while weakening her enemies for the inevitable conclusion.

Unlike a bard, however, a siren's sole focus is in the magic underlaying her voice. A siren does not - without additional training - recite obscure lore from far-away lands or astonish onlookers with their rapier skills, nor are their song spells as direct as a bard's spells. Instead, a siren depends on allies that they can trust to protect her while she supports a battle from the back, occasionly slinging a few notes of fire and frost to help demolish their enemies.

Alignment: A siren can be of any alignment. Some sirens are hapless children that managed to escape the battlefields, and seek adventure to forget about their previous lives. Some sirens, perhaps just awakening their powers and ignorant of their stigma, would kind-heartedly utilize her power to call rain and ensure a bountiful harvest for simple farmers. Some are ruined generals and officers of former empires bitter that their undefeated armies could actually be vanquished, and seek only to regain the power that they have previously enjoyed under their former liege. Whatever their reasons for taking up the mantle of an adventurer, a siren is defined only by her gift of voice, and they can be as varied - if far less numerous - as the clouds in the afternoon sky.

Religion: A siren's bloodline

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

Races: It is commonly believed that a siren's gift originates from a celestial bloodline, as more aasimars and other celestial planetouched awaken the gift than other races. However, the theory is put into question by a number of sirens that are humans, elves, or any other race with standard ancestries. Some choose to abandon their gifts and pursue other paths (see the Songtouched template below) and never truly enter the class, while many others choose to embrace their destiny against all odds.

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

Role: For a siren, the most

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

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: While charisma does not affect the number of notes and words that a siren could sing in one round, a siren's charisma bonus will often affect the effects of her songs and synergize with some of her other class abilities, including affecting her will saves. Otherwise, like a wizard, a siren usually benefits from having high Dexterity and Constitution scores.
Alignment: Any.
Hit Die: d4
Starting Age: As barbarian.
Starting Gold: 5d20x2

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

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

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

1st|
+0|
+0|
+0|
+2|Song Magic, Discord, Battle Hymn

2nd|
+1|
+0|
+0|
+3|Class Ability

3rd|
+1|
+1|
+1|
+3|Class Ability

4th|
+2|
+1|
+1|
+4|Class Ability

5th|
+2|
+1|
+1|
+4|Class Ability

6th|
+3|
+2|
+2|
+5|Class Ability

7th|
+3|
+2|
+2|
+5|Class Ability

8th|
+4|
+2|
+2|
+6|Class Ability

9th|
+4|
+3|
+3|
+6|Class Ability

10th|
+5|
+3|
+3|
+7|Class Ability

11th|
+5|
+3|
+3|
+7|Class Ability

12th|
+6/+1|
+4|
+4|
+8|Class Ability

13th|
+6/+1|
+4|
+4|
+8|Class Ability

14th|
+7/+2|
+4|
+4|
+9|Class Ability

15th|
+7/+2|
+5|
+5|
+9|Class Ability

16th|
+8/+3|
+5|
+5|
+10|Class Ability

17th|
+8/+3|
+5|
+5|
+10|Class Ability

18th|
+9/+4|
+6|
+6|
+11|Class Ability

19th|
+9/+4|
+6|
+6|
+11|Class Ability

20th|
+10/+5|
+6|
+6|
+12|Class Ability[/table]

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

Weapon and Armor Proficiencies: Sirens are proficient with the club, dagger, heavy crossbow, light crossbow, rapier, quarterstaff, and whip. She is not proficient with any armor or shields.

Song Magic:
Song magic is a bit of a misnomer. The gift that sirens have learned to use is not limited only to hymns and melodies, but can sometimes be expressed using simple words intermingled with standard phrases. As such, unlike a traditional spellcaster or a bard's songs, a siren's magic is not tied to spell slots or specific abilities with daily limits; instead, her power expresses itself in her creativity; seemingly without limit, her songs transform into words of power, into waves of exhaustion, or into a cloud of blades with a few simple changes in melody and words.

In general, song magic is expressed through music and performance are called "melodies", while song magic that is expressed through normal words are called "sentences." Melodies are typically more general and more powerful, while sentences cannot use certain types of elements, such as notes and musical devices. In addition, there are some unique elements that cannot be used as melodies and some elements that cannot be used as sentences.

A siren's song is divided into components, represented by a point value (melody points) that determines how difficult the component is to include into a song; her vocal dexterity and control over her magic determines how many of these components she can include within one melody or one sentence, which is performed over a single round (six seconds) of time.

Mood - These elements set the mood of a single line or sentence, often through dramatic changes in tone or voice. A single line in a song can only use a single mood element.
Expression - These elements change the expression of the other song elements through its inclusing, often as a whole.
Note - These elements represent individual and groups of notes - a C#, a Fb, eight sixteenth notes that comprise a short cadence, etc. They are melodic in nature, and cannot be used in sentences.
Word - These elements are words laced with magical power that lend meaning to both melodies and sentences, and shape the song magic in various ways.
Voice - These elements modify other elements in a single melody or sentence.
Musical Devices - These elements are devices that can only be used in a song. They usually do not have stand-alone effects, but add unique effects to a single melody. They cannot be used in sentences.
Performance - These elements include hand gestures, dances, or other physical elements that lend power to song magic.
Untyped - These elements do not fit into any other category. They often have unique restrictions or unique effects, and typically require a very high level.

Song and sentence elements are learned akin to a sorcerer learning new spells, although elements are not divided into spell slots. Instead, a certain level of Perform (Singing) is required to learn each element, and a siren can only learn a limited number of elements per level. A single melody or sentence may be maintained for as long as the siren wishes, although if a siren stops her song magic at any time, she must wait one full round before she could initiate it a second time.

Discord:
A single dissonant note in the middle of a song or a single scream of a word in the middle of a discussion, and a sudden lash of flame strikes at an enemy. Discords are song elements that are not meant to be included within melodies or sentences, but are quick and jarring notes and phrases that evoke an instantaneous magical effect. Similar to her progression with song elements, a siren can learn a number of discords as she levels up, and may insert a discord at any time within her song magic to execute an attack.

Discords, however, are interruptions in an otherwise perfect flow of melody, and complex discords make it very difficult for a siren to regain the full pace of her song. Every discord will consume a number of melody points and render them unavailable for use for a set number of rounds, beginning with the round when the discord was used (for example, if a discord requires 1 point and has a cooldown of one turn, then one point of melody is rendered unavailable until the siren's next turn). Discord cooldown applies to the entire melody pool and stacks with itself - if a discord with a cost of 3 and a cooldown of three rounds is used when the siren has five melody points on cooldown for two rounds, the siren now has eight melody points on cooldown for five rounds.

Melody points on cooldown cannot be used to power any song magic.

Battle Hymn:
A normal song is meant to be delivered to a limited audience; its effects are relatively powerful, but its magic dissipates when delivered over an extended range when the voice becomes little more than a whisper. A battle hymn is different; a siren behind legions of soldiers can broaden her voice using her own magic, producing magical effects that cover entire miles around her. A battle hymn's effects break the range limit of song magic, instead covering a circle with a radius of 1 mile/2 levels of siren that she possesses. Because of the magical strain in maintaining her voice over such distances, battle hymns are usually also weaker than that of a standard song; when delivering a battle hymn, use the effects specified under "battle hymn" to determine the new effect of the song.

Battle hymns require the full concentration of the siren, and require five minutes of preparation to sing. While maintaining a battle hymn, the siren cannot perform any discords or change the music in any way. Battle hymns must be melodies.

Felyndiira
2012-09-30, 03:00 AM
Song Magic

Unlike conventional arcane and divine magic, song magic does not follow a "fire-and-forget" structure. Most song magic are meant to be maintained over an extended period of time, usually for as long as the singer is able to physically sing. Each song magic user will generally have a number of "Melody Points" (MP) that they can use to power their songs; these melody points generally regenerate instantaneously and allow the singer to maintain her songs almost indefinitely. However, song magic can be interrupted similar to how a maintained spell can be interrupted.

The most central piece of song magic is an "element". Elements, like spells, usually must be learned individually by the singer, although no element is intended to be invoked alone. Instead, elements are connected together into either a melody (a line within a song) or a sentence (a number of words spoken normally, without singing) that produce effects depending on the interactions of the various elements that comprise the song. Thus, a singer that knows an element for "fire" and an element for "rain" may use these two to produce a continuous rain of fire, while a singer that knows the element for "strength" and the element for "rain" can use them to produce a continuous rain that buffs allies and weakens enemies.

Song magic usually begins at a single point: the mood; think of the mood as the element that sets the tone for the song and sentence. A song with a "sad" mood may have melodies that are dramatic and depressing, while a sentence with a "sad" mood may be spoken in a somber tone, borderline crying, while the singer looks at her target with tears in her eyes. Although the breadth of human emotions and literary moods may be infinite, there is only a limited number of moods that can be used to define the parameters of a single melody or sentence. Mood will usually directly affect the results of other elements within a song magic, and as a result there can only be one mood per melody or sentence. Changing the mood mid-song or mid-conversation requires a standard action, and no other elements of the song may be changed during the same turn. If, through a class feature or feat, a singer could sing a single melody with two or more moods, the element effects of each of those moods will apply.

Other song elements may affect the song in different ways. There are some that add effects to the song (like "strength" or "fire"), some that modify the physical effect of the song (like "rain" or "orb"), some that modify other elements ("intensity"), and some that can be used for more than one of these categories. Usually, each element are given a broad category and a number of sub-categories, and individual elements themselves may interact different with other elements, as well (for example, "fly" allows the singer to fly by default; if it is added to any enhancement elements, the cost of the enhancements are tripled).

Other than the mood, elements within a song magic may be added or removed without limitations. Unless if permitted by a class feature or another source, the total cost of elements within a single melody or sentence cannot the singer's MP. If this happens, the singer must immediately remove a number of elements that she is maintaining until their total cost is equal to or less than her MP.

Song magic requires a standard to activate, and requires a free action to maintain thereafter. However, the singer can only speak a maximum of five words per round while maintaining a melody, and must use one MP per additional word spoken in a round as if she is changing elements within a song.

Sentences

Song magic is not limited to actual melodies to create magical effects, although singing usually brings out a more potent forms of the magic. A singer can also coat her regular words and everyday speech with her magic, allowing her to disguise magical evocations within a seemingly normal conversation rather than, say, singing endlessly to a random stranger to "charm" him. Sentences are conposed in a similar way as songs, and are typically weaker than song magic because of their stealthiness; most elements, in addition to having a higher cost, will have a different effect when used as a sentence instead of a melody, ensuring that the singer will continue to use her melodies as a preferred method of combat.

