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Temotei
2012-12-02, 04:41 AM
Lights! Camera!

Welcome to base class challenge number fifteen! 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 movies; anything is possible, from Miyazaki to the Coen brothers, 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 (USA/Canada) on January 13th, 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.

Lights! Camera!

Action!

Temotei
2012-12-02, 04:42 AM
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
{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):




Base Class Name

Put an image of your class here!

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

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

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

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

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

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

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

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

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

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

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

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

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

2nd|
+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|
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+x|Class Ability

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

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

14th|
+x|
+x|
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+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):

Quellian-dyrae
2012-12-02, 05:57 AM
Awakened

"This is your last chance. After this, there is no turning back. You take the blue pill: the story ends, you wake up in your bed and believe whatever you want to believe. You take the red pill: you stay in Wonderland, and I show you just how deep the rabbit-hole goes." -Morpheus

The Awakened have been introduced to the truth behind reality. They understand the rules behind the world, and how to work them to their advantage. This could be an understanding of scientific principles, or an underlying "chi" or "life force" connecting all things, a source or "weave" of magic, or even a realization that the reality they know is a complex illusion or dream state. They might even simply be aware that they are actually characters in a table-top role playing game. Regardless, the Awakened understand the nature of their reality on a deeper level than most, and can manipulate their reality to do incredible things.

Adventures: Why the Awakened adventure can vary significantly. Many seek a greater understanding into the truths behind their reality, while some simply wish to spread their own knowledge. In some settings, the Awakened may be opponents of the great forces of their reality - gods, eldritch horrors, and so on - or hunters of those who warp it, such as mages.

Characteristics: The Awakened are powerful melee warriors whose abilities allow them to greatly enhance their fighting power and mobility. They are also very adaptable, allowing them to use a wide variety of skills and alter their capabilities to suit the challenges before them. As they advance, they develop ever-improving ability to manipulate reality around them.

Alignments: Awakening is a form of knowledge, no more or less. It can come to the most righteous and the most vile just as easily; the Awakened have no tendency towards any particular alignment.

Religion: The religion of the Awakened will vary, and can vary widely between campaign settings. The gods could very easily be the source of the Awakening, adding a more divine slant to the class. Alternately, the gods could themselves be great enemies of the Awakened, forcing their rules upon the reality around them. Or, they may have nothing to do with the class at all, and be worshipped or not on their own merits.

Background: Most of the Awakened gain their knowledge from others of their ilk (specifically, an Awakened of at least eighth level). Some, however, do receive their Awakening through personal enlightenment or external situations. How this knowledge, and the powers that it results in, changes the life of the new Awakened can vary widely.

Races: Members of any race can be Awakened.

Other Classes: The Awakened tend to have a kinship of sorts with wizards, archivists, and other highly studied classes. Monks and Awakened, likewise, tend to have very similar views of the world (and indeed, either class could be an offshoot or development of the other). The Awakened often see something of their abilities in the skills of the martial adept.

Role: In a party, the Awakened tends to fulfill a role similar to a rogue or scout - a mobile striker who can maneuver about the field, deal heavy damage, and avoid retaliation. Likewise, they can handle a broad range of skills, and even change their capabilities to fit a unique situation.

Adaptation: The Awakened class can be used for a variety of archetypes. They could be a sort of warrior/wizard, a classical monk, someone blessed by the gods, or simply a superhumanly skilled combatant.

GAME RULE INFORMATION
The Awakened have the following game statistics.
Abilities: Intelligence is the most valuable ability for Awakened. Not only does it improve their skills and drive their abilities, but as they advance their physical bodies become less and less relevant in comparison to their minds. Constitution is also important, as it bolsters their poor Fortitude saves and average Hit Die, as well as supporting the Concentration skill, which is critical to some of their abilities.
Alignment: Any.
Hit Die: d8.
Starting Age: As fighter.
Starting Gold: As fighter.

Class Skills
See the Download class feature.

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

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

1st|
+1|
+0|
+2|
+2|Download, Martial Arts.

2nd|
+2|
+0|
+3|
+3|Underlying Reality.

3rd|
+3|
+1|
+3|
+3|Download.

4th|
+4|
+1|
+4|
+4|Defy Limits.

5th|
+5|
+1|
+4|
+4|Bullet Time.

6th|
+6|
+2|
+5|
+5|Download.

7th|
+7|
+2|
+5|
+5|Mobile Attacker.

8th|
+8|
+2|
+6|
+6|Improved Underlying Reality.

9th|
+9|
+3|
+6|
+6|Download.

10th|
+10|
+3|
+7|
+7|Improved Bullet Time.

11th|
+11|
+3|
+7|
+7|Flight.

12th|
+12|
+4|
+8|
+8|Download.

13th|
+13|
+4|
+8|
+8|Telekinesis.

14th|
+14|
+4|
+9|
+9|Greater Underlying Reality.

15th|
+15|
+5|
+9|
+9|Download.

16th|
+16|
+5|
+10|
+10|Interface.

17th|
+17|
+5|
+10|
+10|Greater Bullet Time.

18th|
+18|
+6|
+11|
+11|Download.

19th|
+19|
+6|
+11|
+11|Deny Limits.

20th|
+20|
+6|
+12|
+12|Superior Underlying Reality.[/table]

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

Weapon and Armor Proficiencies: See the Download class feature.

Download (Ex): "Guns. Lots of guns."
The Awakened can acquire new skills and even items on the fly. They might reveal that they "just happen" to have such training or have packed such gear, or they might actively create or even conjure items and learn skills in seconds.

As a result of this ability to easily learn new capabilities, the Awakened has proficiency in all weapons and armor (including improvised weapons), and treats all skills as class skills.

In addition, the Awakened has a number of download slots equal to one, plus one per three class levels. As a full-round action, it can change one or more of its download slots. Each slot can be changed a maximum of once per day. For each slot, the Awakened can choose to gain any one of the following:
-Ranks in a skill equal to its class level (this cannot bring it past its maximum ranks for a skill).
-A feat of its choice, which it must qualify for (but other Downloaded feats can be used to fulfill prerequisites).
-Equipment with a total value of up to 5% its normal WBL.

Any Downloaded equipment that is used up (such as an expended potion, scroll, charge of a wand, piece of magical ammunition, or material component), or changes ownership (being given, sold, gifted, or traded to another character, but not one that is taken or stolen), deducts from the total wealth that can be used to fill a Download slot until the Awakened gains a level. For example, a sixth level Awakened has three Download slots, each of which can provide up to 650 gold worth of gear. If the Awakened Downloads a Scroll of Knock (150 gold value) and uses it up, then in the future each of its Download slots can only provide 500 gold worth of gear, until it gains a level. If it later Downloads 100 gold to purchase an item, its Download slots are reduced to 400 gold each, and so on. As such, while perishable items can be Downloaded, it is usually best to Download items that can be used repeatedly. Using up Downloaded equipment with a value lower than the Awakened's class level in gold pieces does not deduct from future Downloads (so, most mundane ammunition, and small quantities of wealth, can be Downloaded and used or spent freely).

The benefits last until the Awakened chooses to change what that download slot provides.

Martial Arts (Ex): "I know kung fu."
The Awakened is adept at combat both armed and unarmed. As it advances, its weapon damage die, critical entry, and reach are given certain minimum values, regardless of the weapon it wields. It also gains the ability to substitute its Intelligence modifier for the normal ability modifier used on certain stats and checks (except the first level substitution, which replaces the character's Armor Bonus to AC, rather than an ability modifier), and an Enhancement bonus to attack rolls, damage rolls, and AC.

If fighting with a two-handed weapon, double the listed damage dice.
If fighting with a shield, the Enhancement bonus also applies to the character's shield bonus to AC.
If wielding a single weapon, not using the off-hand in combat in any way, double the enhancement bonus.
When fighting unarmed, it can emulate any one of the above fighting styles (or act as if armed with two weapons for two weapon fighting).

{table=head]Level|Damage|Crit|Reach|Substitution|Enhancement
1-2|1d6|20/X2|5'|Armor Bonus to AC|+0
3-4|2d6|20/X2|5'|Attack and Damage rolls|+1
5-6|2d6|19-20/X2 OR 20/X3|5'|Combat Maneuvers and Initiative rolls|+1
7-8|2d6|19-20/X2 OR 20/X3|10'|Reflex Saves|+2
9-10|3d6|19-20/X2 OR 20/X3|10'|Strength checks and skills|+3
11-12|3d6|18-20/X2 OR 20/X4|10'|Fortitude Saves|+3
13-14|3d6|18-20/X2 OR 20/X4|15'|Dexterity checks and skills|+4
15-16|4d6|18-20/X2 OR 20/X4|15'|Will Saves|+5
17-18|4d6|17-20/X2 OR 20/X5|15'|AC|+5
19-20|4d6|17-20/X2 OR 20/X5|20'|Hit Points|+6[/table]

Underlying Reality (Ex): "Hm. Upgrades."
A second level Awakened can see the underlying rules behind the physical reality it perceives. At will as a free action, you may ask the GM for mechanical or statistical information about anything you see, such as stats, abilities, DCs, current hit points, and so on. Whether your character understands this information by its D&D terminology or in a more appropriate in-character manner is for you to decide.

Defy Limits (Ex): "Yet their strength and their speed are still based in a world that is built on rules. Because of that, they will never be as strong or as fast as you can be."
A fourth level Awakened begins to surpass is physical limitations. Add 5' per class level to all movement speeds and range increments. Also add your class level to your Strength score for purposes of determining carrying capacity, and to all Balance, Jump, and Tumble checks. Finally, you may add your class level to your speed multiplier when running.

Bullet Time (Ex): "Stop trying to hit me and hit me!"
Starting at fifth level, you can hasten your speed and perceptions to such a degree that time seems to slow down. You gain Evasion, and when targeted by ranged attacks, divide the range increment by half your Concentration skill modifier for purposes of determining attack penalties, as you can easily dodge more distant attacks. When targeted by spells or ranged attacks that don't use a range increment, you get +1 to your AC and Reflex save per 10' of distance, or per 40' of distance for spells of Long range or greater.

Additionally, with a Concentration check, you may spend an Immediate action to take an immediate Move action. The DC is 10 + 5 per use of this ability in the current encounter (including this one).

Mobile Attacker (Ex): "If you can free your mind, the body will follow."
The Awakened can move through a crowded battlefield, striking down their foes and moving on with ease. Starting at seventh level, the Awakened can full attack as a standard action. Additionally, when moving and attacking, it may divide its attacks and movement up as it chooses (it may also move between Cleave attacks and the like).

Improved Underlying Reality (Ex): "No one can be told what the Matrix is. You have to see it for yourself."
An eighth level Awakened can modify the underlying rules of its reality, to a limited degree. You may call for a reroll of any die, or of all the dice used for a certain resolution (such as all the dice of a damage roll), whether made by you or another, so long as you can perceive the action being rolled on. This functions as a use of Bullet Time, following all the same rules and counting towards the same check DC. A given roll can only be rerolled once, but you may choose which result takes place.

Additionally, you can cause an effect similar to the psionic power Psychic Reformation. This is usable at will, but the normal XP cost applies. When using this ability, if your target wishes, you may convert any or all of its class levels to Awakened class levels by opening its mind to the underlying rules of reality. Alternately, you may provide this awakening without changing its current levels, simply giving it the necessary understanding to allow it to take future levels in this class.

Improved Bullet Time (Ex): "Are you saying I can dodge bullets?"
A tenth level Awakened can speed its movement and senses even further. You gain Improved Evasion, and when using Bullet Time to gain extra actions, if you increase the DC by 10 rather than 5, you can instead gain a standard action.

Flight (Su): "Neo's doing his Superman thing again."
By eleventh level, the Awakened has begun to surpass the laws of physics. You gain a fly speed equal to your land speed. When flying, you can take the run action without any fatigue.

Telekinesis (Su): "There is no spoon."
A thirteenth level Awakened can manipulate physical reality virtually at a whim. You become telekinetic, able to exert force at Medium range, substituting your Intelligence score for your Strength and Dexterity scores. Exerting force telekinetically requires the same effort as doing so physically, and allows you to basically do anything you normally could physically. You can move multiple things in broad ways, but any sort of precise operations (including any form of attack) takes just as much concentration as physically (you don't get any extra "hands" to attack or act with, basically).

Additionally, you can use this ability to duplicate a Telekinesis or Wall of Force spell, at will.

Greater Underlying Reality (Su): "How do you define real? If you're talking about your senses, what you feel, taste, smell, or see, then all you're talking about are electrical signals interpreted by your brain."
By fourteenth level, your ability to influence reality has greatly improved. As a standard action, you can invoke a Limited Wish. This is a supernatural ability, but does still entail the normal XP cost. Aside from being a standard action, this uses the same rules for using Underlying Reality to make a reroll, but raises the check DC by 10 rather than 5, and the increase to the DC lasts for the entire day, rather than for the current encounter.

Interface (Su): "I can...feel them."
A sixteenth level Awakened can sense and manipulate creatures tied to the underlying nature of reality - in most D&D settings, this means constructs, undead, and other creatures directly animated by magic. You gain Blindsight with respect to such creatures, out to Long range. Additionally, as a full round action, you may roll a Concentration check and force a number of such creatures with total HD equal to or less than your result to make a Fortitude save (which is considered to affect objects for this purpose) or be destroyed. You may do this at will, but a creature that makes its save becomes immune for 24 hours.

Greater Bullet Time (Ex): "When you are ready, you won't have to."
By seventeenth level, when tapping your top speeds, the world seems to stop. You may substitute a Concentration check for any Reflex save you make (Improved Evasion still applies), and when you use Bullet Time to take an action, by raising the DC of the check by 20 rather than 5 or 10, you can take a full-round action. Additionally, you may use Greater Teleport at will.

Deny Limits (Ex): "Do you think my being faster, stronger has anything to do with my muscles in this place?"
A nineteenth level Awakened has left the laws of physics far, far behind. For all purposes in Defy Limits where it would normally use its class level, it now uses its class level times its Concentration skill modifier.

Superior Underlying Reality (Su): "Because I choose to."
A twentieth level Awakened can reshape reality at its whim. When using Greater Underlying Reality, it can raise the check DC by 20, rather than 10, to instead invoke a Miracle. As with Underlying Reality, this is a supernatural ability, but still entails the normal XP cost for those uses of Miracle that cost XP.

sirpercival
2012-12-02, 08:11 AM
Designer's note:
This is inspired by the character Dom Cobb, from Christopher Nolan's absolutely brilliant movie Inception. The character of Cobb is an Extractor, someone who hacks into peoples' minds through their dreams, discovering the information that they keep there. In the dreamscape, an extractor would fight off projections of someone's subconscious (sometimes well-trained and dangerous projections), and otherwise act like a secret agent or high-society jewel thief.

The turning point for designing this class came when I remembered Plato's Allegory of the Cave (http://en.wikipedia.org/wiki/Allegory_of_the_Cave), which (in a nutshell) says that we are all operating as if chained to the wall of a cave, watching shadows projected in front of us play out the soap opera of life. Only when we understand and question our situation (i.e., become philosophers), can we begin to comprehend the deeper truths.

So, the Extractor is a character who operates in the real world as if it was a dreamscape, with the deeper, underlying reality always out of reach. (It's also kind of like Shadows and the Pattern in the Amber series by Roger Zelazny, and also like the Matrix.) By coming to this realization, and by making use of dreams-within-dreams, the Extractor gains power over his surroundings.

This uses phaedrusxy's variant Lucid Dreaming (http://www.minmaxboards.com/index.php?topic=7283.0) rules, from his WIP Mindscapes campaign setting.


Extractor

Relevant image (http://i34.photobucket.com/albums/d109/ojiji/Joyous%20Cascade%202/Inception_Extractor.jpg) (from Google image search)

The dream has become their reality. Who am I to say otherwise?

You, an Extractor, have discovered a secret: your world is not real. Every person you meet is a mental somnambulist, walking around unknowing within the Dreamscape, this colossal shared reverie of the Dream -- or perhaps they are simply projections of your subconscious which you interact with. Who can say?

Those folk who are learned in the arcane arts, who have traveled the planes, believe that you are simply misguided, and manipulate the same metaphysical forces that everyone else does. Some people just refuse to see what's in front of their collective face.

Because you know this secret, you can shape the world around you simply by what you can imagine. You can cause bizarre, unexpected occurrences in the blink of an eye, or put more effort into designing an item of more permanent assistance. You've learned to break into the vaults of your enemies' minds using layered dream, to discover their deepest secrets.

However, your subconscious is a fickle thing, just as likely to betray you to your enemies as aid you.

Adventures: An Extractor adventures for any number of reasons. Some are mercenary thieves, assembling a team of assistants to perform chimeric espionage through carefully-designed dreamscapes. Others might quest for a way to wake up from the Dream, or to reunite themselves with loved ones. A number of Extractors adventure simply to push boundaries, to discover the furthest limits of their imagination, and of the Dreamscape.

Characteristics: An Extractor is an extremely adaptable character, capable of affecting the shared reality of the Dream in a number of different ways. Depending on which soulmelds and maneuvers the Extractor prepares, he can be a deadly melee combatant, a dangerous ranged striker, or an out-of-combat swiss army knife. And then, of course, there is Extraction, the method by which an Extractor can swipe a target's secrets out of his mind.

Alignment: Due to the... somewhat unethical nature of purloining information from other peoples' heads, few Extractors are lawful. However, they run the gamut of the moral axis -- some Extractors seek ways to blackmail their opponents, while others may be looking for where the hostages have been hidden, to perform a rescue.

Religion: Most Extractors do not worship gods, believing them to be mere constructs of the Dream (though powerful ones). However, the more religious among them tend to render obeisance to deities of dream, knowledge, secrets, thieves, and trickery.

Background: Becoming an extractor requires a surprising amount of training. One must learn to manipulate dreams in a number of different ways, both short term and long term. Extraction requires schooling in at least 6 different skills, usually 8, with other skills being quite useful as well.

There are no academies for Extraction -- almost all training is done via apprenticeship. A skilled Extractor will look for young recruits who show the right blend of skills and ambition, and introduce them to the heady, dangerous excitement of extraction. Prospective Extractors often become addicted to the pure creation of the dreamscape. However, learning about the Dream can be somewhat traumatizing...

Races: Though all creatures are constructs or inhabitants of the shared Dreamspace, the real work is done by dreams-within-dreams. Therefore, only races who are able to dream can become Extractors. Humans in particular have the right mix of ambition, intelligence, and creativity to become Extractors, but halflings, half-elves, and lesser planetouched will often study the somnambulant science as well.

Other Classes: An Extractor can get along well with almost anyone; every creature of consequence can be useful in the Dream. However, they blend most easily with skillful classes such as bard, rogue, and factotum.

Role: The Extractor is primarily a skillful utility character, adaptable to almost any situation. Using inspiration, soulmelds, and maneuvers, they can be very effective combatants, though they fall behind dedicated front-liners. However, Extractors tend to gravitate towards positions of leadership in the party. They would much rather give orders than take them, though they recognize and value good counsel.

Adaptation: An Extractor could be changed to a more traditional psychic thief if a campaign setting cannot support the Dream thematically, or the Lucid Dreaming mechanics. In such a case, the abilities could be restructured to be based on psionics. Or, an Extractor could be a creature touched by the lower planes, warping reality around him through the force of his personality and constructing elaborate visions and delusions to corrupt his enemies to darkness.

GAME RULE INFORMATION
Extractors have the following game statistics.
Abilities: Controlling the dreamscape requires enormous willpower and physical fortitude, and so an Extractor needs Wisdom and Constitution to be most effective. Strength is also important, as many of the Extractor's maneuvers entail melee attacks. Intelligence, Dexterity, and Charisma are useful for many of an Extractor's important skills.
Alignment: Any, though lawful alignments are rare.
Hit Die: d8
Starting Age: As rogue.
Starting Gold: As rogue.

Class Skills
The Extractor's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Architecture & Engineering, Dungeoneering, The Planes) (Int), Listen (Wis), Lucid Dreaming (http://www.minmaxboards.com/index.php?topic=7283.0) (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

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

Extractor
{table=head]Level|BAB|Fort|Ref|Will|Inspiration|Special|Soulme lds|Essentia|Chakra Binds
1st|+0|+0|+2|+2|2|Inspiration, awakened defense, subliminal knowledge|1|1|0
2nd|+1|+0|+3|+3|3|Awakened essence, fugue state (1 maneuver), fugue stance|2|1|0
3rd|+2|+1|+3|+3|3|Chakra bind (crown), extraction|2|2|1
4th|+3|+1|+4|+4|3|Impose will, lucid projection 20%|3|2|1
5th|+3|+1|+4|+4|4|Chakra bind (feet, hands), fugue state (2 maneuvers)|3|3|1
6th|+4|+2|+5|+5|4|Awakened offense|3|3|2
7th|+5|+2|+5|+5|4|Awakened capacity, fugue state (3 maneuvers)|4|4|2
8th|+6/+1|+2|+6|+6|5|Improved extraction, lucid projection 40%|4|5|2
9th|+6/+1|+3|+6|+6|5|Chakra bind (arms, brow, shoulders)|4|5|2
10th|+7/+2|+3|+7|+7|5|Fugue state (4 maneuvers)|5|6|3
11th|+8/+3|+3|+7|+7|6|Contagious awakening|5|7|3
12th|+9/+4|+4|+8|+8|6|Fugue state (5 maneuvers), lucid projection 60%|5|7|3
13th|+9/+4|+4|+8|+8|6|Greater extraction|6|8|3
14th|+10/+5|+4|+9|+9|7|Chakra bind (throat, waist)|6|9|4
15th|+11/+6/+1|+5|+9|+9|7|Fugue state (6 maneuvers), we need to go deeper|6|10|4
16th|+12/+7/+2|+5|+10|+10|7|Awakened transcendence, lucid projection 80%|7|11|4
17th|+12/+7/+2|+5|+10|+10|8|Fugue state (7 maneuvers)|7|12|4
18th|+13/+8/+3|+6|+11|+11|8|Supreme extraction|7|13|5
19th|+14/+9/+4|+6|+11|+11|8|Chakra bind (heart)|8|14|5
20th|+15/+10/+5|+6|+12|+12|10|Dream disruption, fugue state (8 maneuvers), lucid projection 100%|8|16|5
[/table]

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

Weapon and Armor Proficiencies: An Extractor is proficient with all simple weapons, as well as the falchion, scimitar, short sword, and any weapons created with Infinite Shore maneuvers. Extractors are also proficient with light armor and with shields (but not tower shields).