Sentences, however, are beneficial in other ways. While song magic typically ends when the singer stops maintaining her melody, a sentence instead acts like a ritual and requires the singer to speak to her target(s) for a number of rounds equal to the sum of all the elements in the sentence. Once the conversation ends, the song's effects are applied to the target(s). A sentence does not usually allow a will save, although for sentences with non-beneficial effects, the target(s) can negate the effect by succeeding in a sense motive check against the singer's perform or bluff check (whichever is higher). Even on a successful check, the target does not know that the singer tried to use magic on him.

The effects of a sentence is maintained on the target for as long as the singer wishes. The singer does not need to continue the conversation to continue the effect, although any MP that is required by the sentence becomes committed and cannot be used to power other song magic until the effect is broken on the target. Breaking the effects of a sentence is a free action and instantly frees any MP committedd to that sentence.

Discords

Most song magic are continuous, maintained effects; discords, however, are typically jarring chords or powerful words designed to create a instantaneous or fixed-duration effect, such as a lash of fire or a sudden shield to protect the singer. Discords can be used without interrupting maintained song magic.

Discords, however, comes with a cost; each discord has an activation cost and a cooldown period, and the singer must have at least a number of MP available equal to the activation of the discord. MP used to evoke a discord is considered "spent" and cannot be used for other song magic until the beginning of the round when the cooldown period elapses. Cooldowns are not tracked for each individual melody point; if another discord is used when a cooldown is still active, the greater of the two cooldowns is used to determine the cooldown period of all spent MP.

Examples:

Mοr has previoused used a discord, and currently has two MP unavailable with a cooldown of 2 rounds. She then uses another discord that requires 3 MP with a cooldown of 3 rounds. She now has 5 MP unavailable with a cooldown of three rounds.

Mοr has previoused used a discord, and currently has two MP unavailable with a cooldown of 6 rounds. She then uses another discord that requires 3 MP with a cooldown of 3 rounds. She now has 5 MP unavailable with a cooldown of 6 rounds.

Battle Hymn



Mood

Anger
Song Element (Mood)
Requirement: Perform (Any) 4 ranks
MP Cost: 4

The song or sentence takes on a tone of anger. Musical notes alternate as drums on the battlefield, and the singer's voice becomes a shrill of hatred and accusations.

Calm
Song Element (Mood)
Requirement: Perform (Any) 4 ranks
MP Cost: 4

The song or sentence becomes soft and peaceful. A long serenade, a few relaxed words, and the listener imagines an open beach with slow, soothing waves.

Happy
Song Element (Mood)
Requirement: Perform (Any) 8 ranks
MP Cost: 6

There is a rather serene aspect of the melody. It evokes a sense of euphoria, perhaps allowing the listener to remember his happiest childhood memories.

Despair
Song Element (Mood)
Requirement: Perform (Any) 8 ranks
MP Cost: 6

It's as if there is no hope; the world around the singer seems that much darker than normal. The listener feels as if something ominous was about to transpire.

Fear
Song Element (Mood)
Requirement: Perform (Any) 12 ranks
MP Cost: 8

There's something very wrong about the tone of the song. It seems...almost as if it's causing

Reverence
Song Element (Mood)
Requirement: Perform (Any) 16 ranks
MP Cost: 8


Love
Song Element (Mood)
Requirement: Perform (Any) 21 ranks
MP Cost: 12


Hatred
Song Element (Mood)
Requirement: Perform (Any) 21 ranks
MP Cost: 12





Elements

Strength
Song Element (Active)
Requirement: Perform (Any) 4 ranks
Base MP Cost: 2

All allies gain a +1 untyped bonus to attack and damage rolls with a melee weapon. All enemies gain a -1 penalty to attack and bonus rolls with a melee weapon.

Calm: (MP Cost: +1)
All allies gain a +1 untyped bonus to fortitude saves. All enemies gain a -1 untyped penalty to fortitude saves.

Despair: (MP Cost: +4)
All allies gain a -2 penalty to strength. This song deals 1 point of strength damage to all enemies every turn.

Reverence: (MP Cost: +2)
All allies gain a +2 enhancement bonus to strength. All enemies gains a -2 enhancement penalty to strength.

Love: (MP Cost: +6)
Allow all allies to ignore hardness and DR when attacking. All enemies gains a -2 enhancement penalty to strength.

Felyndiira
2012-09-30, 03:02 AM
Have to reserve two just in case if the song lists are longer than I expected. I'll delete this if not needed of course.

celtois
2012-10-07, 08:42 PM
Melodist

-No Here Image To Keep Roland Happy :smallsmile:-

I'm never alone, for my notes shall forever keep my company. -Kendra Iomos a Melodist

A general description of what your class is!

Adventures: Melodists adventure for a variety of reasons, almost as many reasons as there are types of Melodists. But in general most Melodists are drawn by a desire to see what the world, and use the power of their voice to change it.

Characteristics: What your class is capable of.

Alignment: Music is a universal concept and so too is the Melodist. There can be Melodists of any alignment. Evil Melodists often enjoy twisting bright melodies to sap away hope in anyone who gets in their way..

Religion: Most Melodists choose not to follow any religion, believing instead in the power of their voice. However in settings where god's of music exist, a Melodist may say a word or two in their honour

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

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

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

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

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

GAME RULE INFORMATION
Melodist's have the following game statistics.

Abilities: Charisma is the primary stat of importance to the melodist, as it is the basis for most of her abilities, of Secondary importance are Wisdom which allows the Melodist to make use of more notes at once, Constitution, which helps the Melodist stay standing in a fight and Dexterity to help the Melodist avoid being hit. Both Intelligence and Strength are of little use to the dedicated Melodist.

Alignment: Any

Hit Die: d6
Starting Age: As Bard
Starting Gold: As Barbarian

Class Skills
The Melodist's class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

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

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

1st|
+0|
+0|
+0|
+2|Melody Singer I, Living Notes, Melodic Training I

2nd|
+1|
+0|
+0|
+3|Genre Specialization

3rd|
+1|
+1|
+1|
+3|Melodic Training II

4th|
+2|
+1|
+1|
+4|Refrain 1/day

5th|
+2|
+1|
+1|
+4|Melodic Training III

6th|
+3|
+2|
+2|
+5|Melody Singer II

7th|
+3|
+2|
+2|
+5|Melodic Training IV

8th|
+4|
+2|
+2|
+6|Genre Specialization

9th|
+4|
+3|
+3|
+6|Melodic Training V, Refrain 2/day

10th|
+5|
+3|
+3|
+7|Counter-Harmony I

11th|
+5|
+3|
+3|
+7|Melodic Training VI

12th|
+6/+1|
+4|
+4|
+8|Melody Singer III

13th|
+6/+1|
+4|
+4|
+8|Melodic Training VII

14th|
+7/+2|
+4|
+4|
+9|Genre Specialization, Refrain 3/day

15th|
+7/+2|
+5|
+5|
+9|Melodic Training VIII

16th|
+8/+3|
+5|
+5|
+10|Counter Harmony II

17th|
+8/+3|
+5|
+5|
+10|Melodic Training IX

18th|
+9/+4|
+6|
+6|
+11|Melody Singer IV

19th|
+9/+4|
+6|
+6|
+11|Melodic Training X, Refrain 4/day

20th|
+10/+5|
+6|
+6|
+12|Genre Specialization, Capstone[/table]

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

Weapon and Armor Proficiencies: A Melodist is proficient with Simple Weapons and Light Armor

Melody Singer: As a full action The Melodist may use a number of notes per equal her Melody Singer level (I-IV) times her wisdom bonus, the melodist may use half as many on standard action. A Melodist's Melody Singer level (I-IV) times her charisma bonus is the number of Living Notes that may be under her control at once. Notes not under her control lose their spark of life and cease to exist.

The Living Chant: The notes a Melodist sings are manifestations of pure life force, and may thus act as tiny creatures which the Melodist can direct, including acting upon other objects, five or more notes in one square are considered to act like a swarm. A note can be destroyed by hitting it with a physical attack (1hp). A note has an AC equal to 10+the Melodist's Charisma Level+The Level of Melodic Training the Melodist has. A note has a fly speed of 60ft perfect, and is invisible. It emits a constant sound which is audible with a listen check, with a DC equal to the AC of the note, a note pinpointed in this way may be attack without a 50% miss chance. All notes in a 5ft square must be of the same kind otherwise they cancel each other out.

Melodic Training: A melodist begins play with a Melodic Training level of one, and knows three notes. Whenever the Melodist's Melodic Training level increase (I-X) she learns a new note.

Genre Specialization: At 2nd level and every six levels thereafter a Melodist may select an additional Genre of music to specialize in, from the following list. The genre will enhance her notes.


Tragic
Comedic
Romantic
Dramatic
Heroic
Satiric


Refrain: A limited number of times per day a Melodist can continue to control her notes while unconscious, dying or even dead. This effect lasts for one turn.

Counter-Harmony: For each level of Counter-Harmony the Melodist may have an additional note type in a 5ft square without the effects cancelling, two at Counter-Harmony I and three and Counter-Harmony II.


Notes

kanachi
2012-10-08, 05:28 AM
The War Smith

http://static.desktopnexus.com/thumbnails/1047707-bigthumbnail.jpg
Image by ptitvinc (http://ptitvinc.deviantart.com/art/mecamage-290409075?q=boost%3Apopular%20in%3Adigitalart%2Fpa intings%20magic%20machine&qo=2)

“Some people seek a key to a kingdom,
I seek a door that can stop me!”

- War Smith Makaan before his assault on Hiigara.

A war smith draws power from the raw essence of battle. Feeding upon its chaos and ferocity to craft mighty engines of war which decimate all who stand before them.

There is not a singular form which can define the violent rage of battle and thus none, not even the smith themselves, truly know what forces they will bring to bear. Only when the drums of war sound and the rhythm of battle is joined by a chorus of blood will the true nature of their craft be revealed.

Adventures: A war smith seeks out conflict so they may understand it. Quickly they learn that the heat of battle forges the finest steel, but why and how it does so are harder questions to answer - often leading the war smith on expansive campaigns in search of some greater truth.

Characteristics: The core of the class is focused upon a specialised deck of battle cards which are shuffled to form the “Storms of War”. Over time the War Smith draws these cards and uses them to piece together Engines of War, which are powerful constructs under the War Smith’s command. These cards may also be placed into the War Smith’s Foundry, an extradimensional space from which the War Smith themselves draws energy. Taming the Storms of War is therefore a War Smiths chief concern and often their driving motivation as well!

Alignment: The raw powers a War Smith draws upon are both violent and chaotic but this does not mean all War Smiths are by nature chaotically aligned (Though many are). Many see the Storms of War as a conundrum or puzzle which offers them a glimpse of some greater truth and therefore may try to find order in the chaos they observe. After all to understand conflict offers insight into far more than battle.

more to come...

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

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

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

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

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

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

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

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

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

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

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

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

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

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

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

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

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

kanachi
2012-10-08, 05:29 AM
Just in case

rottenvenetic
2012-10-09, 01:56 PM
The Self-made Legion


I am the State. All of it!

A self-made legion is an aberration of nature, as much as the undead, but dissimilar, and always deliberate on its part. Several bodies, or hundreds, or thousands, are all held in sway by one soul. All its minds are slaved to it, creating an utter, unbreakable unity of purpose, and the bodies naturally grow similar to each other in strengths, weaknesses and aspect. The self-made legion’s spirit propagates its influence through breeding – female bodies of the Legion will birth more Legion bodies, and the seed of its males will always result in Legion bodies too. A Legion’s bodies age and die as normal, gaining no physical advantages, but as long as one body remains alive the Legion will endure. Only an extraordinarily powerful soul can warp its original body to become a self-made legion, and it usually occurs in youth; no matter how many bodies it has, the self-made legion is for all other intents and purposes a single person. Sometimes this is even enforced by law.
Despite such a strong spirit a self-made legion cannot afford any significant variance in its bodies. They will all have the same class levels and the same stats, feats and skills, differentiated only by the possibility of non-uniform racial traits, though equipment and temporary modifiers can be varied at will.
A self-made legion that’s been around for long enough is an uncanny sight on and off the battlefield: the harmony and synchronization that dominates a population of a self-made legion’s bodies makes it seem otherworldly and unnerving, and constitutes the dreams of many a tyrant.
At war, the legion is even more obviously unnatural. Its army of bodies marches and fights in perfect unison, with impossible stubbornness, discipline and determination. Despite, or more often because of feeling all of its bodies’ sufferings in full, the self-made legion as a whole is all but impervious to them, and will advance in any conditions and can sacrifice bodies at need with an ease unsurpassed even by suicidal fanatics.

Adventures: The self-made legion can grow into a village or warband, even an army or state unto itself, and will naturally compete at the level of its population. Individual bodies or small groups are often sent into missions to retrieve or deny artefacts, strategic points and other such resources.
The aid of a self-made legion is a sought after commodity among the pragmatic, since it can bring to bear the power to act of multiple bodies, usually utterly devoted to the cause and fanatical, yet one need only secure the acquiescence of a single person.
For their part self-made legions retain the social needs of their original body, and are happy to interact with others – a need its multiple bodies can never sate.

Characteristics: The self-made legion inculcates its unique spirit into all its offspring, essentially ensuring that many bodies come under the control of the same person. Unless all its bodies capable of reproducing are destroyed, a self-made legion is immortal. All the bodies share the original’s class levels etc. Unless reduced to a single body a self-made legion is immune to any soul-affecting and fear effects. The legion as a whole cannot suffer other mind-affecting effects either, unless it’s reduced to its last body. All effects placed on one or more of its bodies will affect only those bodies.
As a character gains levels in this class, it will learn many additional feats and skills since all bodies share all learning; any experience gained or lost by any body of the self-made legion is instantly sent to all others.
Note that if bodies of different self-made legions mate, the one with the greater levels in this class will occupy all of the resulting zygotes; if the legions are equal in level the female body’s spirit will break the tie and take over.

Alignment: The benefits of this class are useful for the full gamut of moral or ethical paths and motivations; all alignments are equally open to self-made legions.

Religion: Self-made legions are typically atheists. While they may acknowledge the existence of gods, their multiple bodies allow them a much greater degree of control over their fate and their environment. Seldom will they feel the need to curry favour with or otherwise worship a deity.

Background: Self-made legions are, like sorcerers, born at least as much as they are made. For any number of reasons ranging from intentional reincarnation to cosmic accidents, a newborn mortal’s soul may gain extraordinary potency. In the case of future self-made legions this will often not manifest in any obvious special powers (though they may have unnaturally keen emotional or even psionic perception from childhood), but in feelings of anxiety, of lack of control; the spirit feels vulnerable and stifled when trapped into a mortal body, and will often express the wish for immortality and personal power, while shunning power over others as insufficient or irrelevant.
The revelation and start of the path in this class arrive at the moment of conception: just after completing the act of reproduction, when the gametes fuse into a zygote the nascent self-made legion’s spirit will feel the void of the soulless new being and ecstatically rush in to fill the void, retaining control over its original body also. The new being will instantly become an extension of its parent’s will, and will seem to develop mentally at an alarming rate – in fact this is merely because the child will have full access to the legion’s thoughts and experience from the outset, insofar as its brain is able to process them.
When this first propagation occurs, the character automatically gains its first level of this class, retaining any previous classes and extra experience as they are.

New bodies restriction: All new bodies must be procreated by the legion’s existing ones, though outsider partners will still result in legion children. Self-made legions have no other way to expand their body numbers.

First level restriction: The first level of this class can only ever be gained in the way described in the Background.

Races: All intelligent mortal races can become self-made legions, the only real requirement being that the soul is distinct from the body; depending on the possibility and desire for hybridization a self-made legion may span through several races. They are almost always killed off quickly among elves and Halflings, who nurture revulsion for this class well beyond what most members of other races feel. Self-made legions may not contain any undead bodies.

Other Classes: That people tend to be disturbed or even disgusted by a self-made legion’s nature has little cross-class variability. Paladins and Chaotic clerics, as well as any other class which is based around a communion with nature or around personal freedom – such as rangers, druids and bards – may have difficulty accepting a self-made legion, since their perception is that its myriad bodies are thralls, even though they will have never held another soul but the Legion’s.

Role: A self-made legion’s primary role in a party with single-body allies is to provide numbers. For a legion with no other classes especially, its adult experience will be dominated by its ability to replace its bodies and treat them as expendable. Due to having just as many brains, however, the legion is often capable of complex, perfectly coordinated group tactics. These can range from finesse actions consisting of multiple simultaneous stealthy attacks, to massed charges, where a numerically well-endowed legion will hurl wave after wave of bodies at the enemy, grinding them into the ground.

Adaptation: The most obvious limitation that any DM will probably consider is to severely curtail the number of bodies the legion has, or at least which are available to serve in the adventure or campaign, since by design a self-made legion can accrue an unlimited number of bodies given enough time; it is bound to be small in its first generations.

However a self-made legion can make for a dangerous antagonist, a leader who sees, hears and feels through every one of its soldiers at once, whose army is literally a part of its being, all incorruptible, and which has no outstanding leaders which can be targeted to cripple it or throw it into confusion - nor is there any one body which can be killed to bring down the legion.

Self-made legions have the following game statistics:

Abilities: Constitution is the single constantly important ability score for self-made legions, though they have high hit points to begin with. Depending on what it wants to achieve with its bodies and what other classes it may plan to learn a self-made legion may vary its other ability scores at the player’s will when the character is generated.
Alignment: Any; shared by all bodies. Alignment change occurs instantly for all bodies.
Hit Die: d12 for each body
Starting Age: Whenever it first procreates – at the player’s and GM’s discretion.
Starting Gold: Varies depending on the character’s background, at the player’s and GM’s discretion. Already-established self-made legions tend to have ample finances at their disposal.

Class Skills
Unless it has levels in other classes the self-made legion will treat all skills as cross-class.

Weapon and Armour Proficiencies: The self-made legion’s bodies are proficient with all simple weapons, but no armour or shields.

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

Self-made legion (each body):
{table=head]Level|BAB|Fort Save|Refx Save|Will Save|Special
1|+0| +0|+0|+2|Legion breeding, internal telepathy, immune soul
2|+1| +0|+0|+3|Bonus feat
3|+2| +1|+1|+3|+2 skill points
4|+3| +1|+1|+4|+4 skill points
5|+3| +1|+1|+4|Bonus feat
6|+4| +2|+2|+5|+2 skill points
7|+5| +2|+2|+5|+4 skill points
8|+6/1|+2|+2|+6|Bonus feat
9|+6/1|+3|+3|+6 |+2skill points
10|+7/2|+3|+3|+7|+4 skill points
11|+8/3|+3 |+3|+7|Bonus feat
12|+9/4|+4 |+4|+8|+2 skill points
13|+9/4|+4 |+4|+8|+4 skill points
14|+10/5|+4|+4|+9|Bonus feat
15|+11/6|+5|+5|+9|+2 skill points
16|+12/7|+5|+5|+10|+4 skill points
17|+12/7|+5|+5|+10|Bonus feat
18|+13/8|+6|+6|+11|+2 skill points
19|+14/9|+6|+6|+11|+4 skill points
20|+15/10/5|+6|+6|+12|Bonus feat[/table]

Self-made legion bonus feats can be anything allowed in the current campaign.

Class Features:

Legion breeding (SU): All children produced by bodies of the legion will inevitably belong to the legion (except when mating with a more advanced legion) as described in the previous entries.

Internal telepathy (SU): All bodies of the legion have flawless communication with each other. It is instantaneous, impossible to jam or break by any means, and unaffected by distance.
At all times the self-made legion has as much information of its conscious bodies as a mortal being of the same education has of its own.
The legion is instantly aware if one of its bodies is injured, put to sleep or killed, or if it suffers any other effect. If a legion’s bodies are mind-controlled, but the legion has at least 1 unaffected, waking body, it will still gather information from the affected body or bodies as normal, while partially or completely losing control depending on the strength of the effect, until it is removed as normal.

Immune soul (SU): The soul of a self-made legion is invulnerable to any attack.
This includes the levels and experience loss incurred through energy drain attacks or attack components.
The legion’s bodies cannot lose any of their supernatural abilities for any reason other than being killed or, in case of active abilities, being knocked unconscious. They are also immune to any fear effects.
Whenever the self-made legion is reduced to a single body, the Immune Soul supernatural ability is lost with all components, but it will be regained when the legion begins to grow again. For this purpose only bodies that have been born for at least 2 years count.

sengmeng
2012-10-11, 03:42 PM
Guardian Angel


http://litelines.com/images/pm/page4/pm-FOREVERIN.jpg

You just call on me brother, when you need a hand
We all need somebody to lean on
I just might have a problem that you'd understand
We all need somebody to lean on
--Bill Withers, Lean on me

A Guardian Angel shares blood with some celestial being, and it awakens within her an intense desire to protect those she loves. She forms intense bonds of friendship with her allies and seems to be always ready to protect or avenge them.