Dreamshaping: When a dreamer Awakens, learning the difference between active and passive participation in the Dream, he begins to shape the Dream around him in noticeable ways. He understands that Incarnum, which others believe to be the residual soul energy derived from all creatures which ever have been and will be, is instead the raw material of the Dream, which he can mold to his specifications.

An Extractor can shape incarnum soulmelds, which are drawn from the Extractor soulmeld list below. He knows and can shape any soulmeld from this list. The Difficulty Class for a saving throw against an Extractor soulmeld is 10 + number of points of essentia invested in the soulmeld + the Extractor's Wisdom modifier. His meldshaper level is equal to his Extractor level.

An Extractor can shape only a certain number of soulmelds per day. His base daily allotment is given on the table above; the maximum number of soulmelds that an Extractor can have shaped simultaneously is equal to his Constitution score minus 10, or the number of soulmelds allowed for his level, whichever is lower. At 1st level, he can shape one soulmeld at a time (assuming he has a Constitution score of at least 11). As he advances in level, he can shape an increasing number of soulmelds.

At 1st level, an Extractor also gains access to his personal pool of essentia, which can be invested into his soulmelds to increase their power. An Extractor's essentia pool's size is shown on the table above. The maximum quantity of essentia that can be invested in any single soulmeld is given in Magic of Incarnum, table 2.1. Each round as a swift action, an Extractor can reallocate his essentia investments in his soulmelds if he wishes. An Extractor does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.

Inspiration: An Extractor must be adaptable, able to meet any situation that he might encounter in the Dreamscape with insight and creativity, even when he isn't properly prepared. To represent this training, an Extractor gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level, as shown on the table above.

Awakened Defense (Ex): An Extractor's preternatural awareness of the flow of Dream around him grants him uncanny defenses against those which try to attack him. He may spend an inspiration point as a free action (even when it isn't his turn) to gain an insight bonus to Armor Class equal to his Wisdom modifier for 1 round. He can use this ability even when wearing medium or heavier armor, but no more than once per round.

Subliminal Knowledge (Ex): By connecting to a fundamental reality beyond the Dream, an Extractor can gain insight into the laws which govern his present reality. This grants him ability beyond that which the non-Awakened normally possess. By spending an inspiration point as a free action (even when it isn't his turn), an Extractor can make a Lucid Dreaming check to gain an insight bonus (as shown on the table below) to the next skill check within 1 round, as long as he has at least 1 rank in that skill. He cannot use this ability while performing an Extraction (but see Improved Extraction, below).

{table=head]LD Check Result|Insight Bonus
15 or less|+2
16-25|+4
26-35|+6
36-45|+8
46 or more|+10[/table]

Awakened Essence (Ex): An Extractor of 2nd level or higher has learned to control his surroundings, drawing upon the Dreamscape to gain additional power and resources when necessary. At any time (even if it isn't his turn), he can spend 1 inspiration point to gain 1 temporary point of essentia, which he may invest immediately. This temporary essentia lasts for 1 round.

Fugue State (Su): Beginning at 2nd level, an Extractor learns to briefly dissociate himself with his normal identity, granting him unusual and fearsome power over the Dreamscape. By spending 1 inspiration point, he can initiate a martial maneuver that he has readied.

At the start of each day, the Extractor chooses and readies a number of maneuvers from the Infinite Shore (http://www.ruleofcool.com/smf/index.php/topic,776.0.html) discipline based on his Extractor level. He can choose one maneuver at 2nd level, and additional maneuvers as shown on the table above. The maximum level of maneuver he can use is equal to half his class level, rounded up, though he can only ready one maneuver of his maximum level. His initiator level equals his Extractor level (plus half his levels in non-initiating classes, as normal). He need not meet the prerequisites (other than minimum initiator level) for the maneuvers he chooses. He begins each encounter with all of his maneuvers readied.

When the Extractor rests for 8 hours, he readies new maneuvers, and loses any unexpended maneuvers from the previous day, though he can select the same maneuver on consecutive days. The Extractor cannot ready the same maneuver multiple times to use it more than once during the same day.

Fugue Stance (Su): A small part of a 2nd-level Extractor's subconscious remains disconnected from the Dream even when he interacts with it normally on a conscious level. When readying his maneuvers for the day, the Extractor may choose to reduce his inspiration pool by 1 for the rest of the day. If he does so, he chooses one Infinite Shore stance for which he meets the initiator level prerequisite. He may leave and enter that stance freely throughout the day, using the normal rules for stances.

Chakra Binds: At 3rd level, an Extractor can bind soulmelds to his chakras, granting him new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50 of Magic of Incarnum), so that one cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that an Extractor can have active at any one time depends on his level (see the Chakra Binds column on the table above). At 3rd level, he can bind a soulmeld to his crown chakra. Beginning at 5th level, the Extractor can bind soulmelds to his feet or hands chakras. At 9th level, he can bind soulmelds to his arms, brow, or shoulders chakras. At 14th level, he can bind soulmelds to your throat or waist chakras. At 19th level, he can bind a soulmeld to his heart chakra. He never gains the ability to bind soulmelds to his soul chakra (though he may do so via an Epic feat).

Extraction (Su): Upon reaching 3rd level, an Extractor is practiced enough at controlling the Dreamscape that he can begin to attempt his namesake: extraction.

Extraction
The Basics of Extraction
Extraction is the process of gaining hidden information from another creature's mind, without the target realizing that you're doing so, by means of a shared dream, a second layer beyond the base Dreamscape. Extraction is a specialized usage of the Lucid Dreaming skill (and complementary skills) and the dreamscape, and can only be performed while both Extractor and target are dreaming.

Performing an extraction requires five steps:
Designing the dreamscape
Initiating and maintaining the dreamscape
Drawing the target into the shared dream
Acquiring the information
Obscuring the purpose of the dream

Designing the dreamscape
The first step to performing an extraction is designing the dreamscape in which it will take place. This can be a difficult task, as the target's subconscious projections will attempt to end the dream; to counteract this, the design must be a maze complex enough to allow the Extractor time to acquire the information. Designing mazes of such complexity requires significant effort.

To design a dreamscape, the Extractor rolls a Knowledge (Architecture and Engineering) check. The check result determines the maximum complexity of dreamscape he may design, as shown on the table below (along with the time investment, and the duration of the maze in subjective time). He may choose to design a dreamscape of less complexity, which requires less time and has a shorter duration.

Once a dreamscape has been designed, it remains available to the Extractor for a number of days equal to his class level, before the memory has eroded significantly enough to prevent its use. An Extractor may have only one dreamscape designed at a time, and each dreamscape may only be used once; after a particular dreamscape has been used for an extraction, he must design a new one.

{table=head]Kno:A&E|Complexity|Design Time|Duration|Dream Points
9 or less|0|30 minutes|Unsuccessful design|0
10-14|1|1 hour|10 minutes|1
15-19|2|3 hours|20 minutes|1
20-24|3|6 hours|30 minutes|4
25-29|4|12 hours|1 hour|4
30-34|5|1 day|6 hours|4
35-39|6|2 days|1 day|7
40-44|7|3 days|3 days|7
45-49|8|5 days|1 week|7
50 or more|9|2 weeks|10[/table]

Initiating and maintaining the dreamscape
Once the dreamscape has been designed, it requires a DC 20 Lucid Dreaming check to initiate, just like changing an aspect of one's personal dreamscape. This check is made while awake, just before falling asleep; if the check is successful, upon falling asleep the Extractor appears in the dreamscape instead of a normal dream, and is immediately aware that he is dreaming. Initiating the dreamscape carries a cost in Dream Points just like any other manipulation of the dreamscape, dependent on the complexity of the design; the cost in Dream Points is shown on the table above.

Under normal conditions, maintaining the dreamscape once it has been initiated is trivial, and requires no special attention on the dreamer's part. However, if the dreamer takes damage, or is otherwise in a stressful situation, he must make a Concentration check (DC 10 + 3 times the complexity of the dreamscape) to maintain the dreamscape's integrity. Changing conditions outside the dreamscape (i.e., alterations to the surroundings of the Extractor's sleeping body) can also have similar effects on the dreamscape (such as changing the direction of gravity in the dreamscape as the orientation of the Extractor's body changes), and force the dreamer to concentrate on maintaining the integrity of the dreamscape just like other stressful situations. In any case, the Extractor does not make a Concentration check to maintain the dreamscape more than once per round unless he receives damage multiple times.

If the Extractor fails such a Concentration check, the dreamscape becomes unstable. The entire dreamscape suffers as if from an earthquake spell, which lasts until the Extractor succeeds at a Concentration check (made once each round) at a DC 10 higher than the normal DC to maintain the dreamscape. After 5 consecutive rounds of instability, the entire dreamscape disintegrates and all participating dreamers wake up.

Dreamscapes designed for Extraction are more durable than normal dreamscapes, however. If the Extractor dies in a dreamscape he is maintaining, even though he disappears immediately, the dreamscape persists for 5 rounds, unstable, before collapsing.

Drawing the target into the shared dream
Once the dreamscape has been initiated and is being maintained, the dreaming target must first be located, which requires a Lucid Dreaming check as normal. Once the target has been identified and located, it can be drawn into the prepared dreamscape with a second, opposed Lucid Dreaming check. This works as normal, except that the Extractor suffers a penalty to the second check based on the distance between his sleeping body and the target's, as shown in the table below.

{table=head]Distance|Penalty
10 feet or less|No penalty
11–30 feet|-1
31–60 feet|-2
61–100 feet|-4
101–200 feet|-6
201–500 feet|-8
500–1000 feet|-10
1001 feet or more|-12[/table]

Acquiring the information
Actually coming into possession of the information is the most difficult part of an extraction.

First, the Extractor must find the information he is looking for. Locating the information requires a Gather Information check, opposed by the target's best Knowledge skill. The more knowledge the target has, the more easily it can confuse the trail that the Extractor is attempting to follow. This stage can be made easier or more difficult by whether or not the target knows that the information the Extractor is looking for is important. A usual Extractor trick is to build a vault or safe into the design of the dream; any secrets the target knows will automatically be stored there for safekeeping by the target's subconscious when it enters the dreamscape; this grants the Extractor a +2 bonus to his Gather Information check. However, if the target doesn't know that the information the Extractor wants is important, it won't store that information in the safe, and it's much more difficult to find, imposing a -5 penalty to the Extractor's Gather Information check instead.

If the Gather Information check is successful, the Extractor knows exactly where the information he is after is stored (assuming the target has the information in the first place); if it is unsuccessful, the Extractor may retry as often as he likes. However, each Gather Information check requires an amount of subjective time which is normal for the skill, which is why designing a maze of sufficient complexity (and therefore duration) is essential. If the length of time spent locating the information is longer than the duration of the dreamscape, the dream ends with the Extractor unsuccessful.

Once the information has been located, the Extractor must bypass the target's natural (and possibly trained) defenses to gain access to it. This requires an Open Lock check, opposed by the target's Will save; the target's bonus on Sense Motive checks also apply as a bonus to the Will save (except without double-counting the target's Wisdom modifier). This is more difficult if the target is attempting to guard the information, either consciously or subconsciously, in which case the target gains a +4 bonus to the Will save. If the target doesn't particularly care to guard the information, it suffers a -3 penalty to its Will save instead. If the Open Lock check is successful, the Extractor acquires the information and may leave the dreamscape whenever he wishes.

The Extractor has two other tools which may be used to aid either stage of this phase. By using Disguise and Forgery, he may attempt to mitigate the target's obfuscation and/or defenses if he chooses, to make the extraction easier. He may apply each skill check to only one stage, chosen when he attempts the check, though he may apply both skills to the same stage if he likes. Both skills are opposed by the target's Spot check, and the Extractor must make new skill checks each time he repeats the key check for the appropriate stage (e.g., if he is using Disguise in the first stage and fails the Gather Information check, he must make a new Disguise check to affect the next Gather Information check). For each successful skill check applied to the first stage, reduce the time required for the Gather Information check by one third; for each successful skill check applied to the second stage, the Extractor gains a +3 bonus to his Open Lock check.

Obscuring the purpose of the dream
Certainly the simplest, and perhaps the most important of the phases of an extraction is the last one: convincing the target to believe, upon waking, that this was all just a dream, and nothing of true import actually occurred. This is a simple Bluff check, opposed by the target's Lucid Dreaming check. If the Extractor fails, the target realizes upon waking that he was the subject of an Extraction; otherwise, he will simply recall a particularly vivid and confusing dream.

Supplemental Extraction Rules

Collaborative extraction
More than one character can collaborate to perform an extraction. Each creature participating in the extraction must have at least 3 ranks in Lucid Dreaming. An Extractor must maintain the dreamscape and draw in the target, but any number of other creatures may contribute. Any other skill checks can be divided up among the other contributing creatures, who may also Aid Another for any check they do not directly contribute, if they wish.

The Kick
An Extractor can leave a dreamscape prematurely by having an ally initiate a "kick" -- a sensation which automatically wakes the Extractor. Usual kicks are abrupt changes of gravity (the sensation of falling or of hitting water), or sharp jolts. The kick is usually agreed upon to occur when certain conditions are met in the next layer down, or when a certain amount of time has passed. If an ally initiates a kick, the Extractor automatically exits the dreamscape, which becomes unstable if the departed Extractor was maintaining it, as normal.


Impose Will (Ex): When an Extractor reaches 4th level, he learns to impose his will on the Dreamscape around him. As a standard action which provokes attacks of opportunity, the Extractor can make a Lucid Dreaming check to regain spent inspiration points as shown on the table below. This ability cannot raise your pool of inspiration points above your normal maximum. However, doing so comes with a risk: whenever he uses this ability, there is a 10% chance per point of regained inspiration that he becomes trapped in his own subconscious for a long subjective time, though he returns to his current situation when little actual time has passed. If this happens, the Extractor becomes exhausted for 1 round, even if he is normally immune to exhaustion (though the exhaustion disappears at the beginning of his next turn); in addition, he takes 2 points each of Intelligence, Wisdom, and Charisma damage.

{table=head]LD Check Result|Inspiration points
15 or less|1
16-25|2
26-35|3
36-45|4
46 or more|5[/table]

Lucid Projection (Su): An Extractor's subconscious is a powerful thing, able to affect the world around him even when he doesn't intend. Often the result is helpful, but other times it can sabotage the Extractor's plans, as his mental skeletons escape the closet.

Upon achieving 4th level, an Extractor gains a Lucid Projection, which functions as a cohort of his Extractor level -3. However, the Projection does not exit all the time. At the beginning of each encounter, there is a 20% chance that the Lucid Projection appears, in a random open square up to 100 feet away from the Extractor (line of sight or effect is not required). Appearance chance and position are rolled by the DM.

When the Lucid Projection appears, it has all the knowledge of the situation that the Extractor has, and is initially Friendly towards the Extractor and his allies. However the Projection is fickle; each round that the Projection exists, the Extractor must make a Will save (DC 13 + the Projection's HD + 2 times the number of successful saves) or the Projection turns Hostile towards the Extractor and his allies for the remainder of the encounter.

Once the Lucid Projection has appeared, it remains for the duration of the encounter or until killed, at which point it disappears. The chance that the Projection will appear increases by 20% every 4 levels after 4th; at 20th level, the Projection appears every encounter.

Awakened Offense (Ex): Beginning at 6th level, an Extractor learns to use his preternatural abilities in more aggressive ways. He may use his Subliminal Knowledge ability to gain a bonus on his next attack roll within 1 round instead of his next skill check.

Awakened Capacity (Ex): At 7th level, an Extractor realizes that the only thing which limits him is his own preconceptions. As part of reallocating his essentia, he can spend an inspiration point as a free action to increase the capacity of one of his soulmelds by 1 for one round. This ability can be used no more often than once per round.

Improved Extraction (Su): When an Extractor achieves 8th level, he has gained significant experience at extraction. When obscuring the purpose of the dream, he may use his Subliminal Knowledge ability to improve his Bluff check; in addition, he reduces the time requirement to design a dreamscape of a given complexity by one category.

Contagious Awakening (Ex): Staring at 11th level, an Extractor can impart some insight into the existence and workings of the Dream to others. Whenever he uses his Awakened Defense, Awakened Offense, or Subliminal Knowledge abilities, he may spend an additional inspiration point to have the bonus affect all allies within 10 feet. In the case of Awakened Offense and Subliminal Knowledge, each ally gains the bonus to the next appropriate roll they make within 1 round (the skill, if applicable, must be the same skill that the Extractor modifies).

Greater Extraction (Su): An Extractor of 13th level or higher is a master of extraction. When drawing a target into a shared dream, the Extractor reduces the penalties for distance to the target by half, and may use his Subliminal Knowledge ability to improve his Gather Information, Disguise, or Forgery check while acquiring the information.

We need to go deeper (Su): At 15th level, an Extractor has learned that sometimes, one layer of dream is not enough. He must be able to go deeper, to add another layer when necessary.

Double-layer extraction
Performing a double-layer extraction is similar to performing two single-layer extractions. The differences are described below.

Designing and maintaining the dreamscapes
Both dreamscape layers must be designed as normal. Then, they are initiated in order, requiring two separate Lucid Dreaming checks; the DC for initiating the 2nd layer is increased by 5, as normal. Note that due to the compounded timeflow of the layered dreamscapes, for each second that passes in the first layer, 10 seconds pass in the second layer (as normal for multi-layer dreamscapes).

Maintaining two layered dreamscapes at the same time is quite difficult, however -- each minute of subjective time that the Extractor is in the second layer, he must make a Concentration check (DC 15 + 2 times the number of successful checks) or lose control of both dreamscapes. In this case, both dreamscapes become unstable. Because of this, most Extractors work in teams of at least two, with one maintaining each layer, which causes no difficulty as long as the dreamer of the first layer remains on that layer.

Drawing the target into the shared dream
The target is drawn into the first layer as normal. Once inside the first layer, the target can be drawn into the second layer with a Lucid Dreaming check which costs 0 Dream Points; the target suffers a -5 penalty on the opposed Lucid Dreaming check.

Acquiring the information
This is the main purpose of including a second layer. Since the second layer is deeper in the target's subconscious, the Extractor gains a +5 bonus on checks to acquire the information. However, the target's subconscious fights back harder in deeper levels, and the duration of a dreamscape of a given complexity is one category less.

Obscuring the purpose of the dream
The second layer of dreamscape is significantly less stable than the first layer, and the Extractor suffers a -5 penalty to obscure the purpose of the second layer. However, even if the target discovers the purpose of the second layer, as long as the Extractor successfully obscures the purpose of the first layer, the full purpose of the dream is obscured.


Awakened Transcendence (Ex): Beginning at 16th level, an Extractor can use his awareness of the Dream to achieve incredible heights of prowess. As a free action (even when it's not his turn, but no more often than once per round), he can spend 1 inspiration point to treat one of his essentia receptacles as filled with essentia to its maximum capacity for 1 round.

Supreme Extraction (Su): By 18th level, an Extractor has reached the pinnacle of extraction. He may draw a target into a shared dream with no penalties for distance; he reduces the time requirement to design a dreamscape of a given complexity by an additional category; and he may use his Subliminal Knowledge ability to improve any skill checks while performing an extraction.

Dream Disruption (Su): Upon reaching 20th level, an Extractor can control the Dream in ways normally reserved for transient dreamscapes. By spending a full-round action, the Extractor can destabilize the Dreamscape within a radius equal to 10 feet times his Wisdom modifier.

Within the destabilized area, the substance of the plane becomes raw, wild dreamstuff. The planar traits match that of Limbo, but with bounded size and with no Chaos-alignment (i.e., Subjective Directional Gravity, Highly Morphic, Sporadic Element-Dominant, and Wild Magic). Controlling the dreamstuff is identical to controlling parts of Limbo.

The destabilization slowly heals over time as the overarching identity of the Dream reasserts itself. The disrupted area shrinks at the rate of 10 feet per hour, until it disappears entirely.

sirpercival
2012-12-02, 08:12 AM
Extractor Soulmelds

Soulmeld List


Crown
Considering Cap -- Gain a +2 bonus on Knowledge checks
Insidious Pendant -- Gain a +1 bonus to the DC of one of your supernatural abilities
Lucid Crown -- Gain a +2 bonus on Lucid Dreaming checks
Oblivion Cowl -- Be protected against divinations

Feet
Drift Boots -- Glide up to 15 feet as a move action
Mirage Mocassins -- Ignore speed penalties for difficult terrain
Somnambulant Cincture -- Gain bonuses to Infinite Shore maneuvers
Wandering Shoes -- Move 10 feet in a round to gain the benefit of a feat

Hands
Daydream Gloves -- Gain a +2 bonus on Open Lock checks
Dreamer's Totem -- Always know how deep you are in the Dreamscape
Duplicitous Gage -- Gain a +2 bonus on Forgery checks
Nightmare Weapon -- Gain a +4 bonus on Intimidate checks when demoralizing
Scrutiny Shroud -- Gain a +2 bonus on Sense Motive checks

Arms
Bracers of Projection -- Subconsciously make your attacks more effective
Daydream Gloves -- Gain a +2 bonus on Open Lock checks
Nightmare Weapon -- Gain a +4 bonus on Intimidate checks when demoralizing
Soporific Vambraces -- Make a touch attack to put target to sleep
Trance Bracers -- Gain bonus hit points equal to your meldshaper level.

Brow
Mask of Faces -- Gain a +2 bonus on Disguise checks
Oblivion Cowl -- Be protected against divinations
Plain Masque -- Gain a +2 bonus on Bluff checks
Stargazer Veil -- Gain a +2 bonus on Gather Information checks

Shoulders
Dreamer's Totem -- Always know how deep you are in the Dreamscape
Inconsequential Cloak -- Gain a +2 bonus on Hide checks
Reverie Pauldrons -- Continue fighting while disabled or dying
Sandmantle -- Creatures near you may fall asleep
Trance Bracers -- Gain bonus hit points equal to your meldshaper level

Throat
Brooch of Stars -- Gain a +2 bonus on Concentration checks
Dreamer's Totem -- Always know how deep you are in the Dreamscape
Delusion Ribbon -- Gain a +2 bonus to Will saves vs illusion & enchantment spells
Insidious Pendant -- Gain a +1 bonus to the DC of one of your supernatural abilities
Nightmare Weapon -- Gain a +4 bonus on Intimidate checks when demoralizing

Waist
Discontinuous Sash -- Teleport 10 feet as a move action
Finder's Vest -- Gain a +2 bonus on Search checks
Skirt of Silver Moonlight -- Gain a +2 bonus to Tumble checks
Somnambulant Cincture -- Gain bonuses to Infinite Shore maneuvers
Wandering Shoes -- Move 10 feet in a round to gain the benefit of a feat

Heart
Brooch of Stars -- Gain a +2 bonus on Concentration checks
Finder's Vest -- Gain a +2 bonus on Search checks
Mantle of the Fated -- Gain a +1 luck bonus on various checks
Synchronous Symphony -- Gain a +1 bonus to initiative checks

Soul
Dreamer's Totem -- Always know how deep you are in the Dreamscape
Inconsequential Cloak -- Gain a +2 bonus to Hide checks
Mantle of the Fated -- Gain a +1 luck bonus on various checks
Scrutiny Shroud -- Gain a +2 bonus on Sense Motive checks


Soulmeld Descriptions
Bracers of Projection
Descriptors: None.
Classes: Extractor.
Chakra: Arms.
Saving Throw: None.
A pair of nearly transparent bracers coalesce around your forearms, shimmering with colors seen only out of the corner of your eye.

While wearing bracers of projection, your subconscious mind reaches into the dreamscape around you to alter events in your favor. Whenever you make a successful Lucid Dreaming or Concentration check, you gain a +2 insight bonus on attack and damage rolls for 1 round. Essentia: Every point of essentia invested in the bracers of projection increases the bonus by 2.

Chakra Bind (Arms)
The bracers expand outward into huge, opalescent and diaphanous limbs stretching beyond your usual grasp.

You may make a Lucid Dreaming check as a free action before making a melee attack roll. If your check result beats your target's AC, your reach for that melee attack increases by up to 10 feet.


Brooch of Stars
Descriptors: None.
Classes: Extractor.
Chakra: Heart or Throat.
Saving Throw: None.
Incarnum forms into a tiny constellation of brilliant blue motes which rests in the center of your chest.

Your brooch of stars grants you a +2 insight bonus on Concentration checks, serving as a focus to ward away random thoughts which might distract you. Essentia: Every point of essentia invested in the brooch of stars increases the bonus by +2.

Chakra Bind (Heart)
The motes sink into your body, leaving azure pinpricks over your heart.

When brooch of stars is bound to your heart chakra, you become immune to attacks by nonmagical weapons, taking no damage from them whatsoever. Such weapons simply slide off of your skin without leaving a mark. (Attacks which bypass damage reduction as if they were magical, such as a monk's ki strike (magic), count as magical for this ability.) In addition, whenever you take damage from a magical weapon, you may make a Reflex save (DC 15) to reduce the damage by half.

Chakra Bind (Throat)
Little sparkles of blue swirl around your neck like a choker.

While brooch of stars is bound to your throat chakra, you can take 10 on skill checks even when stress or other factors would normally prevent you from doing so. You cannot use this ability to take 10 on skill check for which you cannot take 10 even under ideal conditions (such as Use Magic Device).


Considering Cap
Descriptors: None.
Classes: Extractor.
Chakra: Crown.
Saving Throw: None.
Incarnum forms a large, triangular cream-colored hat with three points.

By shaping a considering cap, you pledge to take time to think about the consequences of your words and actions, based on your knowledge and experience. You gain a +2 insight bonus to Knowledge checks. Essentia: For each point of essentia invested in the considering cap, increase the bonus by +1.

Chakra Bind (Crown)
Words written in an ancient and unreadable script appear on the three faces of the hat.

When you bind considering cap to your crown chakra, you learn to plan out exactly how to accomplish a given task, which increases your likely hood of success. You may substitute a Knowledge check for any other skill check you would make, as long as you have at least 5 ranks in the given skill, -1 rank per point of essential invested in the cap. If you do so, the check takes twice as long as the original skill check would have taken.


Daydream Gloves
Descriptors: None.
Classes: Extractor.
Chakra: Arms or Hands.
Saving Throw: None.
Soft, dark grey calfskin forms around your hands, but the ends of the fingers seem to blur and bleed into nothingness.

Daydream gloves make your obstacles evanescent, nothing more than the idle wanderings of a bored mind. While you have them shaped, you gain a +2 bonus to Open Lock checks. Essentia: Increase the bonus by +2 for each essentia invested in the daydream gloves.

Chakra Bind (Arms)
The gloves extend backward over your forearms, and your entire hands seem to fade into mist.

If you bind daydream gloves to your arms chakra, you may resolve up to one melee attack per round against your opponent's touch AC instead of his normal AC.

Chakra Bind (Hands)
Veins of smoky silver and bronze thread through the material of the gloves.

You gain the benefit of the Improved Disarm feat while the daydream gloves are bound to your hands chakra, even if you don't meet the prerequisites.


Delusion Ribbon
Descriptors: None.
Classes: Extractor.
Chakra: Throat.
Saving Throw: See text.
Incarnum weaves into a ribbon that wraps gently around your neck. Its color changes depending on the viewing angle.

While under the influence of a delusion ribbon, you can see through magical untruths. While you have the soulmeld shaped, you gain a +2 insight bonus to saves against illusion and enchantment spells and effects. Essentia: For each essentia invested in the delusion ribbon, increase the save bonus by +1.

Chakra Bind (Throat)
The ribbon acquires a ghostly visual echo, sitting a few inches above your skin.

When delusion ribbon is bound to your throat chakra, at will as a standard action you can use minor image as a spell-like ability, with a caster level equal to your meldshaper level. The DC to disbelieve your image is the DC of this soulmeld.


Discontinuous Sash
Descriptors: None.
Classes: Extractor.
Chakra: Waist.
Saving Throw: None.
Around your waist forms a rich cloth sash, which seems to have large sections missing.

A discontinuous sash grants you the inconstancy of location that happens often in dreams. While you have the meld shaped, you may teleport up to 10 feet at will (with no chance for error) as a move action. The new space must be within line of sight and line of effect. You can't use the sash to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the teleport fails and the action is wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you. Essentia: Each essentia invested in the discontinuous sash grants you a +1 dodge bonus to AC.

Chakra Bind (Waist)
The missing pieces of the sash move and shift and dizzying speed.

If you bind discontinuous sash to your waist chakra, at will you may spend a full-round action to teleport up to 50 feet for each essentia invested in the sash (as per dimension door). You may not use this ability in consecutive rounds, and you cannot bring along other creatures; you affect only yourself.


Dreamer's Totem
Descriptors: None.
Classes: Extractor.
Chakra: Hands, Shoulders, Soul, or Throat.
Saving Throw: None.
Incarnum coalesces into a small, otherwise unremarkable object which has significance only to you.

A dreamer's totem is a tool used quite often by Extractors and other creatures familiar with lucid dreaming. It's one of the few ways to be sure, to be absolutely certain, whether you're awake or in a dream. While the dreamer's totem is shaped, you always know how many layers deep in dream you are. Essentia: When you invest essentia in the dreamer's totem, you gain additional dream points when dreaming equal to twice the amount of invested essentia.

Chakra Bind (Hands)
Your totem becomes an object which is held in one hand, and as you move it through the air, the substance of the Dream coalesces into a desired shape.

By binding the dreamer's totem to your hands chakra, you are granted the ability to temporarily shape raw dreamstuff into a useful mundane object, which functions identically to a normal object of the same sort. By making a DC 16 Wisdom check as a full-round action, you can control up to a 1-foot cube of dreamstuff; each essential invested in the totem increases the dimensions of the cube you can affect by 1 foot.

If your Wisdom check succeeds, you can reshape the dreamstuff as you desire. Once control is established, the shape lasts as long as you remain within 100 feet of it; if you move out of that range, the dreamstuff the item is made of dissipates into nothingness. Thus, if you have sufficient patience and strong enough will, you can construct small fortresses out of dreamsruff, even
if you must do so a few cubic feet at a time.

Another creature can break your control over the Dreamscape by succeeding on an opposed Wisdom check. If they succeed, the item dissipates as if you had moved out of range.

Chakra Bind (Shoulders)
The totem winds itself around your upper arm, becoming a string or ribbon which only you know the material of.

Binding the dreamer's totem to your shoulders chakra allows you to use your control of the Dreamscape to your advantage in a physical context. Whenever you make a Strength- or Dexterity-based skill check, you may substitute a Lucid Dreaming check if you wish.

Chakra Bind (Soul)
The totem itself does not change, but you are surrounded by a faint aura of wispy grey smoke.

Whenever you bind the dreamer's totem to your soul chakra, you gain the ability to physically enter a dreamscape, without leaving a sleeping body behind. You may make a DC 20 Lucid Dreaming check whenever you go to sleep; if you succeed, you enter the dreamscape physically, as per the dream walk spell (Heroes of Horror). Entering further layers of dream increases the DC by +5 for each layer.

Chakra Bind (Throat)
Your totem is a pin or brooch with a secret carving on the back.

If you bind the dreamer's totem to your throat chakra, you gain the ability to follow creatures through the Dreamscape by sensing the eddies they make in the dreamstuff. This works exactly like the Track feat, except you use Lucid Dreaming in place of Survival.


Drift Boots
Descriptors: None.
Classes: Extractor.
Chakra: Feet.
Saving Throw: None.
Soft boots of pure white, like untouched snow or cumulus clouds, form on your feet.

When you shape drift boots, you gain the ability to glide gently on the wind. You negate all damage from falling, and can travel 15 feet forward for every 5 feet of descent. You glide at a speed of 15 feet with average maneuverability (you can never hover while gliding, even if your maneuverability improves). You glide (negating falling damage) even if you become unconscious or helpless in the air. Essentia: For each essentia invested in drift boots, increase both your gliding speed and the forward travel distance by 5 feet.

Chakra Bind (Feet)
The boots become wispier, more like cirrus clouds.

When bound to your feet chakra, drift boots catch unseen winds to allow you to fly. You can fly with good maneuverability at a speed of 5 feet per invested essentia. You can mix gliding and flying in the same move action (in 5-foot increments), allowing you to maneuver aloft even with relatively low flight speeds.


Duplicitous Gage
Descriptors: None.
Classes: Extractor.
Chakra: Hands.
Saving Throw: None.
Gloves of thin, off-white silk form out of incarnum around your hands.

The duplicitous gage grants you the ability to use objects to tell lies. You gain a +2 insight bonus on Forgery checks. Essentia: Each essentia invested in duplicitous gage increases the bonus by +2.

Chakra Bind (Hands)
The material of the gloves hardens to thick leather, with delicately pointed fingertips.

When you bind duplicitous gage to your hands chakra, you can see past the lies that your eyes tell you. Whenever you make a ranged attack which suffers a miss chance, reduce that miss chance by 5% for each essentia invested in duplicitous gage, to a minimum of 0%.


Finder's Vest
Descriptors: None.
Classes: Extractor.
Chakra: Heart or Waist.
Saving Throw: None.
Incarnum weaves into a sturdy vest of brown wool, with several useful pockets.

Shaping a finder's vest makes it easier for you to find the things you want and need. You gain a +2 insight bonus on Search checks. Essentia: For each essentia invested in finder's vest, increase the bonus by +2.

Chakra Bind (Heart)
One of the vest's pockets holds a compass, which always points in the direction you need.

The finder's vest, when bound to your heart chakra, grants you the ability to use find the path at will as a standard action. This is a supernatural ability, with a caster level equal to your meldshaper level.

Chakra Bind (Waist)
A wide, armored belt forms at the bottom of the vest, which is weighted down with several hanging pouches.

While bound to your waist chakra, the finder's vest prevents you from being moved against your will. You gain a +2 bonus to rolls which would allow you to resist being moved, which increases by +1 for every essentia invested in the soulmeld.


Inconsequential Cloak
Descriptors: None.
Classes: Extractor.
Chakra: Shoulders or Soul.
Saving Throw: None.
A shroud of incarnum settles over you, making you indistinct and beneath notice.

With the inconsequential cloak hanging from your shoulders, you seem to melt into the background, making it difficult to notice you and pick you out from your surroundings. You gain a +2 bonus on Hide checks. Essentia: Every point of essentia invested in the inconsequential cloak increases the bonus by +2.

Chakra Bind (Shoulders)
The cloak closes more tightly around you, and you fade even further into the scenery, a blur in your opponents' peripheral vision.

When you bind the inconsequential cloak to your shoulder chakra, you benefit from a miss chance against melee and ranged attacks of 10% + 10% for each essential invested in the soulmeld (max 50%). This ability counts as concealment for determining whether or not you can make a Hide check.

Chakra Bind (Soul)
By concentrating, you can cause the cloak to shroud you completely from detectability.

By spending a move action while inconsequential cloak is bound to your soul chakra, you can grant yourself the benefit of the superior invisibility spell, as if cast on yourself with a caster level equal to your meldshaper level, until the beginning of your next turn. This is a supernatural ability.

Insidious Pendant
Descriptors: None.
Classes: Extractor.
Chakra: Crown or Throat.
Saving Throw: None.
Incarnum creeps around your throat, laying in a snakelike coil.

An insidious pendant is a subtle soulmeld, which can bolster many of your other abilities without seeming to affect anything by itself. When you shape the insidious pendant, choose a supernatural ability that you have; the DC of that ability is increased by +1. Essentia: For each point of essentia you invest in the insidious pendant, the DC of the chosen ability increases by an additional +1.

Chakra Bind (Crown)
The snake slithers up to rest on your head, its gemstone eyes quite unsettling with their stare.

If you bind insidious pendant to your crown chakra, whenever a creature fails a save against the chosen supernatural ability, you may treat the creature as flat-footed against your attacks for 1 round.

Chakra Bind (Throat)
The head of the snake seems to burrow deep into your body, and your neck is covered with faint greenish scales.

Whenever you bind insidious pendant to your throat chakra, instead of affecting a single supernatural ability, the DC increase applies to every supernatural ability you have.


Lucid Crown
Descriptors: None.
Classes: Extractor.
Chakra: Crown.
Saving Throw: None.
A crystalline circlet coalesces around your head, glowing with the pure clear light of dawn.

When you shape lucid crown, your dreams gain incredible depth of clarity, and you develop more awareness and control over them. You gain a +2 bonus to Lucid Dreaming checks. Essentia: Every point of essentia you invest in the lucid crown increases the bonus by +2.

Chakra Bind (Crown)
The crown grows more prominent crystal clusters, which emanate an inner light of deep lavender.

When bound to your crown chakra, lucid crown makes it easier for you to alter your surroundings. The volume that you can affect with the Change Aspect usage of the Lucid Dreaming skill is doubled.


Mantle of the Fated
Descriptors: None.
Classes: Extractor.
Chakra: Heart or Soul.
Saving Throw: None.
Incarnum erupts into a rich robe of maroon brocade, draping you with its solid weight. The embroidery on the robe changes with your mood.

Shaping the mantle of the fated gives you unparalleled control over your own fate. As a swift action, choose one of the following: attack rolls, damage rolls, any one type of saving throw, or skill and ability checks for any one ability . You gain a +1 luck bonus to rolls of the chosen type until the start of your next turn. Essentia: Every point of essentia you invest in the mantle of the fated increases the bonus by +1.

Chakra Bind (Heart)
The robe thickens over your chest, becoming something akin to armor.

If you bind mantle of the fated to your heart chakra, you are protected against effects which would damage your life force directly. You become immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch). You are not granted immunity to other sorts of attacks, such as hit point loss, poison, or petrification, even if those attacks might be lethal.

Chakra Bind (Soul)
The air around you darkens, taking on a hue similar to the robe.

When you bind mantle of the fated to your soul chakra, you become the absolute master of your own fate. Any time you make an attack roll, skill check, ability check, or saving throw, you may roll twice and take the better result.


Mask of Faces
Descriptors: None.
Classes: Extractor.
Chakra: Brow.
Saving Throw: None.
A mask of pure incarnum covers your face, making your features more malleable.

While you have the mask of faces shaped, you tap into the mutability of dream identities and visages. You gain a +2 insight bonus to Disguise checks. Essentia: For each point of essentia you invest in the mask of faces, increase the bonus by +2.

Chakra Bind (Brow)
The mask sinks into your skin, which abruptly alters to suit your whims.

Binding mask of faces to your brow chakra grants you the ability to change your appearance. You can assume any humanoid form, as the change shape special ability (MM 306). You can remain in the form as long as the soulmeld remains shaped, or until you take a standard action to assume a new form or return to your natural form.


Mirage Moccasins
Descriptors: None.
Classes: Extractor.
Chakra: Feet.
Saving Throw: None.
Incarnum forms into soft leather moccasins on your feet, which seem to ripple and fade if you look at them wrong.

Shaping mirage moccasins helps you walk even on terrain as fickle as desert sand. You ignore the speed penalty for difficult terrain, including any penalties for overland movement. However, this ability does not allow you to charge through difficult terrain. Essentia: You gain a +2 insight bonus to Balance checks for each point of essentia invested in mirage moccasins.

Chakra Bind (Feet)
The moccasins, and your feet inside them, become much more hazy, and your step becomes unimaginably light.

While mirage moccasins are bound to your feet chakra, you can stand and move with no penalty on liquids and other surfaces which cannot normally support your weight, like water, quicksand, or fragile branches.


Nightmare Weapon
Descriptors: None.
Classes: Extractor.
Chakra: Arms or Hands or Throat.
Saving Throw: None.
Your weapon is coated with an oily black sheen.

When you shape a nightmare weapon, your attacks evoke the deep, dark monsters of the night. You gain a +4 bonus to Intimidate checks when demoralizing. Essentia: For each point of essentia invested in nightmare weapon, increase the bonus by +2.

Chakra Bind (Arms)
The oily blackness curls out of your arms, and looking into it, one can feel endless depths of terror.

The nightmare weapon, when bound to your arms chakra, makes your enemies quaver with fear whenever you strike them. Any time you make a successful attack (but no more often than once per round), you may make a demoralize attempt as an immediate action against the target you struck.

Chakra Bind (Hands)
Your weapon seems to take on a sense of... hunger.

When you bind nightmare weapon to your hands chakra, you increase the critical multiplier of your weapon by +1, and you gain a bonus to confirm critical hits equal to the amount of invested essentia.

Chakra Bind (Throat)
Whenever you open your mouth, small puffs of pure, inky incarnum leak out, and your voice carries a faint, resonant echo of screams.

If you bind nightmare weapon to your throat chakra, you can demoralize opponents who are normally immune to fear. However, such creatures receive a +5 bonus to their save, and the duration of the effect, if any, is halved (to a minimum of 1 round).


Oblivion Cowl
Descriptors: None.
Classes: Extractor.
Chakra: Brow or Crown.
Saving Throw: None.
Around your head settles a hood of stark grey, which throws your face in impenetrable shadow.