Adventures: Most Guardian Angels adventure because their friends do.

Characteristics: The Guardian Angel is a unique and varied combatant as long as she is surrounded by her allies, and she can become an incredible force against evil with her affinity for Exalted feats.

Alignment: Any Good. The celestial blood and the desire to protect others at any cost to oneself require a certain degree of altruism.

Religion: Guardian Angels who discover their celestial ancestor often venerate them, otherwise they usually worship any good god.

Background: Guardian Angels may come from any background, as long as they develop an intense need to protect their friends and a Good alignment. A Guardian Angel is born, not made.

Races: Any race capable of being good and interbreeding with celestial creatures may be a Guardian Angel. The most common Guardian Angels, however, are Aasimars or half-celestials. Tiefling and half-fiend Guardian Angels are not impossible, just nearly so. If using the bloodlines alternate rules, any bloodline other than celestial prevents a creature from being a Guardian angel.

Other Classes: Guardian Angels get along with any other class that isn't obviously evil. They need other classes to be effective. Without allies, a Guardian Angel is effectively a charismatic fighter without bonus feats and no Climb, Jump, or Swim skill. This is especially true if she doesn't choose the melee or stealth paths.

Role: The Guardian Angel is a team player who can focus on supporting combatants or magic users and can choose between several powerful combat or defensive options. She can also make a good party face, since befriending others is the source of her power.

Adaptation: Guardian Angels have celestial ancestry, but that can be shifted to any extraplanar good creature more appropriate to a given campaign.

GAME RULE INFORMATION
Guardian Angel's have the following game statistics.
Abilities: Guardian Angels have little use for mental abilities; they are often creatures of raw emotion. Charisma allows them to find friends more easily and affects a few of their class abilities. Constitution is important because they often put themselves between danger and their friends. Strength or Dexterity may be important depending on which path they choose, but Guardian Angels are proficient with the heaviest armors and shields and many take advantage of that, so Strength often trumps Dexterity.
Alignment: Any Good. A Guardian Angel who becomes non-Good may not advance as a Guardian Angel any more, but she does not lose any of her class abilities.
Hit Die: d10
Starting Age: As fighter.
Starting Gold: As fighter.

Class Skills
The Guardian Angel's class skills (and the key ability for each skill) are Animal Empathy (Cha), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Speak Language.

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


{table]level|BAB|Ref Save|Fort Save|Will Save|Special|Bonded Allies
1st|+1|+0/+2|+0/+2|+0/+2|Bonded Allies, Swift Aid, Sacred Vow|1
2nd|+2|+0/+3|+0/+3|+0/+3|Summoned|2
3rd|+3|+1/+3|+1/+3|+1/+3|1st Path (1st ability)|4
4th|+4|+1/+4|+1/+4|+1/+4|Summoned Attack|6
5th|+5|+1/+4|+1/+4|+1/+4|Vengeance|9
6th|+6|+2/+5|+2/+5|+2/+5|Commune|12
7th|+7|+2/+5|+2/+5|+2/+5|2nd Path (1st ability)|16
8th|+8|+2/+6|+2/+6|+2/+6|Summoned II|20
9th|+9|+3/+6|+3/+6|+3/+6|Summoned Charge|25
10th|+10|+3/+7|+3/+7|+3/+7|Improved Aid|30
11th|+11|+3/+7|+3/+7|+3/+7|1st Path (2nd ability)|36
12th|+12|+4/+8|+4/+8|+4/+8|Phase|42
13th|+13|+4/+8|+4/+8|+4/+8|Summoned III|49
14th|+14|+4/+9|+4/+9|+4/+9|Greater Aid|56
15th|+15|+5/+9|+5/+9|+5/+9|2nd Path (2nd ability)|64
16th|+16|+5/+10|+5/+10|+5/+10|Vengeance II|72
17th|+17|+5/+10|+5/+10|+5/+10|Superior Aid|81
18th|+18|+6/+11|+6/+11|+6/+11|Summoned IV|90
19th|+19|+6/+11|+6/+11|+6/+11|1st Path (3rd ability)|100
20th|+20|+6/+12|+6/+12|+6/+12|Vengeance III|120[/table]

Weapon and Armor Proficiencies: Guardian Angels are proficient with all armor and all shields including tower shields, and all simple and martial weapons.

Bonded Allies: The Guardian Angel forms special bonds with her friends, and almost all of her class abilities are based around helping those to whom she is bonded. Guardian Angel's cannot form bonds with undead, evil outsiders, vermin, constructs, oozes, plants, or creatures who are incapable of having a non-evil alignment. The creature must have an intelligence score, and a friendly disposition towards the Guardian Angel. Forming the bond takes one minute (though bonding with multiple creatures at once does not change the amount of time required) and does not require a shared language, though the creature gains a general idea of what is requested. Thereafter, she may communicate with them telepathically at an unlimited range as long as they are on the same plane. The limit to the number of bonds she can form is given under the “Bonded Allies” heading on the table, plus her Charisma bonus. She may not change her bonds unless one of her bonded allies dies or betrays her (typically, the DM will decide what constitutes betrayal, and the Guardian Angel will decide whether or not to forgive them). If she is betrayed and decides to break the bond, she takes a -4 penalty to her saves and AC against her former bonded ally, and a -4 penalty to attacks made against them until the end of the encounter. She may not form a bond with that creature again unless they are the recipient of an atonement spell. If one of her bonded allies dies, she may choose to form a new bond with another creature, but she also may choose to keep the bond. She can always sense the locations of her bonded allies if they are on the same plane. She can sense if her bonded ally is on another plane, but not which plane it is. She always knows when a bonded ally is damaged or dies. She cannot willingly attack a bonded ally in a way that deals lethal damage, ability damage, ability drain, or level drain, or target them with a harmful spell, and if she is under a mind control or compulsion that causes her to attempt to attack a bonded ally, she immediately gets another save to resist the enchantment or compulsion and adds her Charisma bonus to the save. The Guardian Angel uses the higher values on the table for her saving throws when she is standing adjacent to a bonded ally. Forming a bond with an animal or magical beast with an intelligence score of 1 or 2 is more difficult. The bond counts as a "trick" and must be taught to the animal using handle animal checks over the course of a week (the normal length of time for teaching an animal a trick). The Guardian Angel may only form a bond with one animal or magical beast at a time. A wizard and her familiar or a paladin and her special mount count as one creature for the purposed of forming bonds, e.g., if the Guardian Angel is also a paladin and/or a wizard/sorcerer, she is automatically bonded to her special mount and/or familiar and they do not count against her bonded ally limit. If she forms a bond with a wizard, sorcerer or paladin, she is bonded to their familiars and/or mounts as well, without them counting against her bonded ally limit. If she attempts to bond with a creature that she doesn't know is ineligible, such as a werewolf or chromatic dragon in human form, the bond fails to form but she does not know why. Thus, if a lich uses illusions to pose as a living being the bond would fail, but she would not discover that it is a lich, nor would she know that it is necessarily evil (the very rare good undead creatures are also ineligible). The success of a bond also does not inform the Guardian Angel of a creature's alignment (an evil human would not be revealed as evil, a good orc would not be confirmed as good).

Swift Aid: At 1st level, the Guardian Angel may aid another as a swift action instead of a standard action. She may also use a standard action to aid a different ally in the same round.

Sacred Vow: The Guardian Angel gains the Sacred Vow feat as a bonus feat at 1st level (Book of Exalted Deeds).

Summoned (Su): At 2nd level, the Guardian Angel’s bonded allies may summon her to their sides with a swift or immediate action. The Guardian Angel must be conscious and willing to answer their call. She is made aware of her ally’s situation when they attempt to summon her. She appears in any open square of her choosing adjacent to the bonded ally who made the call. She cannot be called if there isn't room. Answering the call is an immediate action on the part of the Guardian Angel. Eventually, she gains the ability to answer more than one summons in a round at levels 8, 13, and 18 (effectively, she gains an additional immediate action which can only be used to answer a summons). She may bring along any gear and equipment she can carry, as well as a number of bonded allies equal to her Charisma bonus, who must be in contact with one another, and at least one of them must be in contact with her. If she is mounted and her mount is a bonded ally, the mount does not count towards her limit. Bonded allies' mounts do, however, and must also be bonded allies to be brought along, except for a paladin's special mount, who counts as the same creature as its rider.

Path: Guardian Angels gain several powerful ways to attack their enemies and protect their friends, with certain abilities better suited for bolstering certain allies. They may choose the paths of melee, ranged, defense, stealth, and magic. At level 3 they choose a path and gain the first ability in that path. At level 7 they choose second path and gain the first ability in their second path. At level 11 they gain the second ability in their first path. At level 15, they gain the second ability in their second path, and finally at level 19 they gain the 3rd ability in their first path.

Melee: The path of melee represents a single-minded determination to protect one's friends through decisive violence towards their enemies in a straightforward manner.
1st ability: the Guardian Angel gains Power Attack as a feat if they do not already have it. She may choose any feat she meets the prerequisites for if she already has Power Attack. Any time she hits an enemy while using Power Attack, any bonded allies who attack the same opponent in melee before the Guardian Angel’s next action may add the same bonus to their damage rolls without taking a penalty.

2nd ability: When performing a Power Attack against a foe that has successfully damaged one of the Guardian Angel’s bonded allies in the previous round, the Guardian Angel may subtract a number from her melee attack rolls and add twice that number to her damage rolls. If she is using a weapon in two hands, she adds three times the penalty. As per her first melee path ability, any bonded allies who attack the same opponent in melee may also add that number to their damage rolls until the Guardian Angel’s next action without taking a penalty, provided that the Guardian Angel successfully hits that opponent. Most feats, items, or abilities that interact with Power Attack apply to this ability as well, except for ones that change the amount of damage gained per point of penalty to the attack roll, such as Favored Power Attack.

3rd ability: The Guardian Angel gains the Pounce ability the first time she makes a summoned charge in a round.

Ranged: The ranged path represents a desire to keep one's friends out of harm's way.
1st ability: The Guardian Angel uses her telepathic link with her bonded allies to make sure that they never hit each other or her with ranged attacks shot into melee or grapples and never take penalties for doing so, and she is never in danger of hitting them if she shoots into melee or a grapple. This ability only functions for bonded allies within 1000 ft of the Guardian Angel.