The oblivion cowl is a powerful defensive soulmeld, designed to protect you from prying eyes and searching thoughts. While you have the oblivion cowl shaped, any creature attempting a divination effect (or clairsentience effect) against you must succeed at a caster (or manifester) level check against a DC of 11 + your meldshaper level, or the effect fails to affect you. Essentia: Each point of essentia invested in oblivion cowl increases the DC by +1.

Chakra Bind (Brow)
Your face is completely hidden by the cowl -- for all anyone else can tell, you have no face at all.

While oblivion cowl is bound to your brow chakra, you are immune to charm and compulsion effects. Creatures attempting such effects find nothing behind the cowl for the magic to hold on to.

Chakra Bind (Crown)
The top of the cowl grows significantly heavier, as if lined with... lead?

When you bind oblivion cowl to your crown chakra, you gain a bonus to Will saves vs mind-affecting effects equal to the amount of invested essentia.


Plain Masque
Descriptors: None.
Classes: Extractor.
Chakra: Brow.
Saving Throw: Will negates; see text.
Incarnum swirls in front of your face, taking the shape of a mask of... your face.

When you shape plain masque, you learn to lie in the most effective way: by speaking the plain truth. You gain a +2 insight bonus to Bluff checks. Essentia: For every point of essentia invested in plain masque, increase the bonus by +2.

Chakra Bind (Brow)
No visible change occurs, but you feel the masque settle even more firmly onto your face.

When you bind plain masque to your brow chakra, you learn to see past the lies others tell. At will as a standard action, you may use discern lies as a supernatural ability with a caster level equal to your meldshaper level. The DC of the spell is equal to the DC of this soulmeld.


Reverie Pauldrons
Descriptors: None.
Classes: Extractor.
Chakra: Shoulders.
Saving Throw: None.
Silvery armor forms around your shoulders, which seems as light as spun sugar, and as hard as steel.

Whenver reverie pauldrons are shaped, your body realizes that the Dream is not real, and that therefore you should not be shackled by the normal conventions of life and death. When reduced to 0 hit points, you can act as if you weren’t disabled (that is, you ignore the normal restriction to only a single move or standard action per turn), and do not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 hit points. When reduced to –1 to –9 hit points, you do not fall unconscious. You do not automatically lose 1 hit point each round when at –1 to –9 hit points. When your current hit points drop to –10 or lower, you immediately die.

Essentia: Investing essentia in reverie pauldrons increases the range of negative hit points at which you can continue functioning. Every point of essentia invested effectively reduces the point at which you die by 3 (such as from –10 to –13). You can continue to fight without penalty until you reach that hit point total. If your essentia investment in this soulmeld is reduced (whether voluntarily or involuntarily) and your current hit point total is at or below the point at which you would die, you immediately die. For example, if you are currently at –16 hit points and reduce your essentia investment from 3 points to 2 points, you would die (since your new point of death would be –16).

Chakra Bind (Shoulders)
The material of the pauldrons thickens, becoming broader and sturdier, to take the weight of many blows.

If reverie pauldrons is bound to your shoulders chakra, you gain DR /– equal to three times the invested essentia.


Sandmantle
Descriptors: None.
Classes: Extractor.
Chakra: Shoulders.
Saving Throw: Will negates; Fortitude half; see text.
A light cloak seemingly made of beige sand flutters around your shoulders.

When you shape a sandmantle, the creatures around you become drowsy and begin to fall asleep. Each creature within 20 feet with 5 or fewer HD must make a Will save or fall asleep. You may raise or lower this effect as a swift action. A successful save grants a creature immunity to the effects of this soulmeld for 1 hour. You are immune to the effects of your own sandmantle. Essentia: For each essentia invested in sandmantle, increase the maximum HD of creature you can affect by +3 HD.

Chakra Bind (Shoulders)
The sandy cloak expands outward, and sand moves in hypnotic whorls around you.

By binding sandmantle to your shoulders chakra, you gain the ability to create a sand auger, a whirlwind of erosive grit around yourself. You can cause a sand auger as a standard action at will, and it lasts until the beginning of your next turn (at which point you can recreate the whirlwind by spending another standard action). The sand auger is a cylinder, 40 feet high and with a 10-foot radius centered on you. Any creature caught within (other than you) takes 1d6 damage per invested essentia (Fortitude save for half); unprotected flames are smothered, and protected flames have a 50% chance of blowing out.


Scrutiny Shroud
Descriptors: None.
Classes: Extractor.
Chakra: Hands or Soul.
Saving Throw: None.
The air around you sharpens in focus, as if looking through a magnifying glass.

When you shape the scrutiny shroud, you gain increased sensitivity to nuance in body language and expression. You gain a +2 insight bonus to Sense Motive checks. Essentia: Each point of essentia invested in scrutiny shroud increases the bonus by +2.

Chakra Bind (Hands)
The field of clarity around you spreads out to a larger radius, and your hands itch with new sensation.

Binding scrutiny shroud to your hands chakra allows you to sense things in situations where you would normally be unable to do so. At will, you can spend a standard action to grant yourself the benefit of the touchsight power as a psi-like ability, with a manifester level of 5, for 1 round. Each essentia invested in the soulmeld increases the duration by 1 round and the manifester level by +3.

Chakra Bind (Soul)
The air around you doesn't change visibly, but you can feel the magical charge building up.

If you bind scrutiny shroud to your soul chakra, you are continually affected as if by the true seeing spell, with a caster level equal to your meldshaper level.


Skirt of Silver Moonlight
Descriptors: None.
Classes: Extractor.
Chakra: Waist.
Saving Throw: None.
Around your waist drapes a kilt of the softest silk, white with silver threads running through it in glorious rays.

Whenever you shape the scrutiny shroud, your steps are as soft as moonlight. You gain a +2 insight bonus to Tumble checks. Essentia: For each point of invested essentia, the bonus granted by the skirt of silver moonlight increases by +2.

Chakra Bind (Waist)
The white material of the skirt fades from view, leaving only a fine webwork of silver threads around your waist.

When you bind the skirt of silver moonlight to your waist chakra, you become as slippery as a moonbeam, as subtle as starlight. At will, you can spend a standard action to grant yourself the benefit of the freedom of movement spell as a supernatural ability with a caster level equal to your meldshaper level. The effect lasts for 1 round + 1 round per invested essentia.


Somnambulant Cincture
Descriptors: None.
Classes: Extractor.
Chakra: Feet or Waist.
Saving Throw: None.
A tasseled rope made of brown and gold thread twines around your waist.

The somnambulant cincture is a soulmeld designed for those who wield dreamstuff directly, as weapons against their enemies. While it is shaped, you gain a +1d4 bonus damage to each attack made while initiating an Infinite Shore strike. Essentia: Each point of essentia invested in the somnambulant cincture increases the bonus damage by +1d4.

Chakra Bind (Feet)
The tasseled ends of the cincture stretch down and encircle your legs, creating ropy greaves.

Binding the somnambulant cincture to your feet chakra helps guide your steps when moving within the Dream. Whenever you initiate an Infinite Shore boost or counter, your movement speed increases by +5 feet per point of essentia invested in the soulmeld until the beginning of your next turn.

Chakra Bind (Waist)
The cincture tightens slightly around your waist, and the threads turn varied shades of brilliant blue.

If you bind the somnambulant cincture to your waist chakra, your connection to the Dream intensifies. Whenever you enter an Infinite Shore stance, the essentia capacity of this soulmeld improves by 1, and you gain 1 temporary essentia which you can invest as part of the same action. Both of these benefits last until you exit the stance.


Soporific Vambraces
Descriptors: None.
Classes: Extractor.
Chakra: Arms.
Saving Throw: Fortitude partial.
A pair of vambraces made of dull grey leather writhes into being around your forearms. Just looking at them makes your eyes droop.

Soporific vambraces grant your touch the ability to put people to sleep. You may make a melee touch attack as a standard action; if it succeeds, your opponent must make a Fortitude save or fall asleep. On a failed save, or if your opponent is immune to sleep effects, the opponent is fatigued instead, for 1 round. This fatigue does not stack with any other fatigue, including from multiple applications of this ability. Essentia: For each point of invested essentia, increase the duration of the fatigue by 1 round, on a failed save.

Chakra Bind (Arms)
The material of the vambraces develops silver and black embroidered whorls which are lazily hypnotic.

If you bind soporific vampraces to your arms chakra, a creature who succeeds on the save vs your touch attack is exhausted for 1 round, then fatigued for the normal fatigue duration.


Stargazer Veil
Descriptors: None.
Classes: Extractor.
Chakra: Brow.
Saving Throw: None.
A veil coalesces over your face, loosely woven of midnight blue incarnum, and embroidered with silver stars.

When you shape a stargazer's veil, you learn to read horoscopes in the stars; this gives you insight into the people you encounter, and you know exactly what questions to ask. You gain a +2 insight bonus to Gather Information checks. Essentia: Every point of essentia invested in the stargazer veil, increase the bonus by +2.

Chakra Bind (Brow)
Silver lines appear on the veil, connecting the embroidered stars into constellations.

When you bind the stargazer veil to your brow chakra, the stars hold portents of more significance than mere horoscopes. As a standard action at will, you may use augury as a supernatural ability, with a caster level equal to your meldshaper level.


Synchronous Symphony
Descriptors: None.
Classes: Extractor.
Chakra: Heart.
Saving Throw: None.
A small music box pin made of purest silver appears just over your heart. Lovely tinkles of melody emanate from it.

A synchronous symphony is a method of organizing actions, using the cues and rhythm of the music to standardize timing. While the symphony is shaped, you gain a +2 insight bonus to initiative checks. Essentia: Every point of essentia invested in the synchronous symphony increases the bonus by +1.

Chakra Bind (Heart)
The sound coming from the music box suddenly swells into a full orchestral arrangement.

By binding the synchronous symphony to your heart chakra, you gain the ability to synchronize your actions with those of your companions. When determining initiative order, you may choose to have any number of allies with lower initiative rolls act on the same initiative count as you. However, doing so lowers your initiative count (and thus the initiative count of all synchronized allies) by 1 + 1 for each ally you synchronize with.


Trance Bracers
Descriptors: None.
Classes: Extractor.
Chakra: Arms or Shoulders.
Saving Throw: None.
Heavy bracers made from braided leather twine up your arm in intricate patterns.

When you shape trance bracers, you acquire a state of mind where the trials and tribulations of the physical world have less effect on you. In this trance state, you are able to ignore the pain and rigor of your activities to some extent. You gain bonus hit points equal to your meldshaper level. These hit points don’t go away first the way temporary hit points do; if this soulmeld is unshaped or suppressed, you lose the hit points granted by it. Essentia: Each point of essentia invested in trance bracers grants you a +1 insight bonus to Fortitude saves.

Chakra Bind (Arms)
The braided leather of the bracers bulges into the shape of extra muscles.

If you bind trance bracers to your arms chakra, your trance allows you to set aside the normal limitations of strength and leverage, instead wringing the absolute maximum effort and efficiency out of your anatomy. You gain the Powerful Build ability (as per the Half-Giant racial trait).

Chakra Bind (Shoulders)
Stiff leather pauldrons form and attach to the ends of the bracers.

Binding trance bracers to your shoulders chakra grants you the ability to toughen your skin through meditative exercises. You gain a +2 bonus to your natural armor, +2 per invested essential. This stacks with natural armor you gain from your race, class features, or feats, but not with that granted by temporary effects such as magic items, spells, powers, etc.


Wandering Shoes
Descriptors: None.
Classes: Extractor.
Chakra: Feet or Waist.
Saving Throw: None.
A pair of sturdy shoes, designed to withstand the rigors of lengthy travel, appears on your feet.

By shaping wandering shoes, you learn to let your mind wander while your path stays focused, granting you a wider, more adaptable set of solutions to your problems. When you shape this soulmeld, choose a feat for which you qualify. As long as you move at least 10 feet in a round, you gain the benefit of the chosen feat until the beginning of your next turn. Essentia: For every point of essentia invested in wandering shoes, increase your base land speed by 5 feet when making a double move, charge, or run action.

Chakra Bind (Feet)
The soles of the shoes thicken, becoming hardier and more wear-resistant -- literally made for walking.

When you bind wandering shoes to your feet chakra, your feet walk in spirit even when they aren't walking physically. You gain the benefit of the chosen feat at all times, even when you move less than 10 feet in a round.

Chakra Bind (Waist)
You acquire a leather belt made of the same material as the shoes.

If you bind wandering shoes to your waist chakra, the efficiency of your wandering increases. Whenever you take a 5-foot step in a round, you can move up to 10 feet instead.

sengmeng
2012-12-02, 04:41 PM
Archaeologist

Put an image of your class here!

“Archaeology is the search for fact. Not truth. If it’s truth you’re interested in, Dr. Tyree's philosophy class is right down the hall.”
-- Dr. Henry Jones Jr., Professor of Archaeology

While the popular conception is that Archaeologists are always funny looking men going around looking for their mommies, the truth is that they are the quintessential globetrotting treasure seeker.

Adventures: Fortune and glory, kid. Fortune and glory.

Characteristics: Archaeologists are highly educated and well-rounded. To accomplish his goals, an Archaeologist has to be good at almost everything. However, it is rare to find one who is fully-realized, and they must rely on other party members to fill in the gaps in their abilities, such as when birds need to be frightened, or when a whiskey bottle is too far away to reach.

Alignment: Any. The very wide worldview of an Archaeologist often creates a pragmatic outlook that doesn’t lend itself to any really strong alignment type; a love of order can help the Archaeologist assimilate his knowledge and maintain his studious nature (a lawful Archaeologist tends to believe in logic and his own moral code rather than actual laws), but a chaotic or evil streak can help them overcome restraints and taboos that would keep lesser adventurers from accomplishing what an unscrupulous Archaeologist might. Evil Archaeologists work for their own benefit; good ones work to further knowledge for everyone and to rise as heroes when needed. In most cases, however, an Archaeologist who is purely dedicated to his profession finds that strong adherence to any one philosophy is restricting and counterproductive, and thus they tend to be neutral on at least one alignment axis.

Religion: Many Archaeologists see religion as just one more thing to study, but when one encounters the powerful holy relics of a greater deity or drinks the tainted blood of Kali-Ma often enough, it’s hard not to become a true believer.

Background: Archaeologists are well-educated adventurers who study the ruins of ancient civilizations. To be effective at recovering rare artifacts and relics, they must not only study the history, geography, languages, and customs of various countries, they must skillfully negotiate with legitimate governments and criminal thugs alike, evade traps, monsters, and rival treasure hunters, and gather information both from ancient libraries and shady contacts. They are equally at home in sophisticated society, untamed wilderness, abandoned dungeons, dive bars, and academia. Education and dungeon-crawling aren’t cheap, so most Archaeologists come from rich backgrounds or have rich patrons, or obtained much of their education for free by being apprenticed to senior Archaeologists.

Races: Humans most often find the urge to travel and explore and make up the bulk of Archaeologists, but dwarves are most comfortable in underground ruins and elves can use their dexterity to great effect. Gnomes have the thirst for knowledge, but the Archaeologist’s life is not really that of an inventor. Halflings are also quite dexterous and their small size is a boon when exploring in tight spaces, and half-elves are adept at the social aspects of the job. Half- orcs seem to be least suited, though it wouldn’t be impossible for them. Savage races tend to live in the ruins and dungeons left behind by fallen civilizations, but don’t often study them.

Other Classes: Archaeologists like to believe they can handle all situations themselves, but may need others to help dig, lift heavy treasures, or acquire camels. They are sometimes thought of as arrogant, and often times do not like fast women.

Role: An Archaeologist has a wide variety of skills and can focus on different roles. He is an able combatant, though lightly armored and best suited for fighting other humanoids, and can perform most of the same roles as a rogue if he chooses the correct skills. He has all Knowledge skills available, and can even use them to gain combat bonuses. He also has all social skills, but may not have high enough charisma to use them effectively with so many other things to focus on.

Adaptation: The Archaeologist is meant to have a revolver, even if he is the only one in his setting who does. This may not be acceptable to some DMs. If not, the Archaeologist should trade out revolver proficiency for hand crossbow proficiency, and gain the All I Need is One ability at first level (producing hand crossbow bolts instead of bullets), and the ability to use Gunjutsu Focus and all revolver-related abilities with a hand crossbow (other than Fan the Hammer).

GAME RULE INFORMATION
Archaeologist's have the following game statistics.
Abilities: Intelligence and dexterity are all an Archaeologist really needs, but being lightly armored means he should probably invest in constitution as well if he anticipates fulfilling more of a combat role. Strength mostly doesn’t matter except for jump and climb skills or if he wants to focus on melee combat, if even then. Charisma and wisdom can be replaced by his intelligence for skill checks if he selects certain abilities, though a low wisdom score will always hurt his already poor will save.
Alignment: Any.
Hit Die: d10
Starting Age: As Wizard.
Starting Gold: As Fighter.

Class Skills
The Archaeologist’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Gunjutsu Focus (Cha) (New), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), Use Rope (Dex).

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


{table]level|BAB|Ref Save|Fort Save|Will Save|Special|Fisticuffs|Counterspells
1st|+1|+2|+2|+0|Six Shooter, Lion Tamer, Know It All, Cunning Linguist, Fisticuffs|1d4|-
2nd|+2|+3|+3|+0|Trapfinding, You Betrayed Shiva|1d4|1
3rd|+3|+3|+3|+1|Archaeologist Trick|1d6|1
4th|+4|+4|+4|+1| I Hate These Guys (+2)|1d6|1
5th|+5|+4|+4|+1|All I Need is One|1d8|2
6th|+6|+5|+5|+2|Archaeologist Trick|1d8|2
7th|+7|+5|+5|+2||1d10|2
8th|+8|+6|+6|+2|I Hate These Guys (+4)|1d10|3
9th|+9|+6|+6|+3|Archaeologist Trick|1d12|3
10th|+10|+7|+7|+3||1d12|3
11th|+11|+7|+7|+3||2d8|4
12th|+12|+8|+8|+4|I Hate These Guys (+6)|2d8|4
13th|+13|+8|+8|+4|Archaeologist Trick|2d10|4
14th|+14|+9|+9|+4||2d10|4
15th|+15|+9|+9|+5||2d12|5
16th|+16|+10|+10|+5|I Hate These Guys (+8) |2d12|5
17th|+17|+10|+10|+5|Archaeologist Trick|3d10|5
18th|+18|+11|+11|+6||3d10|6
19th|+19|+11|+11|+6||3d12|6
20th|+20|+12|+12|+6|Archaeologist Trick, It’s Not the Years|3d12|6[/table]

Weapon and Armor Proficiencies: Archaeologists are proficient with all simple weapons, as well as longswords, scimitars, whips, and revolvers, and take only a -2 penalty for using weapons they are not proficient with, including improvised weapons. They are proficient with light armor, but no Archaeologist extraordinary abilities function while he is wearing armor with an armor check penalty or using a shield. Some of his extraordinary abilities replicate feats, but have certain restrictions; in all cases, he is treated as having that feat for the purposes of qualifying for other feats or prestige classes, but cannot use those feats or abilities from prestige classes if he cannot use the extraordinary ability that allowed him to qualify; if he used the Off-hand Whip trick to qualify for Improved Two-Weapon Fighting, he only benefits from Improved Two-Weapon Fighting when he has a whip as his off-hand weapon and is wearing armor with no armor check penalty.

Six Shooter (Ex): The Archaeologist’s delvings into ancient ruins leads him to find many strange wonders, one of which is this unique weapon. The Archaeologist starts play with a free revolver and six bullets for it. The Archaeologist can reach into his pocket and “find” 1d6 .38 caliber bullets per Archaeologist level per day as a free action. An Archaeologist does not provoke attacks of opportunity when attacking adjacent opponents with his revolver. He counts as having the Quick Draw feat when drawing a revolver.
Revolver:
Exotic one-handed ranged weapon
{table]Name|Damage (S)|Damage (M)|Critical|Range Increment|Weight|Damage Type
Revolver|2d4|2d6|x2|30 ft|2 lbs|piercing and bludgeoning[/table]

A revolver has a cylinder which holds six bullets. It can be used to make iterative attacks, up to the number of bullets in the cylinder. Reloading is a standard action. In addition to the normal -4 penalty for non-proficiency, a non-proficient wielder takes a full-round action to reload a revolver. If a revolver is loaded with different types of ammunition, the cylinder can be rotated as a swift action to select which bullet is fired. Revolver bullets cannot be deflected with the Deflect Arrows feat. The Rapid Reload feat reduces the revolvers reload to a Swift action. Reloading a revolver before it is completely empty still requires the same action. Revolver Proficiency counts as Crossbow Proficiency for the purposes of qualifying for feats.

Lion Tamer (Ex): The Archaeologist does not provoke attacks of opportunity when using a whip to attack adjacent foes. He may use a whip as a grappling hook (though he can only reach places 15 ft away with it) and gains a +2 circumstance bonus to Intimidate checks if he has a whip in his hands. For both Climb and Intimidate checks involving a whip, he adds the whip’s enhancement bonus, if any, to his rolls. He is treated as having the Weapon Finesse and Quick Draw feats when using a whip, even if he doesn’t meet the prerequisites.