2nd ability: The Guardian Angel may coordinate any adjacent bonded allies to attack a single target with ranged weapons. They must all make full attacks with ranged weapons, and act on the Guardian Angel’s turn (only bonded allies behind the Guardian Angel in initiative order can participate). Everyone involved gains a +2 bonus to attack and damage rolls per bonded ally involved, to a maximum of +16 for 8 bonded allies (This is the maximum even if the Guardian Angel is size large or larger and can be adjacent to more than 8 bonded allies). All bonded allies take the same range increment penalty as the Guardian Angel, even if they are not using weapons with the same range increment. Only bonded allies who can actually attack the intended enemy count.

3rd ability: Adjacent bonded allies gain the benefits of any feat related to ranged combat that the Guardian Angel has. This will always include Brutal Throw, Far Shot, Fell Shot, Manyshot, Mounted Archery, Point Blank Shot, Power Throw, Precise Shot (irrelevant), Ranged Smite, Rapid Reload, Rapid Shot, Throw Anything, and the improved or greater versions of any of those feats. It will also include Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, and Improved Critical with ranged weapons, and weapons that are being thrown (if the Guardian Angel has Throw Anything and Weapon Focus (longsword), an ally who is throwing a longsword would gain a +1 to attack, but an ally using a longsword in melee would not). The Two Weapon Fighting feat chain and Quick Draw could apply if an ally is dual-wielding crossbows or drawing and throwing multiple weapons. The feat Shot on the Run never benefits an ally, however, because they must remain adjacent to the Guardian Angel to gain the benefits of her feats. Other feats may apply if the DM allows.

Defense: A defense oriented Guardian Angel would rather see her self harmed than one of her friends.
1st ability: When a Guardian Angel fights defensively or takes the total defense action, all adjacent bonded allies gain the same bonus to their armor class. At 10th level, the bonus to AC for fighting defensively or taking the total defense action doubles. At 17th level, it triples. All adjacent allies add the Guardian Angel's Charisma bonus to all saves.

2nd ability: When an adjacent bonded ally is struck in melee, a Guardian Angel may use an immediate action to redirect the damage to herself. She may choose to either take half damage, or pin the opponent’s weapon/limb for a moment, allowing all adjacent bonded allies to make an attack of opportunity on that opponent. To use this ability, she must be in a space threatened by the opponent who attacks her bonded ally.

3rd ability: A Guardian Angel may occupy the same space as a bonded ally without any penalties. Using the second defense path ability is a free action if a bonded ally in the same space as her is attacked. She may now be summoned into a bonded ally’s space with the summoned ability.

Stealth: A Guardian Angel who follows the stealth path has a complicated outlook, probably because she has been taught that tactics seen as "dishonorable" to most can still be good.
1st ability:
The Guardian Angel gains 2d6 sneak attack and the Sacred Strike feat (Book of Exalted Deeds). She may now be summoned into a space anywhere within 30ft of a bonded ally.

2nd ability: The Guardian Angel’s sneak attack increases to 6d6, and she gains the Vexing Flanker feat. If she and a bonded ally are flanking an opponent, her bonded ally also gains the Sacred Strike feat (which does not help them unless they also have the sneak attack ability).

3rd ability: The Guardian Angel’s sneak attack increases to 8d6. Any time she and a bonded ally flank an opponent, her bonded ally gains the sneak attack ability at 6d6. If they already have the sneak attack ability, they gain 4d6 additional sneak attack damage.

Magic: The path of magic appeals to some Guardian Angels, sometimes because magic-users tend to be frail and in need of protection, but also because magic is so powerful that Guardian Angel feels a special need to guide its use towards good.
1st ability: The Guardian Angel may share spells and deliver touch spells for any bonded ally who can cast spells, as if she were their familiar (even if the bonded ally is a divine caster), as long as the spell doesn't have the Evil descriptor. She grants a +2 bonus to caster level checks to overcome Spell Resistance to any adjacent bonded ally. Bonded allies who are high enough level to scry on their familiars can also scry on the Guardian Angel as if she were their familiar (which usually wouldn't be important since they can already communicate telepathically, but it may be a crucial ability if the Guardian Angel is unconscious).

2nd ability: If the Guardian Angel uses her Swift Aid ability to help a bonded ally who casts a spell before the Guardian Angel’s next action, the spellcaster casts her next spell at +2 caster level, unless it has the Evil descriptor, in which case the spell is cast at -1 caster level, and at +3 caster level if it has the Good descriptor. When a bonded ally casts a beneficial spell which can affect multiple targets, the Guardian Angel and one bonded ally per point of her Charisma bonus do not count against the total number of targets. The Guardian Angel and the bonded allies must still be in range, however.

3rd ability: The Guardian Angel may be the point of origin for her bonded allies’ spells, as long as they do not have the Evil descriptor. She can do this a number of times per round equal to her Charisma bonus +1. She must be conscious, willing, and able to perform the somatic or verbal components of the spell, and the bonded ally casting the spell must have line of sight to her. This does not count as an action for her. Rays or touch spells use her base attack bonus to determine whether or not they hit. All melee or ranged attacks the Guardian Angel makes in a round in which she channels a spell add a bonus to their damage equal to 1d6 per spell level of the highest level spell she channeled that round. This is divine damage.

Summoned Attack (Su): At level four, when the Guardian Angel is summoned by a bonded ally, she may make a free attack at her highest base attack bonus against any opponent she threatens in her new location.

Vengeance: At 5th level, if a bonded ally of the Guardian Angel dies or is dropped to negative hitpoints, she is immediately summoned to the space they last occupied, unless she perceives the situation to be suicidal (such as if they died in a pool of lava, or were killed by an overwhelming foe). This does not count against her per-round limit on the Summoned ability, but she may use her Summoned Attack, Summoned Charge or Pounce abilities, and if she has a feat from the Arrive in Style chain, those effects apply as well. She may attempt to use the Heal skill to stabilize her bonded ally as a swift action. When attacking a creature that killed or dropped one of her bonded allies, every successful attack by the Guardian Angel is treated as a critical threat. This effect only lasts while the bonded ally remains at negative hitpoints or is dead, and the Guardian Angel must not break the bond. Vengeance is a very powerful ability and may constitute the largest temptation a Guardian Angel can face to subvert her good alignment. It may seem expedient and practical to send a weak bonded ally into certain death to gain this advantage, but a Guardian Angel who coldly and exploitively manipulates her allies in such a fashion may soon find herself short on allies and unable to advance as a Guardian Angel.

Commune (Su): At 6th level, the Guardian Angel may communicate with any of her bonded allies who have died. They can provide her any information they had in life. What they might be able to report about the afterlife is up to the DM. Maintaining a bond with a dead ally still counts against her normal limit.

Summoned Charge (Su): At 9th level, when the Guardian Angel uses her Summoned Attack ability, she may now count it as a charge. Most feats or abilities that affect charging apply, but certain ones, such as Leap Attack, do not, since it requires them to jump a certain horizontal distance.

Improved Aid: At 10th level, when using the aid another action, the Guardian Angel grants a +4 bonus instead of a +2 bonus. She may now use a swift action and a standard action to aid the same ally, but they only add a +6 bonus in that case.

Phase (Su): At 12th level, after being constantly summoned to help her friends, the Guardian Angel eventually finds a way to remain in the place between places for an indefinite amount of time. As a free action, she disappears to a place that is not part of any plane and cannot be found by non-epic magic. She cannot return on her own, however, and must be summoned by one of her bonded allies. She does not age or need food or air while she is phased, nor does any time pass for her while she is phased. Thus, any spells or status ailments that affected her when she phases do not affect her until she returns, and their durations are halted. She may not take any actions while phased except for communicating with her bonded allies.

Greater Aid: At 14th level, the Guardian Angel now grants a +6 bonus when using the aid another action. If she aids the same ally twice, they gain a +10 bonus.

Vengeance II: At 16th level, when attacking a foe who killed or dropped one of her bonded allies, the Guardian Angel treats any successful hit as a confirmed critical. Against opponents who are normally immune to critical hits, she still treats successful hits as a critical threat, and they are affected as normal. This effect only lasts while the bonded ally remains at negative hitpoints or is dead, and the Guardian Angel must not break the bond.

Superior Aid: At 17th level, the Guardian Angel now grants a +8 bonus when using the aid another action. Aiding the same ally twice in one round yields a +12 bonus.

Vengeance III: At 20th level, the Guardian Angel gains 2 additional multipliers to her critical hits when attacking an opponent who killed or dropped one of her bonded allies, and her weapons gain the vorpal special quality against them, even if they are not slashing weapons (flavorwise, the DM may say that the enemies' heads simply explode in a shower of gore and a burst of divine light). This effect only lasts while the bonded ally remains at negative hitpoints or is dead, and the Guardian Angel must not break the bond.

sengmeng
2012-10-17, 01:56 PM
ALTERNATE CLASS FEATURES

Smite: The Guardian Angel either does not gain Sacred Vow as a bonus feat at 1st level, or she halves the number of Bonded Allies gained through level advancement (rounded up, and she still gains one additional bonded ally per point of her Charisma bonus). Instead, she gains the ability to Smite Evil 1/day as a paladin of equal level. If she has levels of paladin, her Guardian Angel and paladin levels stack to determine the strength of her Smites for both classes, but not the number of Smites per day (essentially, a Paladin/Guardian Angel of any level gains an extra smite use per day compared to a Guardian Angel or Paladin of the same level). She may gain both this and the Turn Undead alternate class feature, but must give up Sacred Vow and halve her number of bonded allies (she cannot choose to halve the number of bonded allies twice). A Guardian Angel does not need to be Lawful Good to take this alternate class feature. This counts as Smite Evil for the purposes of qualifying for feats or prestige classes.


Turn Undead: The Guardian Angel may Turn Undead as a cleric equal to her Guardian Angel level. The Guardian Angel either does not gain Sacred Vow as a bonus feat at 1st level, or she halves her number of Bonded Allies gained through level advancement (rounded up, and she still gains one additional bonded ally per point of her Charisma bonus). She may gain both this and the Smite alternate class feature, but must give up Sacred Vow and halve her number of bonded allies (she cannot choose to halve the number of bonded allies twice). This counts as Turn Undead for the purposes of qualifying for feats or prestige classes.


Ascendance: The Guardian Angel's Charisma bonus is doubled for the purposes of determining how many bonus bonded allies she gets, as well as how many bonded allies may accompany her when she is summoned, and how many spells she may channel per round with the magic path's 3rd ability. Instead of the Vengeance ability, the Guardian Angel gains wings. She may fly at her movement rate with poor maneuverability as long as she is carrying a light load and not wearing armor heavier than light armor. Instead of the Vengeance II ability, she improves her maneuverability to Good and can fly at twice her movement rate in medium armor or carrying a medium load (but not both). If she is flying in medium armor or carrying a medium load, use her adjusted movement rate for determining her fly speed. Instead of Vengeance III, she gains the ability to fly in any armor and carrying any load (though if she can't move, she can't fly) and gains the Outsider creature type, and the Good subtype. She no longer counts as her original creature type. If she has damage reduction, an attack must now be evil-aligned to overcome it (i.e., if she has DR 5/Cold Iron, it changes to DR 5/Evil and Cold Iron). If it was already overcome by Evil or -, it does not change.