Know It All: The Archaeologist is treated as if he has ranks in any untrained class skill equal to his intelligence bonus. He also purchases Knowledge skill ranks for half a skill point (if he pays 1 skill point, he adds 2 ranks to a Knowledge skill or 1 rank to 2 Knowledge skills).

Cunning Linguist: An Archaeologist learns two languages for every point put into the Speak Language skill. He can also raise a Knowledge skill and learn a language for the price of one skill point.

Fisticuffs (Ex): An Archaeologist’s unarmed damage is greater than normal for his race. However, he does not gain Improved Unarmed Strike and does not deal lethal damage, nor can he attack with any part of his body other than his fists. This is not a martial art based on turning one’s body into a weapon comparable to manufactured ones; it’s just very good punching. He may not use this in conjunction with Improved Unarmed Strike; to deal his full damage, he must be either attacking another unarmed creature or accept the attack of opportunity. If a character also has monk levels, he may choose to attack with fisticuffs or a monk’s unarmed damage, i.e, if his fisticuffs damage is higher than his monk damage, he may attack with the monk damage and be safe from attacks of opportunity, or deal his higher fisticuffs damage and provoke attacks of opportunity, but not both. If he has Improved Unarmed Strike, any attacks of opportunity he gains from unarmed opponents attacking him deal normal unarmed damage, not fisticuffs damage. The damage table gives the base damage for a medium-sized Archaeologist. Small and large Archaeologists use the following progressions instead:
{table]Level|1-2|3-4|5-6|7-8|9-10|11-12|13-14|15-16|17-18|19-20
Small|1d3|1d4|1d6|1d8|1d10|1d12|2d8|2d10|2d12|3d10
Large|1d6|1d8|1d10|1d12|2d8|2d10|2d12|3d10|3d12|4d 10[/table]


Trapfinding: 2nd level Archaeologists can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Archaeologists can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An Archaeologist who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Archaeologists add their intelligence modifier to their AC as a dodge bonus and reflex saves against traps.

You Betrayed Shiva (Su): The Archaeologist does not know how to cast spells, but starting at 2nd level, he can counter them using his limited education in magic. He can counter a number of spells per day equal to the number given on the Archaeologist table under counterspells + his Intelligence modifier. The highest level spell he can counter is equal to half his Archaeologist levels. He counters spells with a readied standard action, and must identify the spell with a Spellcraft check before he counters it, just as a normal spellcaster. He makes gestures with his hands and voices incantations, so he needs his hands free and must be able to speak, but he does not suffer an arcane spell failure chance from armor. If he is subject to any circumstances that would cause a spellcaster to need to make a concentration check, he cannot use this ability. Using You Betrayed Shiva counts as a spell for the purposes of metamagic feats, though only Quicken Spell, Still Spell, and Silent Spell are relevant, decreasing it to a swift action or removing the requirements of being able to speak or having free hands. It does not have a spell level to raise, so it simply gains the benefits of those feats any time it is used.

I Hate These Guys (Ex): The Archaeologist’s best weapon is his mind. At 4th level, he can make a Knowledge check as an attack action to spot hidden weaknesses of his opponents; the table below tells which Knowledge skill corresponds which creature type. He makes a check against a DC of 15 + the opponent’s HD, and if he succeeds, he gains a +2 to attack and damage rolls against that opponent (and that opponent only). This bonus increases at levels 7, 11, and 15. Additionally, he finds a way to attack his opponent with precision damage even if its creature type is normally immune to it, and can therefore affect it with critical hits and attacks that are only effective against creatures which are subject to critical hits, including nonlethal damage. Additionally, he discovers if that opponent has damage reduction and what overcomes it as well as any subtypes it has. Note: the player should announce what kind of Knowledge check he is attempting and the DM should roll it. If he picked a Knowledge skill that was irrelevant to the creature’s type (such as making a Knowledge (Nature) check against a construct), the check automatically fails, but he doesn’t know why. There is no Knowledge skill for humanoids or monstrous humanoids.

{table] Knowledge skill|creature type
Arcana|Dragons and Magical Beasts
Architecture and Engineering|Constructs
Dungeoneering|Aberrations, Oozes, and Vermin
Geography|Elementals
History|Shapeshifters
Nature|Animals, Fey, and Plants
Religion|Undead
The Planes|Outsiders[/table]

All I Need is One (Ex): A 5th level Archaeologist can choose to pull out a single bullet instead of 1d6 when using his Six Shooter ability to search for bullets. This single bullet has a +1 enhancement bonus, is a bane weapon of any type he choose, and can be silver, adamantine, or cold iron, and aligned as Good, Lawful, or Chaotic.

It’s Not the Years: Once he reaches old age and 20th level, an Archaeologist rides off into the sunset, never to be seen again. They don’t come back for one more adventure 20 years later. Ever.

sengmeng
2012-12-02, 04:43 PM
Archaeologist Tricks
At first level and whenever it says “Archaeologist Trick” on the Archaeologist’s progression chart, he may choose a luck feat, a fighter feat, or one of the following Archaeologist Tricks. Archaeologists can use their 1st level feat to gain an Archaeologist trick, but not their bonus feat for being human if they are one. All other feats granted by level progression, such as at 3rd, 6th, 9th, 12th, 15th, and 18th level, cannot be traded for an Archaeologist trick. Note that many of the Archaeologist Tricks are Extraordinary abilities and therefore don’t function while wearing armor that has an armor check penalty or using a shield.

Steady (Ex): When holding his revolver in both hands, the Archaeologist applies 1.5x his Dex bonus to attack and damage rolls. He may not use this ability if he has moved more than a 5 foot step that round. This ability can be used in conjunction with Rapid Shot.

Gunslinger (Ex): The Archaeologist is treated as having Rapid Shot and Rapid Reload when using his revolver.

Fan the Hammer (Ex): The Archaeologist may make one more attack at his highest base attack bonus if he has a free hand when making a full attack with a revolver. He cannot use Steady and Fan the hammer in the same round. Fan the Hammer stacks with Rapid Shot.

Scientific Method: The Archaeologist may use his intelligence modifier instead of his wisdom modifier on all relevant skill checks.

Marksman (Ex):
Requires: Far Shot and Point Blank Shot feats
Your range increments are doubled, rather than multiplied by 1.5, and you gain your bonus from Point Blank Shot out to the first range increment rather than 30 ft when using a revolver.

Social Genius: The Archaeologist uses his Intelligence modifier instead of his charisma modifier for all relevant skill checks. He adds his intelligence modifier and his charisma modifier to charisma based-skill checks when dealing with the opposite sex.

Whip Defense (Ex): The Archaeologist gains a +2 shield bonus to his armor class if he is holding a whip but doesn’t attack with it. An enchanted whip’s enhancement bonus is added to the shield bonus it provides. As always, a character can only gain one shield bonus at a time.

Improved Whip Defense (Ex):
Requires: Whip Defense.
The Archaeologist can attack with his whip and not lose the benefits of Whip Defense.

Whip Tricks (Ex): The Archaeologist is treated as having Improved Trip and Improved Disarm when armed with a whip.

Improved Whip Tricks (Ex):
Requires: Whip Tricks.
The Archaeologist treats whips as two-handed weapons when making a disarm attempt with one, although he still wields it in one hand and gains no further benefit from using it in two hands. He adds his Intelligence modifier to opposed rolls when making a trip or disarm attempt with a whip.

Off-hand Whip (Ex): The Archaeologist treats whips and scimitars as light weapons and is treated as having Two-Weapon fighting if his off-hand weapon is a whip.

Crack of Doom (Ex): As a full-round action, the Archaeologist may make one whip or fisticuffs attack that deals normal damage and resounds with an ear-splitting crack. If he successfully hits an opponent with this attack, they must make a fortitude save vs a DC of 10 + the Archaeologist’s level + his Constitution modifier or be deafened. Opponents who aren’t subject to critical hits cannot be deafened.

Gunjutsu Master (Ex): Your extra damage dice from Gunjutsu Focus become d8’s instead of d6’s.

Trap Evasion (Ex):
Requires: Trapfinding
You gain the Evasion ability vs traps.

Improved Trap Evasion (Ex):
Requires: Evasion or Trap Evasion
You gain Improved Evasion vs traps. If you don’t already have it, you gain evasion.

Improved Evasion (Ex):
Requires: Improved Trap Evasion
You gain Improved Evasion.

Prepare to meet Kali:
Requires: You Betrayed Shiva and a non-evil alignment.
You may use one of your counterspells to banish outsiders or destroy undead. To affect an undead or outsider, you must have used I Hate These Guys to gain a bonus against them. Like turning undead, you use a standard action that does not provoke attacks of opportunity to affect all eligible creatures within 60 ft and roll 2d6 + class level + charisma modifier to determine how many HD of creatures you can affect. Unlike turning undead, there is no maximum HD you can affect and thus no turning check. Undead are destroyed and outsiders not native to the plane you are on are banished.

Keeping up With the Joneses: Your Archaeologist level is treated as four higher for the purposes of your Fisticuffs, I Hate These Guys, and You Betrayed Shiva abilities, though it cannot exceed your character level.

Shady Contacts:
Special: cannot have the Leadership feat. If Leadership or the supplemental rules from Complete Scoundrel are not allowed, neither is Shady Contacts.
Whenever you successfully use a Charisma-based skill other than Intimidate, Use Magic Device, or Gunjutsu Focus in a town or city, there is a 10% chance that you develop a contact in that community appropriate to your level and the type of social skill you used. Rules for contacts are covered in Complete Scoundrel.


New Skill: Gunjutsu Focus (Cha)
If you attack a flat-footed opponent within one range increment immediately after drawing a revolver, you can deal extra damage, based on the result of a Gunjutsu Focus check. In addition, if you and your opponent both agree to participate in a formal Gunjutsu duel, your Gunjutsu Focus check replaces your initiative check for the ensuing combat. In a Gunjutsu duel, you and your opponent make opposed Gunjutsu Focus checks, and the winner accumulates extra damage dice according to the accompanying table. A formal duel can also be conducted between characters with Iaijutsu Focus and Gunjutsu Focus, though it would have to be conducted at melee distance.

{table]Check result|10-14|15-19|20-24|25-29|30-34|35-39|40-44|45-49|50+
Extra Damage|1d6|2d6|3d6|4d6|5d6|6d6|7d6|8d6|9d6 (max)[/table]

Tavar
2012-12-08, 08:40 PM
Agent

"The names Knot, John Knot."

Since the beginning of organized governments, there have been secrets. Those in charge soon realized the problem with secrets: someone presumably wants to know what these secrets are, probably for no good ends. And, even more importantly, those other governments probably had secrets of their own, ones that could be used against them. Thus, the first agents were created, to stop the enemy from learning the good guys secrets, and to learn the enemies secrets.

Of course, no good idea remains singular, and so soon the practice of training agents spread, even going so far as becoming not strictly governmental.

Adventures: Agent's that work for a government or organization adventure because it is their job, one that their handlers task them with. Those that gain their talents less officially tend to adventure because it affords a means to use their abilities to the limit: the true weakness of a Agent is not weapons, spells, or terrifying creatures, but boredom.

Characteristics:

Alignment: Agent's tend toward lawful and non-good alignments, but they are no more limited than rogues.

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

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

Races: Theoretically any Race can become an Agent. The true limitation is that agents tend to be

Other Classes: An Agent's relationships with other classes can be very difficult to determine. Generally, Paladins, Good Clerics, and other's who value righteousness tend to view them as a worrying admission on the parts of governments that being Good isn't the right way, or that it isn't enough.

Role: Agents make decent combatants, and have many useful tricks and skills up their sleeves. They excel at interaction, though.

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: Charisma is key to many of their abilities, and Intelligence is useful to keep up their skills. The Physical attributes are of vary importance, depending on the character.
Alignment: Any.
Hit Die: d8
Starting Age: As Bard
Starting Gold: As Fighter

Class Skills
The Agent's class skills are Balance(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex), Forgery(Cha), Gather Information(Cha), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge(History), Knowledge (Nobility and royalty), Listen(Wis), Move Silently(Wis), Open Lock(Dex), Profession(Wis), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Swim(Str), Tumble(Dex)

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

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

1st|
+0|
+0|
+0|
+2| Man Without a Past, Winning Personality(Skills), Trapfinding|4|4|1

2nd|
+1|
+0|
+0|
+3|Signature Weapon(Weapon Focus)|4|4|1

3rd|
+2|
+1|
+1|
+3|Endurance|4|5|1

4th|
+3|
+1|
+1|
+4|Winning Personality(Attack Rolls)|4|5|1

5th|
+3|
+1|
+1|
+4| Signature Weapon(Piercing Wit)|5|6|2

6th|
+4|
+2|
+2|
+5|One Name, Many Faces|5|6|2

7th|
+5|
+2|
+2|
+5|Mettle|5|7|2

8th|
+6/1|
+2|
+2|
+6|Winning Personality(Saves)|5|7|2

9th|
+6/1|
+3|
+3|
+6|Uncanny Dodge|6|8|2

10th|
+7/2|
+3|
+3|
+7|Signature Weapon(Singular or Split focus)|6|8|3

11th|
+8/3|
+3|
+3|
+7||6|9|3

12th|
+9/4|
+4|
+4|
+8|Winning Personality(Armor Class)|6|9|3

13th|
+9/4|
+4|
+4|
+8||7|10|4

14th|
+10/5|
+4|
+4|
+9|Improved Mettle|7|10|4

15th|
+11/6/1|
+5|
+5|
+9|Man of Mystery|7|11|4

16th|
+12/7/2|
+5|
+5|
+10|Signature Weapon(Improved Critical or Piercing Wit)|7|11|4

17th|
+12/7/2|
+5|
+5|
+10||8|12|5

18th|
+13/8/3|
+6|
+6|
+11|Winning Personality(Full Bonus)|8|12|5

19th|
+14/9/4|
+6|
+6|
+11||8|13|5

20th|
+15/10/5|
+6|
+6|
+12|Die Another Day, For Your Eyes Only|8|13|5[/table]

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

Weapon and Armor Proficiencies: Agents are proficient with Simple weapons, light and one handed Martial weapons, and Exotic Crossbows. They are also proficient with Light armor, Bucklers, and Light shields.

Maneuvers and Stances Known (EX): Agents learn maneuvers and stances according to the chart above. They may learn from the Coin's Edge (http://www.giantitp.com/forums/showthread.php?t=75548), Fool's Grip (http://www.giantitp.com/forums/showthread.php?t=67879),Interesting Times (http://www.ruleofcool.com/smf/index.php/topic,824.0.html"), and Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816) disciplines. At every even level after level 4, they may exchange one manuever for another that they qualify for.

Maneuvers Readied(EX):Agents thrive in adversity, and it is only with strong foes that they may use their abilities to their fullest. At the start of any encounter, only one of their readied maneuvers is available to them, the rest withheld. Whenever an agent misses an attack against an enemy or fails a saving throw from an effect originating from an enemy they gain a maneuver. Similarly, every time they are hit, or an enemy saves against an effect originating from the agent, the agent gains a maneuver. If the Agent has no maneuvers left to be granted, he may chose to refresh his maneuvers, restarting his granted pool with 0 maneuvers.

With 5 minutes of meditation, the Agent may refocus his mind, changing his maneuver selection.

Man Without a Past (Su):An Agent has, and never will, exist. Any roll to recall or discover their actions in an event has its difficulty raised by the Agent's Charisma Modifier +1(minimum 1). One may easily recall that the Black Rock Roughneck Gang was beaten and dispersed, and maybe with some thought you might even know that the Swords of Muckville were responsible. But only someone deeply in tune with the Local pulse would be able to tell you that John Rope was also instrumental.

Anyone who was actually present, or anyone who gets a description of the event from either the Agent or someone present, bypasses this effect.

Winning Personality (Su): The key, so they say, to an Agent's success is not his skills, his support, or his equipment. It is the mind and personality of the Agent himself. A few go even futher, suggesting that Agents somehow charm Fate itself to aid them. If there is truth to this, She remains silent on the matter.

At first level, an Agent may apply half his Charisma modifier(Rounded up) to his Strength and Dex based skills.

At fourth level, an Agent may apply half his charisma modifier(rounded up) to his attack rolls as a Circumstance bonus.

At 8th level, an Agent may apply half his charisma modifier(rounded up) to his Saves as a Circumstance bonus.

At 12th level, an Agent may apply half his charisma modifier(rounded up) to his Armor Class as a Circumstance bonus.

At 18th level, an Agent may apply his full Charisma modifier to these rolls, rather than 1/2.


Trapfinding (EX):At first level, an Agent gains trapfinding, as the rogue ability.

Signature Weapon (Ex): Every agent has a particular style all their own, and most dear to these styles is their chosen weapon. Some even opine that, like other of their abilities, there is some mystical component to this, some merging of weapon and soul.

This is pure romanticism. The truth is that Agents chose a weapon to specialize in due to the many areas they must master, and the limits of time. Still, for some of the best agents, it can be difficult to tell where skill ends and magic begins.

Weapon Focus: At Second level an agent gains the Weapon focus feat with a particular weapon. This choice may only be changed using the Feat retraining method shown in the PHB2. They must be proficient with this weapon.

Piercing Wit: At 5th level, the Agent may add his Charisma Modifier to damage rolls with his Signature Weapon. This is in place of other the normal attribute modifier added to damage, if any, and works with weapons that would not normally gain added damage(such as crossbows).

Singular or Split focus: At 10th level, an Agent has a choice: they may continue focusing on one weapon, or they may chose a second one. If they stick with one weapon, they gain the Greater Weapon Focus feat for that weapon. If they chose to split the focus, they may take a second weapon as a Signature Weapon and gain the Weapon Focus feat for that weapon. They do not gain the benefits of Piercing Wit for this weapon.

Improved Critical or Piercing Wit At 16th level, the Agent gains one of two bonuses, depending on previous choices. If they chose to have a Singular focus at 10th level, they gain the Improved Critical Feat for their Signature Weapon. If they already have the feat, they may chose any feat on the Fighter bonus feat list that they qualify for instead. If they had instead split their focus at 10th level, they instead gain the bonuses of Piercing wit for the second signature weapon weapon.

Endurance (Ex) At 3rd level, Agent's gain Endurance as a bonus feat, representing tolerance for the extreme conditions they put themselves through as part of their training.

One Name, Many Faces (Su): One of the most difficult aspects of an Agent's life is that they have never existed. Sometimes, however, this can benefit them. At 6th level, they may use Bluff instead of disguise. They do not seem to change anything, and yet they are a whole new person. This cannot allow them to change into someone in particular: they may disguise themselves as a generic guard, or as an entirely fictional Guard named Bob, but they could not disguise themselves as a specific, real guard.

Mettle (Ex): Through rigorous training of the body and mind, the Agent becomes above reproach. If the Agent succeeds on a Fortitude or Will saving throw against an attack that would normally have a lesser effect on a successful save (including spells with Fort or Will partial), he instead completely negates the effect.

Uncanny Dodge (Ex): As the Rogue ability.

Improved Mettle (Ex): With years of real world experience, an Agent's mind and body harden even further. When confronted by an ability that has a reduced effect on a successful save, the agent takes such effects even on a failed save. On a successful save, the effects are entirely negated.

Man Of Mystery (Su): By now, an Agent's non-existence has ceased to be a burden for them in any way, instead being a forever helpful hand. This aid manifests itself in several ways. The most basic way is that the the bonus from Man Without a Past is increased by half of the Agent's Charisma modifier (becoming a total of 1.5 times their charisma modifier +1), and written reports from those other than the Agent himself are no longer immune.

More prized, perhaps is the second benefit. This ability gives the Agent the benefits and drawbacks of the Mind Blank spell, with a caster level equal to their Class level plus their Charisma modifier. This ability may only be activated for 1 minute per class level per day, and is activated as a move action.


Die Another Day (Su):Once per day, if an effect would reduce the Agent to -10 hp or lower, his hp is instead set to (Charisma Modifier x 4), and he is rendered Fatigued for the rest of the day. Unlike normal, however, they may still run, but cannot charge. Only effects such as wish or miracle can remove this fatigued condition. Effects that would normally remove it simply suppress it for (Agent's Charisma modifier rounds).

For Your Eyes Only (Su): This ability permanently cloaks the agent in anonymity. They are considered to be constantly under the effects of the Mind Blank spell with a caster level equal to their Class level plus their Charisma modifier, with one change: the Agent can, when first hit by an effect, decide whether it is merely suppressed instead of blocked. The Man of Mystery Stance ability is modified, so now when activated, suppressed effects that have not elapsed are considered no longer suppressed.


Adaptions: In a setting with firearms, The Demented One's Black Rain (http://www.giantitp.com/forums/showthread.php?p=5471518) discipline is a good candidate to replace another discipline. In that case, Small arms, such as pistols, should be added to the class's weapon list.


Feats
With Great Adversity
As adversity increases, so does an agent's power.
Prerequisites:At least one level in Agent
Benefit: If the Agent rolls a natural one in a situation he would gain maneuvers, he instead gains 2 maneuvers. If a foe rolls a natural 20 in a situation where doing so would gain the Agent Maneuvers, the Agent instead gains 2 maneuvers. If the Agent has no readied maneuvers left, his maneuvers automatically refresh, and he may chose one of the newly readied maneuvers to be granted.

Special:The effects based on natural ones and 20's only trigger when such effects create automatic failures or successes.

Kazyan
2012-12-08, 10:57 PM
Talerender

Put an image of your class here!

"Prepare for the coldest stories never told." - A Talerender, bound to Jigsaw and Agepholy

There's a reason all stories follow certain patterns if they need to keep existing. The civilized races simply don't like a certain sense of dissatisfaction, a disappointment on the scale of an entire narrative. Stories, thuse, are formed into archetypes and familiar plotlines. The protagonist wins. But stories takes on lives of their own, wresting and twisting, usually into ever more entrtaining forms. Some stories have offshoots that tends towards another state--states that, when reached, are just wrong to sensibilities. So this tendency is squashed and forgotten, because it shouldn't be. It's a downer, it's depressing, the hero doesn't win.
A Talerender knows that there certain forms of stories hold a glimmer of power, and when that power is destryoed, it is expelled from the universe. Reciting the proper story form, often from an old tome, resonated with this glimmer in its not-quite existence, just barely bringing it into what would be accessibility if it were real. Since it isn't, it has to be called forth in the same way that other inexistent being are called--pact magic.

Talerenders, this, are an exoitc form of a Binder. Instead of making pacts with ture vestiges, they awaken the vestiges of fictional characters and make pacts with these false ones. As exotic Binders, they are shunned or hunted by most, and thier art lies low. Because it's not art--it's what art has dared to be, and then turned back from.

Adventures: Talerenders may seek a sense of purpose to thier taboo magic, in the same way that Binders may, or leave to search for other dead tales-that-would-not-be. They could be on the run from mobs or religions. They coul even be as bards, looking for audiences for their not-tales.

Characteristics: Talerenders practice pact magic, first and foremost, like Binders, but cannot access the normal vestiges. They contact tale vestiges, using unique methods, and can gain a variety of powers from those they bind with. Talerenders follow all of the rules for pact magic, detailed in the sourcebook Tome of Magic, except for their available panel of vestiges.

Alignment: Talerenders have a chaotic bent, as they're violating the order of narrtive at every turn--though some see themselves as lawful, as they are until bringing out the natural tendency of stories. On the good-evil axis, many are too tied up with the perils of taboo pacts to care much if they practice sparingly or with variety, and end up neutral. Some tale vestiges have strong alignments, and repated contact and influence from them can shift a talerender in thier directions. Repeated binding to Aljasim, for example, pushes the weak-willed towards chaos, and Loom creates lawful evil talerenders with alarming regularity.

Religion: Talerenders are shunned by lawful religions, and have a mixed reception even to those chaotic ones with a strong oral tradition. Thus, a talerender is often absent of any patron diety, save maybe Boccob for his unique absence of disapproval.

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: A talerender fills the jack-of-all trades role, or with specialized and regular selections of vestiges, can reasonably fill any role with invested resources.

Adaptation: It makes sense to refit a talerender as a 'cosplayer', as they take on aspects of characters. This needs to be handled carefully, though; it doesn't ft in a game where the fourth wall is rock-hard.

GAME RULE INFORMATION
Talerenders have the following game statistics.
Abilities: Charisma is important for the actual binding process. Intelligence is helpful to gain knowledge of more glimmers. Though Constitution is always welcome for more hit points, the order of importance of the remaining four attributes depends on the talerender's role.
Alignment: Any.
Hit Die: d6
Starting Age: As bard.
Starting Gold: As sorcerer.

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

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

TALERENDER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maximum Tale Vestige Level

1st|
+0|
+0|
+0|
+2|Character Binding, Lore of Stories|1st

2nd|
+1|
+x|
+x|
+x|Class Ability|1st

3rd|
+2|
+x|
+x|
+x|Class Ability|2nd

4th|
+x|
+x|
+x|
+x|Class Ability|2nd

5th|
+x|
+x|
+x|
+x|Class Ability|3rd

6th|
+x|
+x|
+x|
+x|Class Ability|3rd

7th|
+x|
+x|
+x|
+x|Class Ability|4th

8th|
+x|
+x|
+x|
+x|Class Ability|4th

9th|
+x|
+x|
+x|
+x|Class Ability|4th

10th|
+x|
+x|
+x|
+x|Class Ability|5th

11th|
+x|
+x|
+x|
+x|Class Ability|5th

12th|
+x|
+x|
+x|
+x|Class Ability|6th

13th|
+x|
+x|
+x|
+x|Class Ability|6th

14th|
+x|
+x|
+x|
+x|Class Ability|6th

15th|
+x|
+x|
+x|
+x|Class Ability|7th

16th|
+x|
+x|
+x|
+x|Class Ability|7th

17th|
+x|
+x|
+x|
+x|Class Ability|7th

18th|
+x|
+x|
+x|
+x|Class Ability|8th

19th|
+x|
+x|
+x|
+x|Class Ability|8th

20th|
+x|
+x|
+x|
+x|Class Ability|8th[/table]

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

Weapon and Armor Proficiencies: The talerender is proficient with simple weapons, light armor, and shield (but not tower shields).

Character Binding (Su): Talerenders can activate glimmers beyond the edge of existence. By speaking ancient passages of tale variants that have collectively been shunned from oral tradition, they activate a glimmer long enough that it may be treated as a vestige, which they then bind.

The Character Binding class feature functions like the Soul Binding feature of the Binder, but with a different set of vestiges. The talerender speaks a passage of a dead tale to contact a vestige instead of using their name, and may only summon tale vestiges, detailed below. Tale vestiges do not respond to traditional pact magic of binders--only the Character Binding class feature works. Similarly, Character Binding cannot be used to contact the normal vestiges in the Tome of Magic sourcebook; it can only summon tale vestiges.
Tale vestiges are not all automatically known to a talerender. A 1st level Talerender begins the game with knowledge of all 1st level tale vestiges. Every time the talerender levels up, after the usual leveling process, they may make a Knowledge (Arcana) check to learn of more vestiges and thier passages. They may, and probably should, take 10 on this check. This represents the fruits of their communion with lower-level tale vestiges. Talerenders can learn of tale vestiges outside of leveling up, but they need to discover both the passage and vestige in-game. This external research is very difficult, as represented by the External Research DC. Every eight hours of research allows one check to be made.

In all other ways, Character Binding is identical to Soul Binding, and should be trated as such, even for the purposes of qualifying for feats or prestige classes (which can also advance Character Binding such as in Knight of the Sacred Seal). Talerenders have an effective binder level equal to their effective talerender level. A multiclass talerender/binder has two effective binder levels, and in the case of prestige classes and feats, only one of those levels may be advanced--a Binder/Talerender/Knight of the Sacred Seal does not get to advance both talerender and binder with thier Knight of the Sacred Seal levels; they must pick whatever the advancement applies to Character Binding or Soul Binding.

Lore of Stories: A talerender searches out stories that may be leads to glimmers. Inevitably, the kernels of truth in bard's tales lets them pick up odd bits of lore. This ability is identical to the bard's bardic knowledge class feature, using the talerender's effective talerender level in place of the bard level.

TALE VESTIGES


Tale vestiges are like normal vestiges, as long as they nonexist outside of their glimmer states. As dormant glimmers, tale vestiges cannot interact with each other. They only have awareness when activated by a talerender, so their memories in the void are brief, and most of their aware time is spent bound to a soul.

Like all vestiges, tale vestiges wish to experience reality, but some of them are buried deep within their tales within thier glimmers, with knowledge of their passages ever rarer. Speaking with the tale vestiges of immediately accessible passages will slowly impart knowledge of the deeper ones.

The following tale vestige descriptions follow this format:
Name, Title

Passage:
Tale:
Special Requirement:
Manifestation:
Sign:
Influence:
Vestige Level:
Binding DC:
Communion Learning DC: (This is the DC the talerender must beat to learn of the tale vestige and its passage upon leveling up.)
External Research DC: (These is the DC the talerender must beat to learn of the tale vesting and its passage in-game, outside of leveling up. This DC must be beaten twice, once for the vestige and once for the passage.)
Granted Abilities:
---
Agepholy, The Replicating Mind and Body
Passage: "You move to an area, you move to an area and you multiply...and multiply until every natural resource is consumed. The only way you can survive is to spread to another area. There is another organism on this plane that follows the same pattern. Do you know what it is? A virus. Human beings are a disease, a cancer of this planet. You are a plague, and we...are the cure."
Tale: Agepholy is described as a psionic enforcer in the world of an epic psionic version of the Microcosm power, encompassing the entire material plane and resided over an Elder Brain of a mind flayer cabal, supposedly the only beings outside of the "Matrix". In the standard tale, a gnome gained the ability to see through the illusion, and was selectively removed from it by a group of freedom fighters. The gnome was referred to as "The One", supposedly able to eventually gain diefic power within the Matrix. Agepholy plagued him at every opportunity, using his time-manipulation powers and ability to copy himself onto the minds of other Matrix inhabitants, but was eventually destroyed, and The One eventually awoke his in-Matrix powers to become a psion in the real Material Plane. In the silenced tale variant, Agepholy piggybacked into The One's mind, and when The One moved his powers into the real world, so did Agepholy--he subsumed The One's body, and slowly copied himself over the entire material plane. His over-consciousness grew to challenge the Elder Brain itself, but the tale variant ends in a cliffhanger.
Special Requirement: None, but if you are a human, dwarf, gnome, or any creature with the [Human] subtype, you take a -5 to the binding check to bind Agepholy.
Manifestation: An image of you appears above the seal, standing silently. The face of your duplicate quickly distorts, their mouth pulling to one side and their head flung back. The sound of a broken low instrument, like a tuba, fills the air of your duplicate's limbs alter, and then it stands up straight, formed into a male of your race with chiseled features, a very clean black suit, and a park of sundark goggles. It stares at you behind them, unmoving.
Sign: Your hair is black and perfectly trimmed, and your wear a pair of sundark goggles. These goggles do not impose penalties as the regular item. If these goggles are removed, they disappear and reappear on your face immediately when they leave your hand.
Influence: Agepholy detest the urbanization and spread of humans and similar races. When interacting with a human, dwarf, gnome, or any creature with the [Human] subtype, he demands that you do not talk to them unless you have personally rendered them helpless or their HP total is currently less than half of its maximum, where you have personally inflected most of the damage.
Vestige Level: 7th
Binding DC: 32
Communion Learning DC: 35
External Research DC: 35
Granted Abilities: Agepholy allows you to copy yourself onto others, grants great strength and speed, and provides a weapon.

Impose Mind: The talerender may make a melee touch attack against a humanoid with 1 HD or less. If successful, the humanoid warps and become a lesser copy of the talerender--they appear identical to the talerender, save that their race is unchanged. Except for their Desert Crossbow (see below), their equipment is nonmagical, and if removed from their person, disappears. The humanoid is mechanically the same as they were before Impose Mind, save that they are now dominated as if by dominate person and are also bound to Agepholy. They may not use Agepholy's Impose Mind ability in turn. When the talerender's pact with Agepholy ends, so does the humanoid's.

Humanoids with the [Shapechanger] subtype are immune to this ability. Once attempted, this ability cannot be used again for 5 rounds. Using this ability is an evil act.

Bullet Time: The talerender is under a constant psionic haste effect and gains a +9 dodge bonus against ranged attacks.

Agepholy's Strength: The talerender gains a +10 bonus to Strength checks and Strength-based checks.

Desert Crossbow: While bound to Agepholy, the talerender holds a +1 Skillful Collision Hand Crossbow. This crossbow cannot be sundered or otherwise destroyed (except when the pact with Agepholy ends, at which point it vanishes). If it leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that is impossible, it falls at your feet (but attempts to return against on your next turn). For any other creature attempting to weird this crossbow, it functions as if it does not have any magic properties, though it is still masterwork.

Aljasim, The Djinn in the Lamp

Passage: "It's all part and parcel, the whole 'genie' gig: PHENOMENAL COSMIC POWERS! Itty-bitty living space!"
Tale: Aljasim is the most popular character in a story of a common thief who discovers an oil lamp and the djinn within. Bound to servitude, Aljasim assists the thief in his efforts to romance a princes and eventually become sultan. In the end, the thief has to choose between wishing the djinn to freedom from eternal servitude or reinstating himself as sultan--and in the popular telling, Aljasim is freed. In the story the talerender invokes, the djinn uses his last wish to make the thief the sultan, and enters the cycle of servitude ever after--which, after many masters, eventually unseats the ruling class and creates chaos.
Special Requirement: The talerender must place an ordinary oil lamp in the center of the seal.
Manifestation: Aljasim exits as a blue smoke from the spout of the oil lamp, which quickly coagulates into a hugely built blue djinn. Instead of legs, a 'tail' extends into the lamp.
Sign: Two irremovable golden bands encircle your wrists, and your skin tints into a bright blue.
Influence: Aljasim demands that you put a stop to what he could not do in his existence. You are not allowed to kill humanoids. If you have the opportunity, you must also interfere with any nearby attempts to reanimate the dead in any way, such as animate dead or raise dead.
Vestige Level: 5th
Binding DC: 25
Communion Learning DC: 27
External Research DC: 30
Granted Abilities: Aljasim lends you some of his esoteric djinn power, his charm, and the ability to occupy an oil lamp.

Aljasim's Charisma: You gain a +4 bonus to Charisma.

Impersonate: You may duplicate the effect of alter self at-will. Treat your type as Humanoid for the purposes of this ability.

Genie Tricks: You may duplicate the effect of prestidigitation at-will.

Djinn Body: For the duration of the pact, you have the Outsider type.

Retreat into Lamp: The lamp used in the creation of the seal becomes a magic item for the duration of the pact. If you hold the lamp, you may enter or exit it as a blue mist, and stay there for as long as you like until the pact ends. If the lamp is destroyed, you cannot use this ability. When you exit or enter the lamp, you must wait 5 rounds before being able to enter or exit again, respectively.

Amascix, Designation Zero Zero Seven

Passage: "What, no small talk? No chit chat? That's the trouble with the world today. No one takes the time to do a really sinister interrogation anymore. It's a lost art."
Tale: Amascix is not part of a single tale, but rather a collection. Amascix is a bard's hero and popular among the masses for the escapism he presents. No matter how perilous his rogueish actions, he always prevails using exotic gadgets at his disposal. His wit, cunning, strength and skill are unmatched among those who do not use magic. In the tales, he is often referred to as 007. The deviation that creates his glimmer is simple, yet profound--at some point, he fails and dies. These deviations are stamped out with extreme prejudice, and have plunged the glimmer almost irrecoverably deep into the void.
Special Requirement: None.
Manifestation: Triangular panels of black steel slide along each other, closing in a circle to cover the seal. After a moment, they slide partially open to reveal a smaller circle of pure white. A well-built silhouette, with the occasional sparse detail of white, looks towards the talerender and speaks in a distant voice.
Sign: You wear a small black bow tie.
Influence: Amascix requires that, on sight, you make romantic advances on any humanoid woman with a Charisma of at least 13, regardless of your gender or the availability of the woman in question. (If your game uses a Comeliness statistic or variant along that line, replace Charisma with Comeliness.)
Vestige Level: 8th
Binding DC: 32, or 30 if you are a humanoid woman with a Charisma of at least 13.
Communion Learning DC: 36
External Research DC: 40
Granted Abilities: Amascix turns makes you more heroic in all ways, lets you defy death, and lets you use a notorious gadget.

Perfect Hero: You gain a +2 bonus to all attributes. If any of your attributes are still lower than 12 after applying this ability, increase them to 12. You gain the Jack of All Trades feat.

Getting Out Alive: Whenever an effect outside of your turn would kill you, you are allowed an additional saving throw against the effect, if one was allowed, and if you succeed, you may immediately take a standard action. Alternatively, you may choose to automatically suceed on a stabilization check.

Once you have used this ability, you may not do so again for 5 rounds.

Exploding Pen: You may summon an ink pen and throw it at a square (a ranged attack against AC 5). The pen is inert for one round, but on your next action, it explodes. Treat this as a fireball with the Explosive Spell metamagic, centered on the pen, with a caster level equal to your effective talerender level. Once you have used this ability, you may not do so again for 5 rounds.

Ariel, The Little Mermaid

Passage: "I'm not asking much. Just a token really, a trifle. You'll never even miss it. What I want from you is... your voice."
Tale: A wholesome story of unrequited true love, from a mermaid to a human prince, is catalyzed by a sea hag's magic to turn the mermaid into a human at the cost of her voice. The mermaid, Ariel, needs to receive the kiss of true love from the prince to avoid a clause of the deal, in which failure results in being polymorphed into a hag eye. The mermaid's mute advances are thwarted by the hag's subterfuge, until eventually the hag uses the mermaid's voice to enchant the prince and arrange a wedding.

Later, with help, the mermaid crashes the wedding and retrieves her voice. She does not have the time to start a kiss, and she is about to be turned into a polyp. Her kingly father takes her place, the sea hag becomes all-powerful, and all is almost lost, but the prince manages to destroy her. The king is restored. Ariel and the prince live happily ever after.

According to the talerender's variant, the story does not end there. Supposedly, the prince and mermaid were never meant for one another, and are romantically incompatible on a deep level. They devolve into fights, hatred and divorce, and both are left bitter and emotionally scarred.
Special Requirement: Ariel will only appear to those who have a beautiful voice like hers, or can swim adequately. The talerender must have at least 4 ranks in Swim or Perform (Sing) for Ariel to manifest.
Manifestation: Half of the seal, furthest from the talerender, froths as if it were carried on the waves of the sea. Ariel climbs out of the water underneath and sits with her legs halfway into the water--where they are submerged, a humanly-proportioned fish tail replaces her shins to her feet. When she moves in and out of the water, the surface always forms a sharp divide between tail and legs, as if its touch causes transformation. Ariel is a young, beautiful maiden with flowing crimson hair and a pair of seashells covering her chest.
Sign: You reek of seaweed and salt.
Influence: Ariel is prone to breaking out in song. Whenever you need to explain something or express yourself in at least four sentences, you must do so in the form of a loud song in which you are constantly on the move. In addition, you act with naivete.
Vestige Level: 1st
Binding DC: 15
Communion Learning DC: N/A
External Research DC: N/A
Granted Abilities: Ariel grants you a mermaid's tail and voice, though these gifts are limited.

Beautiful Voice: You gain a +4 bonus to Perform (Sing) checks.

Merfolk Tail: You grow a fish tail in place of your lower body, reasonably proportioned and with joints roughly paralleling those that yours legs once had. You lose your land speed, if any, and gain a swim speed equal to your unavailable land speed. You gain a +8 bonus to Swim checks and may take 10 on Swim checks, even when distracted or threatened. This does not allow you to breathe underwater. In absence of a land speed, you can drag yourself across the ground, taking a full-round action to move 5 feet, but this leaves you flat-footed, and chafing scales deal 1 damage every time you do so. (You can be carried around by allies without harm, provided they are able to lift you.)

Scales: You gain a +1 bonus to Natural Armor.

Beaudelaires, The Victims of a Series of Unfortunate Events

Passage: "It is a curious thing, the death of a loved one. It's like walking up the stairs to your bedroom in the dark and thinking there is one more stair than there is. Your foot falls down through the air and there's a sickly moment of dark surprise. The children's grief was not only for their uncle but for that tender hope that they might have found home again. A hope which, thanks to a villainous actor, was now slowly tumbling away."
Tale: The Baudelaires are a trio of orphans, whose parents died in a house fire. They are shepherded repeatedly to the residences of their increasingly distant relatives, but continually have to deal with Count Olaf, who makes their lives miserable due to his hunts for their family fortune--by disguise and trickery, he attempts to gain custody of the children, and thus their fortune. When that inevitably fails due to the siblings' collective intellects, he usually kills off the relative and the Baudelaires are shepherded somewhere else.

A formulaic plotline to the stories have allowed bard the world over to spread the tales with smaller amounts of memorization, making them popular. The first three tales are the most renowned, however. A talerender can see why: the precise tone of the works is hard to emulate. A bard that fails to replicate it is doing nothing but re-enforcing the glimmer, and his version is likely never heard again. The glimmer is simply that of a broken narrative tone.
Special Requirement: The Baudelaires' seal must be drawn at least 100 feet from all fires and all tindertwigs. It does not matter whether or not the talerender is aware of the fires/tindertwigs.
Manifestation: The Baudelaires are three human children: one is a girl just entering her teenage years, another is a younger boy with oversized glasses, and the third is a baby with unusually sharp teeth. The gril does most of the talking with the talerender, but the baby occasionally interjects with monosyllabic nonsense, which the boy translates.
Sign: You grow extremely sharp canine teeth, and have a disheveled, melancholy appearance.
Influence: The Baudelaires require you to point out, to all those nearby, the identity of any disguised creature you can identify. If they don't believe you, you must continually bug them about it until they do, or they extricate themselves from your presence. If anyone uses an obscure word, you must explain what it means to your allies, even if they already know.
Vestige Level: 5th
Binding DC: 23
Communion Learning DC: 26
External Research DC: 30
Granted Abilities: The girl grants you her knacks insight and improvisation, the boy grants his researching talent, and the infant simply bites things.

Violet's Insight: You may take 20 on Intelligence or Wisdom checks in the time it would take you to take 10, provided that you can retry, as per the normal rules on taking 20.