FEATS


Angel Totem
Prerequisites: Summoned class ability, Rage class ability, Chaotic Good alignment.

Benefit: Your Barbarian and Guardian Angel levels stack for determining your rage bonuses and number of uses per day. You also gain the Vengeance, Vengeance II, and Vengeance III abilities when your barbarian and Guardian Angel levels total 5, 16, and 20 respectively.


Holy Rage [Exalted]
Prerequisites: Rage class feature, Vengeance class feature.

Benefit: When you are summoned by the Vengeance class ability, you may rage immediately. Every round you attack the enemy who dropped your bonded ally does not count against your rage's duration. You cannot use this ability if you are fatigued. If you were already raging when summoned by the vengeance ability, the rounds you spend attacking the opponent who dropped your bonded ally do not count against your rage's duration.


Arrive in Style
Prerequisites: Summoned class feature.

Benefits: When the Guardian Angel is summoned, a flash of light dazzles adjacent evil opponents. Evil opponents are dazzled for 1 minute unless they make a fortitude save of DC 10 + half the Guardian Angel's level + her Cha bonus.


Dramatic Entrance [Exalted]
Prerequisites: Summoned class feature, Arrive in Style feat.

Benefits: When the Guardian Angel is summoned, she casts light as the Daylight spell for one round, except for the radius is 30 ft instead of 60 ft. She also adds +2 to the save DC for her Arrive in Style effect, and enemies are stunned for 1 round as well as dazzled for 1 minute.


Flashy Entrance [Exalted]
Prerequisites: Summoned class feature, Arrive in Style and Dramatic Entrance feats.

Benefits: The Guardian Angel adds another +2 to the save DC of the Arrive in Style effect and she casts light as a Daylight spell out to 60 ft for one round. Opponents within 30 ft treat the light as real sunlight, so undead who are harmed by sunlight take damage or suffer whatever ill effect sunlight has on them. Opponents with light sensitivity who fail their saving throws are also shaken for as long as they are dazzled.


Sunbringer [Exalted]
Prerequisites: Summoned Class feature, Arrive in Style, Dramatic Entrance, Flashy Entrance feats.

Benefits: The range of the light effects from Flashy Entrance double and all magical darkness effects within 120 ft are dispelled. The Guardian Angel also gains a single use of the Turn Undead ability per day that she may only use immediately after she is summoned. She turns undead as a cleric of her Guardian Angel levels. Cleric levels do not affect the power or number of turning attempts she may make. She does, however, qualify for feats that affect the Turn Undead ability, including Extra Turning. Any uses of Turn Undead gained through Extra Turning must also be used when she is summoned, and no more than once per round. If she has the ability to Turn Undead from cleric levels or as an alternate class feature, she gains extra uses of both types when she takes the Extra Turning feat.


Unopposable Light [Exalted]
Prerequisites: Ability to Turn Undead, Nimbus of Light or Flashy Entrance feats

Benefits: The character may turn evil outsiders as if they were undead. They cannot be destroyed, however. When making a Turn Undead attempt, the character must choose whether or not to affect undead or evil outsiders.


Nova [Exalted]
Prerequisites: Unopposable Light

Benefits: You gain an additional use of Turn Undead per day (or, if you have the ability from more than one source, an additional use of each type). You may now expend two uses of Turn Undead to turn both evil outsiders and undead, and when you do, you skip the turning check and simply roll turning damage. There is no upper limit to how powerful of an undead or evil outsider you can affect. Any evil outsider whose HD is less than half your level in the class that grants you the ability to turn undead is banished to its home plane. You affect a number of undead and evil outsider HD equal to your turning damage (if your turning damage is 15, you may affect up to 15 HD worth of undead and 15 HD worth of evil outsiders).


Faith Aegis [Exalted]
Prerequisites: Any ten exalted feats.

Benefits: The character adds her Charisma bonus to her saves vs spells, supernatural abilities, or spell-like abilities from evil creatures. She also adds her Charisma bonus to her AC as a shield bonus vs attacks made by evil creatures, including touch attacks. If she has a normal shield, her Charisma bonus is added to it as an enhancement bonus, but it does not stack with any enhancement bonus the shield may have, and no longer adds to her touch AC. This shield bonus does not stack with any other source of a shield bonus, such as the shield spell.


Exalted Aegis [Exalted]
Prerequisites: Faith Aegis, any twelve other exalted feats.

Benefits: When you fight defensively or take the total defense action, any adjacent allies gain a shield bonus to their AC's equal to your shield bonus. This bonus does not stack with any shield bonus they may have.


Arrow of Thought
Prerequisites: Summoned class ability.

Benefits: When the Guardian Angel is summoned by a bonded ally, she may appear in any space adjacent to that ally or in any space from which she threatens an opponent that her bonded ally successfully damaged with a ranged attack that round. She may use this on airborne opponents, but unless she makes an immediate grapple attempt or can also fly, she will fall.


Spell Purification [Exalted]
Prerequisites: Any five Exalted feats, ability to channel spells (Guardian Angel magic path's third ability).

Benefit: The first time a Guardian Angel channels a bonded ally's spell in a round, she may choose to purify it, giving the spell the Good descriptor. In addition, a purified spell which deals damage only deals half damage to neutral creatures, and no damage to good creatures. Against evil outsiders, the spells damage dice are increased by one step. Purifying a spell prevents the Guardian Angel from channeling any other spells that round.


Celestial Blood Affinity [Exalted]
Prerequisites: Any Good alignment, Any five Exalted feats, Celestial Bloodline, must have no levels in any class other than Guardian Angel, Paladin, or (Good) Cleric.

Benefits: This feat is available only when the character would have to spend a level on his bloodline. He may use this feat instead of spending a level on his bloodline.

Special: This feat may be selected more than once. If the character no longer qualifies for the feat, she does not lose the benefits of it, but she cannot take it again.


Avenging Smite [Exalted]
Prerequisites: Smite Evil class feature, Vengeance class feature, Angelic Smite and Sacred Vow feats.

Benefits: When the Vengeance ability is used, the Guardian Angel may immediately make a single Smite Evil attack against the opponent who dropped her bonded ally. This Smite Evil use does not count against her daily limit. She may only gain a Smite Evil use this way once per round, but she may use her regular use(s) of Smite Evil thereafter. It is wasted if she cannot reach the enemy when she is summoned.


Exalted Grace [Exalted]
Prerequisites: Any three Exalted feats.

Benefits: Once per day as a free action, you may add a +1 enhancement bonus to your Charisma for one round for every Exalted feat you have, including this one and ones gained as bonus feats from being a Guardian Angel (Sacred vow and/or Sacred Strike). This affects all Charisma related abilities and checks (however, it does not last long enough for you to gain extra bonded allies from it).


Exalted Strength [Exalted]
Prerequisites: Any eight Exalted feats.

Benefits: Once per day as a free action, you may add a +1 enhancement bonus to your Strength for one round for every Exalted feat you have, including this one and ones gained as bonus feats from being a Guardian Angel (Sacred vow and/or Sacred Strike). This affects all Strength related abilities and checks.


Angelic Smite [Exalted]
Prerequisites: Smite Evil class feature, Sacred Vow feat

Benefits: When the character Smites Evil, she adds +1 damage for every Exalted feat she has, including this one and ones gained as bonus feats from being a Guardian Angel (Sacred vow and possibly Sacred Strike).


Paladin's Touch [Exalted]
Prerequisites: Charisma 13, Sacred Vow, Vow of Poverty, any other feat with Sacred Vow as a prerequisite, and any ten other Exalted feats.

Benefits: You gain the ability to Lay on Hands, but the amount you can heal is your Charisma bonus multiplied by the number of Exalted feats you have. This counts as Lay on Hands for the purposes of prerequisites to feats or prestige classes (but does not circumvent alignment restrictions that may also apply). If the character already has Lay on Hands from another source, such as Paladin levels, the two pools are simply added together.


Universal Righteousness [Exalted]
Prerequisites: Any ten Exalted feats, except Knight of Stars, Favored of the Companions, or Servant of the Heaven's.

Benefits: You gain an aura of good as if you were a paladin or cleric of a good god equal to your level +the number of exalted feats you have. Creatures who use detect good on you and become stunned must make a saving throw vs DC 10 + 1/2 your character level + your cha bonus or go permanently blind. You are considered Lawful Good, Neutral Good, or Chaotic Good, whichever would be most beneficial to you at the time. This lets you qualify for feats, classes, or prestige classes as if you had any of those alignments, as well as protecting you from spells like Word of Chaos and Dictum which specifically affect non-chaotic or non-lawful creatures, as well as making you immune to extra damage from axiomatic or anarchic weapons, and allowing you to wield either type without gaining a negative level. Your natural weapons and weapons you use are considered Good, Lawful, and Chaotic-aligned.

Special: Your actual alignment becomes neutral good, but nothing can detect more than the fact that you are good.

Derjuin
2012-10-17, 10:48 PM
Celebrant

Grant us your blessing, spirits of steel and strength. Let not these brave men and women fall in the coming conflicts – let their strikes be true and their bravery unwavering! ~ A celebrant before a decisive battle

A Celebrant is a large-scale combatant, supporting allies through the use of ceremonies, healing and support magic.

Adventures: Celebrants usually adventure to gain experience with spirits and the religious beliefs of other areas, or to carry out the will of a guiding spirit or fulfill the destiny of an ancestor or teacher. Others adventure because they see themselves as caretakers of others and feel obligated to follow friends or allies into dangerous areas.

Characteristics: Celebrants are support characters, whose primary purpose is to provide bonuses, healing, and battlefield control to their allies. They are capable of frontline combat, but are not as effective as others specifically trained for that role.

Alignment: Most Celebrants are Lawful in nature. They tend to honor oaths and promises, as they and their allies often make them between each other. However, chaotic Celebrants are common among creatures prone to chaotic lifestyles, though they are usually less so.

Religion: Celebrants typically worship racial deities, but they pay heed to other gods as well – particularly the deities of their allies. They may also appeal to gods of war, healing, or fate.