Violet's Inventions: You can use improvised tools as if they were masterwork tools--you gain a +2 circumstance bonus instead of a -2 circumstance penalty. You can also create your own improvised tools for 1 gp of materials. The improvised tools thereafter function as masterwork, even if others use them later and/or after the pact expires. These tools are not worth the same 50gp that normal masterwork tools are--it's very cleverly applied junk, after all.

Klaus's Research: You gain a +4 bonus to your Lore of Stories class feature. If you have access to a library, or a reasonable equivalent, double its circumstance bonus for the purposes of researching. You can perform the equivalent of 1 hour of research in 15 minutes.

Sunny's Teeth: You gain a secondary bite attack that deals 1d8+½Str damage (for a medium creature), and the Multiattack feat. If you already have Multiattack, you instead gain Improved Multiattack. You may only use this ability if you show The Baudelaires' sign.

Chaoh'fleix, The Cat in the Hat

Passage: "I don't know. A little voice inside of me is saying, 'This is a bad idea.' But I can barely hear that little voice, because an even louder little voice is screaming, 'LET THE TWELVE-YEAR-OLD DRIVE!'"
Tale: The Cat in the Hat is a relatively popular children's tale regarding extreme shenanigans where the titular character tries to teach children chaotic fun, and is treasured tale in the church of Olidammara. The glimmer variant is frowned upon, even among them: a semi-serious dissection of the nature of chaos in a neutral world, and implications of (the cat) Chaoh'felix's ties to the Far Realm. The play adaptation is particularly awful.
Special Requirement: Chaoh'felix's seal must be drawn in a different color than the surface it lays upon.
Manifestation: The top of a red crate, three feet on a side, explodes into a whirling tornado of colors and incomprehensible chaos and semi-molten geometry. A voice from inside the crate yells up at your through the barrier. It can be heard clearly, but he shouts as if he can barely hear you, and occasionally pretends as if he can't.
Sign: An inordinately large red-and-white striped top hat sits lazily on your head.
Influence: Choah'felix demands that you take every possible opportunity to crack a joke, no matter how inappropriate. (The DM is free to impose a different influence, as this is indistinguishable from typical PC behavior.)
Vestige Level: 4th
Binding DC: 27
Communion Learning DC: 23
External Research DC: 25
Granted Abilities:

Fun Above All: You gain the [Chaos] subtype.

Mad Mind: You gain immunity to insanity.

Hat of Convenient Items: You can pull any Tiny or smaller item worth 1gp or less out of your hat, even if it should be physically impossible. If you try to sell these items, they explode into party streamers, or something else equally hilarious and of no value.

Cat Body: You gain a +4 bonus on Hide, Move Silently, and Balance checks.




Dudse, The Inheritors and Seekers


E'e, The Warden of the Cul-de-Sac
Passage: "Mister Eddy's Brother! As the oldest sibling, don't you think you should be setting a positive example for Eddy, instead of...belittling him...in front of his...friends?"
Tale: E'e is something of an anomaly among the tale vestiges. In all of a very long episodic series of popular tales, he is only ever referred to second-hand, as the brother of one of the main characters, Eddy. Ergo, E'e doesn't exist in the same way that other tale vestiges should, assuming the word 'should' can ever accurately be used in conjunction with vestiges. E'e only shows in the unofficial and widely ignored 'end' of the series, as a major antagonist revealing much of why Eddy is the way he is. Even in the main series, even referring to him indirectly can make others cower.
Special Requirement: None.
Manifestation: E'e towers one size category larger than whoever draws the seal. He wears mismatched and extremely casual clothing, and his distorted features seem to lapse between two not-quite-identical positions rapidly.
Sign: You take on the same lapsing pattern of E'e's manifestation, like two identical instances of yourself were coordinating movements and flickering between one another.
Influence: E'e demands that you belittle and intimidate anyone smaller than yourself. You find yourself more collected and casual.
Vestige Level: 3rd
Binding DC: 20
Communion Learning DC: 20
External Research DC: 25
Granted Abilities:

Beatdown: You gain the Improved Unarmed Strike feat, and the damage dice of your unarmed strikes increase one step.

Reputed Horror: You gain a +6 competence bonus to Intimidate checks, and may make an Intimidate check as a move action.

Scammer: When haggling (see Complete Adventurer for haggling rules), you may use your Bluff score in place of your Diplomacy score.


Embell, The Belief Harvester
Ferrumact, The Iron Man
Flaegubr, The Kinetic Anomaly

Passage: "It's this stuff he's got, sir. It's...I don't know what it is. I don't know where it came from, but... *sigh* It will give you one heck of a headache."
Tale: The Flaegubr is less of a person than a thing, and is introduced in a cautionary tale about the dangers of invention. Flaegubr is a semi-intelligent, extremely bouncy and elastic ooze created by an absent-minded artificer, which gains energy every time it bounces. A corrupt entrepreneur attempts to steal the ooze, but through various methods of its application, the Flaegubr is kept safe, despite the artificer being variously hounded about loans and struggling for romantic interest.

Of course, talerenders ruin it with a chapter regarding a cult of Juiblex, whichi permanently alters the Flaegubr. The larger story is unchanged, but the non-sequitor breaks disbelief enough for audiences to boo the bard who first came up with it.
Special Requirement: The talerender must draw the seal using a carved effigy of Juiblex. This effigy does not need to be of very good quality (Craft DC 12; worth 1 sp)
Manifestation: All sorts of common objects--stones, furniture, glass, wood, metal--rain down into the seal, only to bounce up into nowhere, harmlessly and with an oddly reverberating sound. The noises occasionally coincide to produce consonant and vowel sounds, approximating the Flaegubr's speech.
Sign: Your skin foams up into a bright green layer of rubber with sparse bubbles.
Influence: You do not keep track of your surroundings well. The Flaegubr refuses extreme temperature, and you must avoid any source of heat above body temperature and any cold below freezing.
Vestige Level: 2nd
Binding DC: 17
Communion Learning DC: 18
External Research DC: 20
Granted Abilities: The Flaegubr lends you some of its kinetic qualities.

Impact-Absorbent: You gain DR 5/slashing or piercing.

Rebounding: You gain a +4 bonus on opposed Strength checks to resist being bull rushed. If you succeed on one of such checks, the opponent moves back 5 feet and must make a DC 15 Reflex save or fall prone and invoke an attack of opportunity.

If you ever fall, you take no falling damage: you instead bounce up one-tenth of your fall distance, bouncing until the last rebound is an inch or less in height.




Imoltai, The Lava Girl, and Muar, The Shark Boy
Passage: "Dream about me next, Max. I need to know who I am. Not just destruction or a simple flame. Dream of me as something good."
Tale: The concept of dreaming has receive extensive treatment from literature and oral tradition, but in the same way that not all dreams make sense, neither do all the stories thereof.

Imoltai and Muar are the epic heroes inherent to a fictional boy's imagination. However, his mind proves to be more powerful than he knows, when Imoltai and Muar exit into the real world, requesting his help. The boy enters his own imagination, where he can act as a deity to stop a mysterious meddling force--but only when he is meta-sleeping, to dream as a deity. The destroying force eventually turns out to be one of his classmates, the boy learns to dream while conscious, and he solves a few mysteries of his own heroes.

Talerenders see Imoltai and Muar as a puzzle: they are seemingly the only tale vestiges that share a tale. This is unprecedented, but it is also unprecedented that their tale is its own buried variant. The predominant theory is that the 'proper' tale is the concept of dreaming as a narrative, but the discussions don't get anywhere. Leads about their nature have led talerenders to talk to the other vestige that seems to be gestalt in a limited nature--Baudelaires--but Baudelaires is not the same, and information has been difficult to pry and contradictory.
Special Requirement: None.
Manifestation: Muar and Imoltai appear together, regardless of which one is intended to be bound. Imoltai is a human woman with deep red stone for skin, with fault lines of a magma. Muar is a human man in a blue diving suit, with spiked gauntlet shapes do that the spikes look like fins. Whichever one is addressed will step forward, and the other will vanish. If you are of sufficient level to bind Muar, but not Imoltai, she will not respond if you address her.

Imoltai
Sign: Fissures in your skin reveal contained, red-hot flowing blood underneath.
Influence: You are prone to bursts of anger. Imoltai forbids you from touching water or any cool liquid.
Vestige Level: 6th
Binding DC: 27
Communion Learning DC: 30
External Research DC: 34
Granted Abilities: Imoltai grants some of the traits of her semi-molten form, and the ability to move freely in her element.

Molten: You gain Fire Resistance 10.

Stone Surfaces: You gain DR 5/adamantine.

Lava Body: You do not take damage from exposure to lava. You gain a swim speed equal to half your land speed, but this swim speed only applies while you swim in lava. You can see through lava as if it were water, provided you are immersed in it.

Muar
Sign: Your skin is slimy.
Influence: You are prone to bursts of anger, as with Imoltai. Muar requires you to immerse yourself in water at least once every 3 hours.
Vestige Level: 5th
Binding DC: 25
Communion Learning DC: 28
External Research DC: 32
Granted Abilities:

Agile: You gain a +3 dodge bonus to AC, which increases to +5 underwater.

King of the Ocean: You are constantly under the effects of speak with animals, which only functions for creatures that are amphibious or breathe underwater. You gain a swim speed equal to your base land speed, can take 10 on swim checks even when threatened, and gain a +8 bouns to swim checks. You can breathe underwater.
Jagshemash, The Glory of a Nation

Passage: "Although Kazakhstan a glorious country, it have a problem, too: economic, social, and Dwarf."
Tale: Jagshemash is the definitive joke about foreign cultures, wrapped within a blasphemous meta-tale. Supposedly, his story is written by himself, appointed on threat of death, and is entirely about his interactions with whichever "normal" society that the bard reciting the tale happens to be in at the moment. Jagshemash's story varies from place to place, as the entire contents are a long string of jokes in which Jagshemash fails to understand and adapt to the customs of the culture he is writing on. The story is loosely strung together by a narrative, but is mostly a vehicle for cultural jokes at every opportunity.

The odd part about Jagshemash's story is that it isn't quite a story, and doesn't have a single anathematic tale that a talerender can point to as the source of the tale vestige. Jagshmash is more of a collective echo of buried tale variants, which talerenders have easily deduced to simply be the stories in which Jagshemash is identified to be of a particular culture--the one that the story is being told in. Ironically, this makes his vestige form everything and nothing in terms of identity.
Special Requirement: The passage may not be spoken in Common, nor the pact.
Manifestation: Jagshemash is dressed in semi-formal wear of a foreign land, with an incongruent hairstyle and facial hair. He stands ramrod stiff and does not move from his spot on the seal.
Sign: Anyone making eye contact with you sees you as creepy or repulsive. When you gesture, there is always something off about your movements.
Influence: Jagshemash urges you to ask about intimate details in your conversation partners, and to ignore social norms whenever it would be the slightest bit useful.
Vestige Level: 1st
Binding DC: 15
Communion Learning DC: N/A
External Research DC: N/A
Granted Abilities: Jagshamesh settles in as your current location being his current country, and at the same time, not. You gain familiarity and yet foreignness with the world around you, and can resort to the universal language of combat.

Welcome To Glorious Nation: You may make Knowledge (Local) checks as if you were trained. You gain a +4 bonus to Knowledge (Local) checks.

Foreign: You take on the appearance of a Mongrelfolk. Unless someone is familiar with Mongrelfolk, they will see you as a race different than their own, and no one will quite be able to agree on what you look like.

Brawling: You gain the benefit of the Improved Unarmed Strike feat.

Jak Sol, The Pandora Infusion

Passage: "If Grace is there with you, look in her memories: she can show you the world we come from. There's no green there. They killed their Mother, and they're gonna do the same here. More Sky People are gonna come. They're gonna come like a rain that never ends. Unless we stop them. They chose me for something. I will stand and fight. You know I will. But I need a little help here."
Tale: Druids have their own stories and their own interpretations of literary conventions. Speculative fiction on the advancement of technology gets translated over to Druidic, and the result is a sprawling tale of war and emotion in which the natives of a mega-forest the size of entire plane, home to incredible natural harmony and cooperation among super-beings, are "courted" and then labeled as enemies by a league of extremely powerful artificers requiring the ores buried under their forest. Jak Sol is tasked to be a double agent of sorts, inhabiting a synthetic body and integrating himself with the natives. His diplomatic mission is to make the natives turn over the minerals, but is met with resistance. The artificers grow ever more aggressive as Jak Sol integrates to gain their trust, and he slowly starts to see the forest world as good and the artificers as evil. When the gnomes finally launch an all-out takeover, he betrays them and leads the natives to military victory, using nature's allies.

The story is very close to tilting the balance of sympathy towards the artificers, as a result of many modifications. While variants in which the artificers win are occasionally liked, the novelty fades almost immediately and the variant is buried, leaving no one but talerenders to listen to.
Special Requirement: The seal must be drawn outdoors, within 10 feet of a tree.
Manifestation: Jak Sol appears in his synth-natural body: an extremely tall, blue-skinned creature halfway between an elf and a catfolk.
Sign: The whites and irises of your eyes change into a striking, reflective yellow.
Influence: You are physically energetic but mentally calm. Jak Sol forbids you from using anything made of metal, incurring the penalty every time you use one of such items. This can be triggered multiple times by the same object.
Vestige Level: 5th
Binding DC: 27
Communion Learning DC: 28
External Research DC: 30
Granted Abilities: Jak Sol grants you a druidic bond with nature, the ability to 'See' people, and skill with the bow.

One with Nature: You gain a +8 bonus to Knowledge (Nature) checks, and a +4 bonus to Spot and Listen checks.

I See you: For sole the purposes of detecting and viewing non-mindless creatures, you are under the effects of continuous true seeing, deathwatch, detect evil, detect good, detect law, and detect chaos spells. For example, you could see the true form of an invisible changeling, as well as their alignment and life strength, but you would not be immune to a phantasmal killer via this ability, nor be able to see invisible objects.

Jak Sol's Archery: You gain proficiency with all martial bows (but not crossbows), the Rapid Shot feat, and the Point Blank Shot feat. You can use any bow as if it were a composite bow suited to your strength modifier.

Jigsaw, The Puppetry Beyond The Grave

Passage: "The jigsaw piece that I cut from my subjects was only ever meant to be a symbol that that subject was missing something. A vital piece of the human puzzle. The survival instinct."
Tale:
Special Requirement: Jigsaw will not appear if you are at full HP. If you reach full HP during the binding process, the pact is automatically poor.
Manifestation: Jigsaw appears as a white, wooden puppet with bushy black hair clustered around his ears. His silod red eyes stare intently. Crimson swirls, the color of blood, curl around his exaggerated cheekbones.
Sign: Blood vessels spiral around your individual cheeks, pulsing as if about to rupture.
Influence: Jigsaw guides you towards cruel acts and suggests that you harshly punish those whose actions are unlawful. If you witness a chaotic act, Jigsaw specifically requires you to personally meter an over-the-top punishment of some sort.
Vestige Level: 4th
Binding DC: 27
Communion Learning DC: 24
External Research DC: 27
Granted Abilities: You gain a suite of tools to exercise Jigsaw's sadism.

I Want to Play a Game: You gain a morale bonus to attack rolls, damage rolls, saving throws, skill checks, and ability checks in the round following any round in which you deal damage. The bonus scales with the damage as follows, capping at +5:

{table=head]Damage|Bonus
0-9|+0
10+|+1
30+|+2
60+|+3
100+|+4
150+|+5[/table]

Find the Key: You may duplicate the effect of arcane lock or open/close at-will.

Torture Room: You may duplicate the effect of create trap (Races of the Dragon), though the duration is reduced to 5 minutes. Once you use this ability, you may not do so again for 5 rounds. You may have multiple created traps active at one time.

Almost Dead: When you would deal damage to an enemy that brings them to -1 HP or below, including death, you may voluntarily reduce the damage so that their HP becomes any negative number of lower magnitude than you would have inflicted.

Kiht-hi, Monster of the Year
Lightfigure, At Infinity and Beyond
Loom, Fate's Decree of Death
Monoglyph, The Man in Black
Mufasa, The Lion King
Potter, The Boy Who Lived
Quorra, The Final Isomorph
Reminolo, Purveyor of The Expired
Sauron, The Dark Lord of a Ring
Shadowless, The Inextant Field
Skrat, Chaser of Sustenance
Starkiller, The Rebel Son
Vaczon, The Karate Kid
Vanel Von, The Carraige Glitch
Voldemort, He Who Must Not Be Named
Zohan, The Indomitable Stylist

Just to Browse
2012-12-10, 03:36 AM
The Reelist

"I can control time, space, and every mortal sense. Don't think I'm not ready for you." ~ Shymalan, Reelist of Night, at his last stand against Slenderman

Adventures: Reelists adventure in order to further learn their surroundings and improve their abilities. All reelists find themselves drawn to just knowing what things look like, and so they spend a great amount of time just seeking out new things to look at. In addition, it is only through constant exercise that a reelist can expand their abilities.

Characteristics: All reelists know how to bend the world in order to fool senses and see where most cannot, giving them the basics of illusion and divination. Through heavy-handed manipulation of their reels, they also learn how to rip holes in space and time. Finally, reelists study the teachings of other powerful beings known as directors, which allows them to access spells modeling the director's strategies.

Alignment: The pursuit of knowledge tends to be more important to reelists than any code of conduct or moral interest, so most tend to learn towards neutrality. This also tends to encourage reelists to be chaotic, but the necessary study and devotion that comes with the power of the reels encourages others to be lawful as well.

Religion: Due to their more intellectual nature, reelists tend to worship gods of study and knowledge such as Boccob and Vecna. However, the tendency of reelists to live constantly abroad also leads some worship gods of travel such as Fharlanghn, and other more deviant reelists look towards gods of trickery such as Garl Glittergold and Olidammara. Of course, religion and the work of a reelist are far separated and some don't feel the need to worship a god at all.

Background: Most reelists need to be indoctrinated and trained by someone else with their skills, as the magic of the reels is relatively rare and unknown, and also difficult to replicate without a proper example. Reelists tend to train under their superior and then are released to explore the world. Other reelists are self-made, finding reels or crafting them, and then arduously training until they understand the reel's secrets.

Races: The natural curiosity and adventurousness of humans and halflings tends to make them common among the relatively rare class of reelists. Races that are inclined to wizardry, such as elves, find themselves drawn to the magical potential offered, and illusion-oriented races like gnomes or the fey tend to be attracted to the tricksy powers that the reels provide. Races that aren't curious and don't work with arcane magic, such as dwarves and orcs, are rare to the point of not being noticeable at all.

Other Classes: The reelist can relate well to most spellcasters, as they share similar habits and sources of power. Especially common is the bond between reelists and warlocks or reelists and wizards. The members of classes with a focus on melee combat, especially brutish ones like the barbarian, tend not to appreciate the reelist's art quite as much.

Role: The reelist can lay down damage in an area, helping parties deal with groups of enemies, and (depending on specialization) can provide strong buffs to allies or potents debuffs to enemies. Outside of combat, they set up traps and distractions with their illusions and provide uncanny insight or hidden information with their divinations.

Adaptation: To some DMs, using movie reels in order to power spells isn't something you might want. Reels can instead be re-fluffed into crystal balls, magic mirrors, or boring old spellbooks. Instead of "directors", the specializations can be studies of the work high mages.

GAME RULE INFORMATION
Reelist's have the following game statistics.
Abilities: Intelligence and Wisdom are the abilities that govern most of the reelist's class features. Constitution gives the durability every adventurer needs, and dexterity helps to shore up low AC and a poor reflex save.
Alignment: Any. While reelists tend towards neutrality because of their occupying passion, they have been found at every end of the spectrum.
Hit Die: d6
Starting Age: As bard
Starting Gold: As bard

Class Skills
The reelist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Speak Language (None), Spellcraft (Int), and Spot (Wis).

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

Table: The Reelist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Specialization Rank

1st|
+0|
+2|
+0|
+2|Reality Bend, Reels|
-

2nd|
+1|
+3|
+0|
+3|Filmographer (Novice)|
-

3rd|
+2|
+3|
+1|
+3|Director Specialization|
1

4th|
+3|
+4|
+1|
+4|Reality Bend +2d6|
1

5th|
+3|
+4|
+1|
+4|Filmographer (Journeyman)|
1

6th|
+4|
+5|
+2|
+5||
2

7th|
+5|
+5|
+2|
+5|Reality Bend +3d6|
2

8th|
+6/+1|
+6|
+2|
+6|Filmographer (Adept)|
2

9th|
+6/+1|
+6|
+3|
+6||
3

10th|
+7/+2|
+7|
+3|
+7|Reality Bend +4d6|
3

11th|
+8/+3|
+7|
+3|
+7|Filmographer (Expert)|
3

12th|
+9/+4|
+8|
+4|
+8||
4

13th|
+9/+4|
+8|
+4|
+8|Reality Bend +5d6|
4

14th|
+10/+5|
+9|
+4|
+9|Filmographer (Master)|
4

15th|
+11/+6/+1|
+9|
+5|
+9||
5

16th|
+12/+7/+2|
+10|
+5|
+10|Reality Bend +6d6|
5

17th|
+12/+7/+2|
+10|
+5|
+10|Filmographer (Paragon)|
5

18th|
+13/+8/+3|
+11|
+6|
+11||
6

19th|
+14/+9/+4|
+11|
+6|
+11|Reality Bend +7d6|
6

20th|
+15/+10/+5|
+12|
+6|
+12|The Final Cut|
6[/table]

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

Weapon and Armor Proficiencies: Reelists are proficient with the shortbow, whip, and all simple weapons, as well as light armor.