Background: Most Celebrants have formal training as an apprentice to an older Celebrant, typically after being drafted into or joining a military. Others are touched by some divine essence and speak unto their friends and allies, offering participation in rites or ceremonies to others of like mind.

Races: Savage races are most likely to have Celebrants in their ranks. They may be religious leaders outside of wartime or even chiefs. More civilized races may rely instead on paladins, bards, or clerics to form a supporting backbone for their armies. This isn't to say that civilized races never have Celebrants – those that worship nature deities or place emphasis on song within their religion would probably have Celebrants among them as well.

Other Classes: Celebrants clash mostly with Bards, who they see as frivolous and spoony, and Clerics, who are usually able to perform similar duties to the Celebrant, yet in a different way. Celebrants are usually not as pious as clerics, as they do not actually represent a deity but instead ask one for aid, and as such do not have the extreme views some clerics may have.

Role: Celebrants provide support in the form of spells, ceremonies and healing to their allies.

Adaptation: Celebrants can derive all their power from divine beings, or they may be an offshoot of an arcane caster. They may instead call upon nature or the spirits of the land for help, as a shaman or druid might.

GAME RULE INFORMATION
Celebrants have the following game statistics.
Abilities: Celebrants rely on Wisdom and Charisma for their spells and abilities, and Constitution to keep them alive. If they choose to engage in combat, Strength and Dexterity help them in hitting with either melee weapons or ranged wepaons.
Alignment: Any; usually lawful.
Hit Die: d6
Starting Age: As cleric.
Starting Gold: As barbarian.

Class Skills
The Celebrant's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

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

CELEBRANT
{table=head]{colsp=6}Features|{colsp=4}Spells per Day
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

1st|
+0|
+0|
+0|
+2|Ceremony I|2|-|-|-

2nd|
+1|
+0|
+0|
+3|Spirit's Reach|3|-|-|-

3rd|
+2|
+1|
+1|
+3|Enduring Healing|3|1|-|-

4th|
+3|
+1|
+1|
+4|Spell Totems (1st level)|4|2|-|-

5th|
+3|
+1|
+1|
+4|Ceremony II|5|3|-|-

6th|
+4|
+2|
+2|
+5|Chain Magic|5|3|1|-

7th|
+5|
+2|
+2|
+5|Ancestors' Blessing|6|4|2|-

8th|
+6/+1|
+2|
+2|
+6|Spell Totems (2nd level)|6|5|3|-

9th|
+6/+1|
+3|
+3|
+6|Warcasting|6|5|3|1

10th|
+7/+2|
+3|
+3|
+7|Ceremony III, Spirit Link 1/day|6|6|4|1

11th|
+8/+3|
+3|
+3|
+7|Primal Knowledge (5th level)|6|6|4|2

12th|
+9/+4|
+4|
+4|
+8|Spell Totems (3rd level)|6|6|5|2

13th|
+9/+4|
+4|
+4|
+8|Primal Knowledge (5th level)|7|6|5|3

14th|
+10/+5|
+4|
+4|
+9|Swift Mending|8|7|6|3

15th|
+11/+6/+1|
+5|
+5|
+9|Ceremony IV, Primal Knowledge (6th level)|9|8|7|4

16th|
+12/+7/+2|
+5|
+5|
+10|Spell Totems (4th level)|10|9|8|4

17th|
+12/+7/+2|
+5|
+5|
+10|Primal Knowledge (6th level)|11|10|9|5

18th|
+13/+8/+3|
+6|
+6|
+11|Improved Warcasting|12|11|10|5

19th|
+14/+9/+4|
+6|
+6|
+11|Primal Knowledge (7th level)|12|12|11|6

20th|
+15/+10/+5|
+6|
+6|
+12|Ceremony V, Spirit Link 2/day, Contingent Spell Totems (multiple levels)|12|12|12|6[/table]

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

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

Spellcasting: A Celebrant spontaneously casts spells from the Celebrant Spell List (below). Celebrant spells are Divine spells, and thus do not incur penalties from armor or shields. The Celebrant's Wisdom modifier determines the DC of his spells (for those with them) and how many bonus spells per day per level he has.

Ceremony (Su): A Celebrant may engage a party in a ceremony, granting benefits based on the number of participants. As the Celebrant grows in power, he gains the ability to perform more and different ceremonies. At 1st level, participants can gain the benefits of only a single Ceremony at once. At 5th level, this number increases to two; at 10th level, and again at 15th and 20th, this number increases by one, to a maximum of five Ceremony benefits.

Ceremonies take 1 minute per participant to complete, up to a maximum of 1 hour. Further participants do not increase the time spent. Ceremony benefits last 24 hours, unless overwritten by another Ceremony or otherwise specified. A Celebrant must have at least one participant to perform any Ceremony. Certain Ceremonies may require more than one participant. Celebrants know all Ceremonies available to them at each level. See the following table for Ceremonies and their effects. All Ceremonies grant Morale bonuses, unless otherwise specified.

CEREMONIES

{table=head]Name|Required Level|Minimum Participants|Effect
Clashing Steel|1st|1|+1 AC per participant, up to Celebrant's Charisma modifier
Bloodlust|1st|1|+1 Damage with weapons per participant, up to Celebrant's Charisma modifier
Heroism|1st|1|+1 Attack per participant, up to Celebrant's Charisma modifier
Clear Minds|1st|1|+1 Will saves per participant, up to Celebrant's Charisma modifier
Strong Bodies|1st|1|+1 Fortitude saves per participant, up to Celebrant's Charisma modifier
Fleet Feet|1st|1|+1 Reflex saves per participant, up to Celebrant's Charisma modifier
Ancient War Drill|5th|3|+4 bonus with special attacks (such as Trip, etc), eliminates enemy bonuses from size difference vs. these attacks
Might of the Faithful|5th|3|+4 bonus to Strength, Constitution
Stoicism|5th|10|All participants gain DR 5/Magic, or DR 5/- if there are 20 or more participants
Healing Dance|10th|3|Fast Healing 1 per participant, up to Celebrant's Charisma modifier
Magic Dance|10th|3|Gain SR = 10 + 1 per participant, up to double Celebrant's Charisma modifier
Unwavering Courage|10th|1|Participants are immune to fear effects
Faith Shield|10th|10|All participants gain Resistance to Acid/Cold/Fire/Electric/Sonic 10
Guardian Spirits|15th|3|Participants deny Flanking bonus, can't be flat-footed or denied dex bonus, immune to surprise
Death Denied|15th|1|Immunity to Death effects; once, fatal damage instead causes participant to be reduced to 1 HP
Festival of Gore|15th|10|All participants auto-confirm critical threats; all weapons have +1 critical threat range (nonstacking)
Rites of Protection|15th|10|All participants gain 1 temporary hit point per participant, up to 1/2 Celebrant's max hit points (nonstacking)
Sublime Ascension|20th|50|Participants gain the effect of Greater Visage of the Deity if they share a deity and an alignment with you; lasts for 1 hour
Mass Resurrection|20th|0*|Resurrects allies within 1,000 feet that died within 1 day ago; requires 5000xp sacrifice; usable only once per day
Future Sight|20th|3|Participants can Take 10 on attack rolls, saves, all skills
Rite of Solipsism|20th|1|Participants are immune to mind-affecting effects, gain True Seeing
[/table]
*The Celebrant does not need any help performing Mass Resurrection; however, he must pay 5000 xp.


Spirit's Reach (Su): Beginning at 2nd level, a Celebrant may cast spells with a range of Touch and a (harmless) save as a ranged spell with a range of up to 5 feet per Celebrant level.

Enduring Healing (Su): Beginning at 3rd level, a Celebrant may choose to expend additional energies to empower a healing spell. By expending an unused spell slot, the Celebrant causes a spell with the (Healing) descriptor to copy itself on the following turn and heal the same target as on the previous turn. Using Enduring Healing is a swift action.

Spell Totems (Su): Beginning at 4th level, a Celebrant may, as a standard action, summon a Small, wooden Totem and imbue it with a spell. Imbuing the Totem with a spell uses up spell slots according to the spells cast into the totem. The Celebrant must carry a Totem Juju with him in order to use this ability (identical to a Wooden Holy Symbol in size and price). At 4th level, the Celebrant's spell totem can only contain one 1st level spell. At 8th level, it can contain a single 2nd level spell; at 12th, a single 3rd level spell; at 16th, a single 4th level spell; at 20th, it can contain up to 2 spells whose level does not exceed the Celebrant's Charisma modifier.

As an immediate action, the Celebrant may will the Totem to cast its spell. Once it has cast its spell or after 1 hour, the Totem disappears. The Celebrant may only have one Totem summoned at a time. Any spell from the Celebrant spell list with a Target: Single Creature or Area can be contained in a Spell Totem. Any spells that require a caster level use the Celebrant's at the time of summoning. Spells cast through a Spell Totem do not benefit from any of the Celebrant's class features (such as Warcasting or Swift Mending).

Spell totems have 5 hit points and hardness 5. The Celebrant does not lose the spell until the Totem itself has cast it; thus, destroying the Totem does not deprive the Celebrant of a spell slot.

At 20th level, the Celebrant may program his Totem with a contingency for casting its spell instead of using an immediate action to trigger it. This contingent triggering works the same way as the Contingency (http://www.d20srd.org/srd/spells/contingency.htm) spell.

Chain Magic (Su): Beginning at 6th level, the Celebrant gains the Chain Spell metamagic feat as a bonus feat, even if he does not meet the prerequisites. The Celebrant may choose to only affect half the number of targets (1/2 his CL instead of equal) and reduce the spell level increase to +1 instead of +3.

Ancestor's Blessing (Su): Beginning at 7th level, whenever the Celebrant heals an ally with a Cure X Wounds spell, the next Conjuration (Healing) spell cast on the same ally within 5 rounds is automatically empowered (if it is Instantaneous) or extended (if it has a duration).

Warcasting (Su): Beginning at 9th level, whenever the Celebrant casts a spell that targets a number of creatures based on his Caster Level (such as Cure Light Wounds (mass)), he may use 150% of his Caster Level (rounded down) to determine the maximum number of targets instead. For example, an 11th-level Celebrant using Cure Light Wounds (mass) would be able to target up to 15 creatures with his spell, instead of 11.

Spirit Link (Su): Beginning at 10th level, the Celebrant can link the spirits of several allies together. He may link up to 1 ally per Celebrant Level (maximum 20) he has. This link lasts for 1 minute. For the duration of the link, each ally (including the Celebrant) knows the status of each other ally, as if by the spell Status. For each creature linked together, all creatures take 1 less point of damage from all sources. At 10th level, the Celebrant may create this link once per day; at 20th level, the Celebrant gains the ability to create this link twice per day.

Primal Knowledge (Ex): At 11th, 13th, 15th, 17th, and 19th levels, a Celebrant can add a new spell to a special list of more powerful spells. At first, this list has no spells on it. As soon as he reaches 11th level, he gains the option of adding a spell to it. These spells are not cast in the same way as his other spells; instead, the Celebrant expends a number of spells slots whose combined level equals the level of the spell on the list. At 11th and 13th levels, the Celebrant may add one spell from the 5th level list. At 15th and 17th levels, he may add one spell from the 6th level list. At 19th level, he may add one spell from the 7th level list.

5th - Bear's Endurance (mass), Bull's Strength (mass), Cat's Grace (mass), Cold Snap, Control Winds, Cure Light Wounds (mass), Dispel Magic (greater), Eagle's Splendor (mass), Fox's Cunning (mass), Heal, Heroism (greater), Inferno, Panacea, Rejuvenation Cocoon, Vigor (greater), Wall of Stone.

6th - Control Weather, Cure Moderate Wounds (mass), Energy Immunity, Enveloping Cocoon, Extract Water Elemental, Find the Path, Geas/Quest, Heroes' Feast, Scrying (greater), True Seeing, Vigorous Circle, Wall of Force, Wind Walk.

7th - Brilliant Aura, Celerity (greater), Death Pact, Death Ward (mass), Earthquake, Heal (mass), Master Earth, Phantom Wolf, Prismatic Wall, Red Tide, Stormrage, Summon Elemental Monolith, Waterspout, Whirlwind, Word of Recall.

Swift Mending (Su): Beginning at 14th level, the Celebrant gains the ability to cast Conjuration (healing) spells as swift actions. He may choose to forego this benefit and cast them at their normal action cost as well.

Improved Warcasting (Su): Beginning at 18th level, all burst, emanation, line, or spread shaped spells the Celebrant casts have all numeric measurements of the spell’s area increase by 100%.

Celebrant Spell List

1st - Aspect of the Wolf, Beastland Ferocity, Blessed Aim, Cure Light Wounds, Delay Disease, Endure Elements, Entangle, Expeditious Retreat, Faith Healing, Feather Fall, Grease, Healthful Rest, Message, Nightshield, Obscuring Mist, Omen of Peril, Produce Flame, Remove Fear, Resurgence, Sleep, Snake's Swiftness (mass), Summon Nature's Ally I, Vigor (lesser), Vision of Glory.

2nd - Barkskin, Battle Hymn, Bear's Endurance, Blur, Bull's Strength, Calm Emotions, Cat's Grace, Celerity (lesser), Cure Moderate Wounds, Delay Poison, Divine Protection, Eagle's Splendor, Fog Cloud, Fox's Cunning, Healing Lorecall, Gust of Wind, Heroism, Misdirection, Owl's Wisdom, Resist Energy, Restoration (lesser), Soften Earth and Stone, Spell Immunity (lesser), Summon Nature's Ally II, Tactical Precision, Tongues, Whispering Wind.

3rd - Align Fang (mass), Capricious Zephyr, Circle Dance, Curse of Impending Blades (mass), Cure Serious Wounds, Dimension Step, Dispel Magic, Downdraft, Energy Vulnerability, Fireball, Good Hope, G'elsewhere Chant, Geas (lesser), Haste, Hymn of Praise (Good)/Infernal Threnody (Evil)*, Legion of Sentinels, Lightning Bolt, Neutralize Poison, Phantom Steed, Plant Growth, Protection from Energy, Quench, Regroup, Remove Curse, Remove Disease, Scrying, See Invisibility, Sleet Storm, Slow, Spike Growth, Summon Nature's Ally III, Vigor, Vigor (mass) (lesser).

4th - Break Enchantment, Burrow (mass), Celerity, Chain of Eyes, Control Water, Detect Scrying, Divine Power, Eye of the Hurricane, Freedom of Movement, Hallucinatory Terrain, Land Womb, Lay of the Land, Legend Lore, Locate Creature, Ray Deflection, Revivify, Resistance (greater), Sheltered Vitality, Summon Nature's Ally IV, Voice of the Dragon, Wall of Ice, Wall of Thorns, Wind at Back, Zone of Silence.

*If neutral, choose one. Once that choice is made you cannot change it.

dspeyer
2012-11-02, 02:52 PM
Updraft

I am naught but a gentle breeze, which lifts you higher
--An Updraft

I caught one of those 'updraft' mages once. Got him easily. Then one of my idiot henchmen put him in the general slave pen. 20 farmers who'd never held a weapon in their lives. They overran my guards like it was easy. I barely got out alive.
--A former slavetrader, recalling an Updraft


Updrafts are committed to supporting others so deeply that it resonates on a spiritual level. Their dedication grants them access to powerful, albeit limited, magic.

Updrafts can usually find a way to support almost anyone. As such, they are welcome in any adventuring party. Not that their talents limited to violence: it is said that the great temple of Greyford was built in a single day by a hundred apprentice craftsmen and a single updraft supporting them. But their greatest power is in an army, where they can turn the most clumsy levies into a powerful force.

Adventures: Updrafts adventure for the same reasons that motivate anyone else: a cause, fame, money, or loyalty to adventuring friends. They tend to be welcome in any party.

Alignment: All Updrafts feel a strong need to support others. Not necessarily all others, but some. This usually, but not always, translates into a good alignment.

Religion: Being an Updraft is a spiritual path in itself, that often leaves no place for worshiping deities. Those who do worship, often worship gods of community, protection, or strength.

Background: Becoming an Updraft at first is a subconscious process. Many simply notice that people around them are remarkably capable, and only later realize they are casting spells. Becoming a powerful Updraft, however, is a matter of intense practice.

Races: Members of any race can become Updrafts. Halflings, being naturally community-minded, are the most common.

Other Classes: Almost everyone finds Updrafts useful to have around, though clerics are sometimes uncomfortable with their non-god-centered spirituality.

Role: Updrafts provide support. Always.

GAME RULE INFORMATION
Updrafts have the following game statistics.
Abilities: Charisma powers an Updraft's spellcasting, though this is less important than to some because they rarely if ever cause saving throws. Constitution allows them to survive, as they often need to stay close to the front-line fighters.
Alignment: Any
Hit Die: d6
Starting Age: As sorcerer
Starting Gold: As sorcerer

Class Skills
The Updraft's class skills are: Concentration, Craft (any), Diplomacy, Gather Information, Knowledge(religion), Sense Motive, Spellcraft

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

UPDRAFT



LevelBABFortRefWillSpecialSpells per DaySpells Known
0th1st2nd3rd4th5th6th7th8th9th0th1st2nd3rd4th5th6t h7th8th9th
1st000253————————41————————
2nd1003Extend Reach64————————42————————
3rd1113Bestow Skill65————————53————————
4th2114Supply Metamagic663———————631———————
5th2114Sanctify Spell664———————642———————
6th3225Least Aura6653——————7421——————
7th3225Spread Spell6664——————7532——————
8th422666653—————85321—————
9th4336Aura 166664—————85432—————
10th5337Combine Spells666653————954321————
11th5337666664————955432————
12th64486666653———9554321———
13th6448Aura 36666664———9554432———
14th744966666653——95544321——
15th7559Greater Spells66666664——95544432——
16th85510666666653—955444321—
17th85510Aura 5666666664—955444332—
18th9661166666666539554443321
19th96611Aura 766666666649554443332
20th106612Samadhi66666666669554443333




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

Weapon and Armor Proficiencies: Updrafts are proficient with simple weapons and light armor

Spellcasting: Updrafts are charisma-based, spontaneous divine spellcasters. They may select their spells known from either the cleric or sor/wiz list. However, they cannot select any spell with range=personal (until level 20) and they cannot cast any spell without a willing target. That includes they cannot cast spells whose target is an region or whose target will be brought into existence by the spell, as those cannot consent.

Extend Reach(su): An Updraft's magical aura extends 30 ft beyond his physical body, enabling him to deliver touch spells at this range (provided line-of-effect exists).

Bestow Skill(su): As a standard action, an Updraft can sacrifice a spell slot to provide an ally within 30 ft with an enhancement bonus. The bonus is twice the level of the spell slot to a maximum of the Updraft's ranks in that skill, and equal to the level beyond that (for example, and Updraft with 4 ranks in diplomacy could sacrifice a 3rd level spell slot to provide a +5 bonus). The bonus is to only one skill, but to all checks made using that skill for the next hour.

Supply Metamagic(su): When an ally within 30 ft casts a spell, an Updraft can apply one of his own metamagic feats to the spell as an immediate action. He must sacrifice a spell slot with level equal to the cost of the feat. This applies only to metamagic gained by feats, not class features.

Sanctify Spell(su): An Updraft casting a spell that grants an enhancement bonus may instead cause it to grant a sacred or profane bonus. This causes the spell to use a slot 2 levels higher than it normally would, and is a metamagic effect.

Least Aura(su): An Updraft is surrounded out to 60 ft by an aura that enhances his allies. The aura grants a +1 enhancement bonus to attack, damage, saves (all), AC (including touch and flat-footed), or a specific skill at the Updraft's choice. Changing or suppressing the aura is a standard action.

Spread Spell(su): When casting a spell that targets a creature, an Updraft may instead target a number of creatures equal to his charisma bonus. This causes the spell to use a slot 3 levels higher than it normally would, and is a metamagic effect.

Aura(su): Like Least Aura, an Updraft is surrounded by a set of auras which give the benefit of spells. All applicable allies within 60 ft receive the benefit. At 9th level, he has a single aura with the effect of a 0th or 1st level spell. At 13th level, he has two auras, one with a 0-1st and one with a 0-3rd. And so on. Spells with casting times greater than a standard action or durations of one round or shorter cannot be auras, nor can spells with ending conditions (like invisibility). Changing or suppressing any aura is a standard action.

Combine Spells(su): An Updraft can cast two spells on the same target or set of targets as a single standard action. The spells require separate slots, and the second one uses a slot 2 levels higher than it normally would. This is a metamagic effect. Spells with casting times greater than a standard action cannot be combined.

Greater Spells(su): An Updraft casting a spell that grants a bonus can grant a bonus 50% greater (regardless of whether the bonus is variable). This causes the spell to use a slot 2 levels higher than it normally would, and is a metamagic effect.

Samadhi(su): An Updraft at the peak of his powers recognizes no difference between others and himself. He treats range=personal as range=touch. With this revelation, he may replace up to 4 of his spells known with others of the same level.