Reels: Reelists have a unique source of power from which they draw their abilities. This power is embedded within a focus called a reel. In order to use spell-like abilities granted by their class reelists must spend half an hour every morning studying, editing, or otherwise fiddling with their reel. In order to use any of their class abilities (including supernatural ones!), a reelist must use their reel as if it were a material focus.

Because of the time that the reelist spends studying the magic of their reels, they are treated as having every spell obtained as a spell-like ability from their class for the purposes of activating magic items.

Reality Bend (Su): The reelist can physically manipulate their reels which allows them to bend space and time in unique and dangerous ways, turning certain spots of reality into dangerous warps that rip their enemies apart. As a standard action, a reelist can choose up to one 5 ft. square per class level and deal untyped damage to creatures in those squares based on his class level according to the table above, plus 1 damage per level or his Wisdom modifier, whichever is less. When he does this, he must choose whether to bend time or space, which modifies the effect accordingly:
Space: When the reelist bends space, creatures in the area can make a reflex save for half damage (DC 10 + ½ the reelist’s HD + the reelist’s Wisdom modifier).

Time: When the reelist bends time, creatures in the area can make a will save to ignore all damage (DC 10 + ½ the reelist’s HD + the reelist’s Wisdom modifier).

Filmographer (Sp): Reels store information about the future in their images, and through careful manipulation a reelist can attempt to learn that information and even manipulate the world around them. This gives them access to spell-like abilities based on their level of training.

A reelist may use each spell-like ability granted as a full-round action once per day per 2 hit dice (round up). Saving throws for these abilities have a DC of 10 + 1/2 reelist level + the reelist's Wisdom modifier:

Novice: A novice reelist learns omen of perilSpC and silent image.
Journeyman: A journeyman reelist learns locate object, minor image, and obscure object.
Adept: An adept reelist learns clairaudience, clairvoyance (these are treated as separate spells), and major image.
Expert: An expert reelist learns hallucinatory terrain and locate creature.
Master: A master reelist learns persistent image and scrying.
Paragon: A paragon reelist learns programmed image and greater scrying.


Director Specialization (Sp): At 3rd level, a reelist learns a set of unique invocations in accordance with what sort of director he draws the most inspiration from. These invocations grant one ability at every rank, and function in all ways as warlock invocations unless otherwise specified.

The difficulty class for a saving throw incurred by a reelist's specialization is 10 + 1/2 the reelist's HD + the reelist's Intelligence modifier. Invocations obtained from director specialization qualify as arcane spells with a spell level equal to their rank for the purposes of qualifying for feats and prestige classes, as well as spell effects such as detect magic. When using an ability from their director specialization, a reelist must use their reel as a focus component.

Sample director specializations are listed below.

The Final Cut (Sp): At level 20, a reelist has reached the pinnacle of their potential. They no longer must use their reels as material focus components, and they gain one ability of their choice from the following. If any of the abilities require a saving throw, the DC is 10 + 1/2 the reelist's HD + the reelist's Wisdom modifier:
Freeze Frame: The reelist can use time stop as a 1 round action. At the end of the casting time they becomes exhausted.
Stall: The reelist may use temporal stasis or freedom as a standard action.
Projector Overload: The reelist can cause the senses of all creatures within medium range aside from himself to overload for 1 round per caster level. Spot and Listen checks cannot be made for the duration, the Scent quality automatically fails, and all forms of sight (including blindsight, blindsense, and tremorsense) have their range reduced to 0 ft.
Hole in the World: The reelist can use reality maelstromSpC, except the radius of the primary emanation is 50 ft., and the radius of the secondary emanation is 100 ft., and spell resistance does not apply.

Reelist Director Specializations

BAY: All invocations learned from this specialization are Illusions (Patterns) and tend to look like explosions. Creatures that are normally immune to illusion effects instead have a bonus to saves equal to 10 - your reelist class level (minimum 0).

Color Spray: You may cast color spray as the spell.
Glitterdust: You may cast glitterdust as the spell. You can only have one instance of this active at a time.
Rainbow Pattern: You may cast rainbow pattern as the spell, except that you instead fascinate up to 2 HD of creatures per caster level.
Phantasmal Killer: You may cast phantasmal killer as the spell as a 1 round action.
Prismatic Ray: You may cast prismatic raySpC as the spell.
Prismatic Mastery: You may cast prismatic wall and prismatic sphere as the spells, and if you know phantasmal killer you can cast it as a standard action.


JACKSON: All of your magic takes a dreadfully long time to end. Any effect (including spells, spell-like abilities, powers, and maneuvers) with a duration other than instantaneous lasts 1 round longer than it normally would.

Entangling Dilation: Designate a sphere of up to 5 ft in radius per caster level—creatures in that sphere must make a reflex save or become entangled for 1 round per level. Entangled creatures can take a move action to make another save. Casting this before the duration ends causes the previous entangling dilation to cease as if dismissed.
Numbing Sphere: Designate a sphere of up to 5 ft in radius per caster level – creatures in that sphere have their dexterity decreased by 4 and are treated as flat-footed against all creatures unaffected by the numbing sphere. This lasts for Concentration rounds, to a maximum of 1 round per caster level. You can only have one instance of this active at a time.
Slow: You may cast slow as the spell. You can only have one instance of this active at a time.
Sands of Time: You may cast hold monster as a transmutation spell, but you are slowed (as per the spell) and immobilized for the duration. You may dismiss the effect as a swift action.
Slow the World: As a full-round action, you can force all creatures within medium range of you to make a will save or become slowed (as per the spell) for 1d6 rounds. For the duration, regardless if any creature was affected, you are treated as hasted.
Aura of the Timeless: Creatures within 5 ft of you per caster level are slowed with no save. This effect ignores spell resistance. You may designate targets to be immune to this and can dismiss or reactivate it as a swift action.


LUCAS: They're force effects. "Force", get it? You can cast mage hand as a spell-like ability at will, and can concentrate on it as a swift action.

Mage Armor: You may cast mage armor as the spell with no maximum duration. The armor bonus increases by 1/3 of your caster level (minimum 0). You can only have one instance of this active at a time.
Gust of Wind: You may cast gust of wind as the spell, except that it is an Evocation [Force] effect instead of Evocation [Air], and objects are affected.
Blink: You may cast blink as the spell. You can only have one instance of this active at a time.
Resilient Sphere: You may cast resilient sphere as the spell. You can only have one instance of this active at a time.
Telekinesis: You may cast telekinesis as the spell with no maximum duration.
Shift: You can case plane shift as a full-round action and greater teleport as a standard action.

SHYMALAN: Plot twists galore! Any time you roll initiative, you roll a d20 beforehand. The next natural 1 or natural 20 you roll is replaced with that roll instead.

Nerveskitter: You may cast nerveskitterSpC as the spell.
Invisibility: You may cast invisibility as the spell. You can only have one instance of this active at a time.
Displacement: You may cast displacement as the spell. You can only have one instance of this active at a time.
Greater Invisibility: You may cast greater invisibility as the spell. You can only have one instance of this active at a time.
Polymorph: You may cast polymorph as an Illusion (Glamer). When the subject becomes the target of an attack or spell, this effect immediately ends as if dismissed. You can only have one instance of this active at a time.
Mislead: You may cast mislead as the spell. You can only have one instance of this active at a time.


SPEILBERG

Snake’s Swiftness: You may cast snake’s swiftness as the spell.
Blur: You may cast blur as the spell. You can only have one instance of this active at a time.
Haste: You may cast haste as the spell. You can only have one instance of this active at a time.
Freedom of Movement: You may cast freedom of movement as the spell.
Faster than Thought: You can designate one target. For 1 round per level, that target may take 10 on attack rolls. You can only have one instance of this active at a time.
Aura of Entropy: As a standard action, you can create an aura extending 5 ft. per caster level around you that accelerates aging. Unattended objects in the area have their hardness decreased by 1 every round—an object that would fall below 0 hardness is destroyed. Creatures in the aura have their strength, dexterity, and constitution decreased by 2 every round (minimum 3), and can make a fortitude save (DC 10 + ½ reelist level + reelist Wisdom modifier) as a standard action to ignore the effects for 24 hours. Exiting the aura restores any lost Strength, Dexterity, and Wisdom, but does not restore destroyed objects. You may dismiss this effect as a free action.

Derjuin
2012-12-10, 08:19 PM
DIRECTOR

...and, ACTION!

Directors direct things. They are masters of helping others achieve greatness, and in the process, recording them for all of history to know. Some record factual events to preserve a legendary warrior's skill or the devastation of a town, while others create stories using actors to entertain.

Adventures: Directors adventure to find inspiration or strange things - either in the wild or historical events (or traces of them) - to create a new masterpiece.

Characteristics: Directors need allies (actors) to function properly, even if they are only exploring an old ruin. However, with their powers to direct and change what they want on the fly, they help their allies perform to their greatest and make for a great story.

Alignment: Directors can be of any alignment. Their tendencies really show through in their productions, however - chaotic Directors often introduce twists and extremes, while lawful Directors often stick through with things.

Religion: Religion does not unite Directors; however, they typically worship the same deities Bards are likely to worship.

Background: The simplest way to become a Director is to have an idea and people around you that are willing to work with you. Others may go through the process by applying themselves at a Bard College.

Races: Anyone with a functionally intelligent brain (an Int of 3 or greater) can be a Director.

Other Classes: Directors tend to "get along" well with people who enjoy being in the spotlight, though they usually end up not liking anyone. Those that they count as their close allies are usually the ones who pull through and perform valiantly in their role.

Role: Directors function as a battlefield control specialist and the face of the group.

Adaptation: Director can be a subset of Bards, who share some of the same skills but are more Charisma-dependent than the Intelligence-based Director.

GAME RULE INFORMATION
Directors have the following game statistics.
Abilities: Intelligence is paramount to the class abilities and skills of a Director. Constitution and Dexterity help keep the Director alive when he can't rely on allies to take hits for him.
Alignment: Any.
Hit Die: d4
Starting Age: As cleric.
Starting Gold: As cleric.

Class Skills
The Director's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (none), and Spellcraft (Int).

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

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

1st|
+0|
+0|
+0|
+2|Places, Everyone!, Obscure Knowledge, No-Name Extras|1

2nd|
+1|
+0|
+0|
+3|Body Double (self)|1

3rd|
+1|
+1|
+1|
+3|Let's Try That Again 3/day|1

4th|
+2|
+1|
+1|
+4|Pull some Strings|1

5th|
+2|
+1|
+1|
+4|CUT!|2

6th|
+3|
+2|
+2|
+5|Stand-In|2

7th|
+3|
+2|
+2|
+5|Executive Privilege|2

8th|
+4|
+2|
+2|
+6|Body Double (allies)|2

9th|
+4|
+3|
+3|
+6|ACTION! (move)|3

10th|
+5|
+3|
+3|
+7|Talent Appraisal|3

11th|
+5|
+3|
+3|
+7|Once More, With Feeling|3

12th|
+6/+1|
+4|
+4|
+8|Addition to the Cast|3

13th|
+6/+1|
+4|
+4|
+8|Let's Try That Again 6/day|4

14th|
+7/+2|
+4|
+4|
+9|Body Double (enemy)|4

15th|
+7/+2|
+5|
+5|
+9|Executive Meddling|4

16th|
+8/+3|
+5|
+5|
+10|Conjuration (Greater Imitation)|4

17th|
+8/+3|
+5|
+5|
+10|What a Twist!|5

18th|
+9/+4|
+6|
+6|
+11|Big Names, ACTION! (standard)|5

19th|
+9/+4|
+6|
+6|
+11|Overwork|5

20th|
+10/+5|
+6|
+6|
+12|Edit it In|5[/table]

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

Weapon and Armor Proficiencies: Directors are proficient with simple weapons, light armor and shields (except tower shields).

Actors: A Director can only work with so many actors (targets) at once. For any ability related to his direction (Places, Everyone!, Let's Try That Again, CUT!, Body Double (allies only), and ACTION!), the number of affected targets is limited by the number of Actors he can direct at once. At 1st level, a Director can only interact with a single actor (target) at once. At 4th level, and every 4 levels after that, the Director can interact with another actor (up to 5 at 17th level). Creatures summoned by No-Name Extras, Stand-In, Addition to the Cast and Big Names can be included in all of these abilities without counting against the limit.

Places, Everyone! (Ex): At 1st level, the Director can order a creature to move to a certain spot. For the Director, using this ability is a standard action; it does not count against the creature's actions or move speed. Allies can choose to ignore the order; enemies or otherwise unwilling creatures get a Will save (DC = 10 + 1/2 Director levels + his Int mod) to refuse. The creature ordered to move is limited by its move speed (so a halfling ordered to move can only move up to 20 feet if it is lightly armored or unarmored). A creature ordered to move into a space that is immediately deathly to itself (such as "off a cliff" or "into a pool of magma") receives a +2 bonus on its save; however, forcing the creature to move into a threatened square does not provoke attacks of opportunity, and does not count as immediately deathly. The Director can order a number of creatures to move based on the number of Actors he can influence at once.

Obscure Knowledge (Ex): A Director may make an obscure knowledge check with a bonus equal to his Director level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Director has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful obscure knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Director may not take 10 or take 20 on this check; this sort of knowledge is essentially random. This ability otherwise functions identically to the Bardic Knowledge (http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge) ability.

No-Name Extras (Su): At 1st level, the Director can pull some magical strings to introduce no-name extras to the set. This functions as the spell Summon Monster with the Extend Spell metamagic feat applied, except it takes a standard action to use instead of one round. Once per encounter, based on his Director level, the character can mimic one of the Summon Monster spells on the following table.

{table=head]Director Level|Spell
1st-3rd|Summon Monster I
4th-5th|Summon Monster II
6th-7th|Summon Monster III
8th-9th|Summon Monster IV
10th-11th|Summon Monster V
12th-13th|Summon Monster VI
14th-15th|Summon Monster VII
16th-17th|Summon Monster VIII
18th-19th|Summon Monster IX
20th|Empowered Maximized Summon Monster IX[/table]

The no-name extras summoned onto the set follow the Director's orders, even if they can't understand his speech. They don't require Handle Animal checks if they are animals, and act on his initiative. In addition, they don't count against the maximum number of Actors the Director can affect at once.

Body Double (Ex): Beginning at 2nd level, the Director is able to temporarily replace an actor with a body double - typically a doll made into the likeness of the actor. At 2nd level, the Director replaces himself as an immediate action with a doll that lasts for 1 round. At the end of the round, the doll disappears and the Director reappears in its spot. For that round, any attacks, spells, etc. aimed at the Director hit the doll instead. Even area effects will affect the doll instead of the Director. Each time the Director creates this doll, however, he suffers 1 point of nonlethal damage per Director level he has.

At 8th level, the Director may create duplicates of his allies in their stead, if they are within 60 feet of him. They may choose to refuse the duplicate, in which case the duplicate simply fails to appear and does not count as a successful use of the ability. For each ally that accepts a duplicate, the Director takes 1 point of nonlethal damage per Director level. As with the previous use of this ability, each duplicate lasts 1 round.

At 14th level, the Director can replace enemies with duplicates, rendering their spells, attacks or other abilities ineffective for 1 round. Doing so forces the enemy to make a Will save (DC = 10 + 1/2 Director level + his Int mod). Unlike other uses of Body Double, the Director cannot replace enemies on the fly; he must be prepared to do so, and must ready as a standard action. The Director does not take damage for using his ability in this way.

While a duplicate stands in a character's stead, he or she cannot take actions except mental ones (as if he or she were paralyzed). At the same time, however, they can't be affected by any effects that originate from outside the duplicate.

Let's Try That Again (Ex): By cutting and ordering a new scene, the Director can attempt to alter the outcome of a particular part of a scene. At 3rd level, the Director can force a creature to reroll any roll it makes as a free action up to 3 times per day. The roll is made as if the original had never happened, and all modifiers still apply, even if those modifiers would only work once.

At 13th level, the Director can ease the jarring effect of this order, allowing others to be receptive to it 6 times per day.

Pull some Strings (Ex): At 4th level, the Director knows how to manipulate both the elite and the common people - not necessarily through his charm, but through his guile. The Director adds his Intelligence bonus to all Bluff, Diplomacy, Gather Information and Sense Motive checks he makes, as long as he has at least 1 rank in them.

CUT! (Ex): At 5th level, the Director can command the scene to stop, and cuts a number of actors from the set. Up to the number of Actors the Director can affect at once must make Fortitude saves (DC = 10 + 1/2 Director level + his Int mod) or be paralyzed for 1d4+4 rounds. Those creatures that fail their save cannot make mental actions, but at the same time cannot be affected by attacks, spells or other offensive actions (including attempts to move them).

Stand-In (Su): At 6th level, the Director can "hire" an otherworldly entity to add their talent to the scene. This ability functions as the spell Lesser Planar Ally (http://www.d20srd.org/srd/spells/planarAllyLesser.htm) except the casting time is 1 round and the maximum time a called creature will lend its abilities is one encounter or one day, whichever is shorter.

The cost for hiring the entity is 50 gp per HD of the creature.

Executive Privilege (Ex): At 7th level, the Director exercises his executive privileges to always have the first shot at a scene, to set up and analyze the situation. The Director always is able to act during a surprise round, and cannot be caught flat-footed. During the surprise round, however, the Director can only take move actions or use an ability related to his direction (see Actors, above for full list) that requires a Standard action or less to use.

ACTION! (Ex): At 9th level, the Director can command a number of allies to instantly take action. He may, as a swift action, command up to the number of actors he can influence at once to immediately make an additional move action. The actors can choose to refuse to move if they wish. He cannot grant enemies extra move actions this way.

At 18th level, the Director is able to command actors to immediately make an additional standard action. The actors can choose to not take this extra action if they wish. He cannot grant enemies extra standard actions this way.

Talent Appraisal (Ex): At 10th level, the Director can simply look over a creature and know whether or not it is fit for a role in his scenario. By making an Appraise check as a standard action against a creature, he can learn various things about it.

{table=head]Result|Knowledge gained
15 or less|Total hit dice, alignment and creature type
16-20|Its movement speed, number of natural attacks or skill with a weapon (its Base Attack Bonus and what weapon(s) it uses)
21-25|If it can use spells or spell-like abilities and the maximum level of each
26-30|Its skill ranks, feats and what spell-like abilities it can use
31+|Its languages, ability scores and obvious possessions (and their effects)[/table]

The Director cannot take 10 or 20 on this check, as it is essentially a gut feeling. If second-guessing is done, the information is garbled into uselessness.

Once More, With Feeling (Su): At 11th level, the Director can order a number of actors affected by his Let's Try That Again direction to attempt their roll with more or less enthusiasm, as dictated by the scene's needs. Allied actors affected gain a bonus to the roll equal to their Charisma modifier or the Director's Intelligence modifier (whichever is higher), while enemy actors affected suffer a penalty to the roll equal to the Director's Intelligence modifier.

Addition to the Cast (Su): At 12th level, the Director can "hire" a more powerful otherworldly entity to add their talent to the scene. This ability functions as the spell Planar Ally (http://www.d20srd.org/srd/spells/planarAlly.htm) except the casting time is 1 round and the maximum time a called creature will lend its abilities is one encounter or one day, whichever is shorter.

The cost for hiring the entity is 125 gp per HD of the creature.

Executive Meddling (Su): At 15th level, the Director can exercise his executive powers to meddle with a scenario, within certain limits. He can attempt to trap a creature in an alternate dimension for a number of rounds or bring an ally back from the dead. Using the first ability is a standard action, while using the second requires 10 minutes of concentration.

Put on an Astral Caravan: The Director can attempt to banish a creature to a contained sub-dimension of the Astral Plane. The victim must make a Will save (DC = 10 + 1/2 Director level + his Int mod) or be banished for 1d6+1 minutes.

Death is Cheap: The Director can concentrate on a deceased creature in an attempt to bring it back to life. This acts as the spell Resurrection (http://www.d20srd.org/srd/spells/resurrection.htm) but does not require that the 10,000 gp be strictly in diamonds and holy water. In can actually be 10,000 individual gold coins or art objects worth as much, etc. The Director may instead choose to sacrifice some of his experience in lieu of the gold, and may pay 1,000 XP to bring them back. This XP loss cannot be offset, reduced or eliminated in any way - including methods like using a Thought Bottle or Greater Restoration, up to and including even Wish and Miracle (and other similar effects).

Conjuration (Greater Imitation) (Su): The introduction of Conjuration (Greater Imitation) (also known as C(GI)) to a Director's arsenal vastly improves his ability to create entertainment. At 16th level, the Director can conjure up effects that seem realistic, but are in fact made of shadowstuffs from the Plane of Shadow. This ability acts as the Shades (http://www.d20srd.org/srd/spells/shades.htm) spell, but can also be used to imitate Cleric and Druid conjuration spells of 7th level or lower. They are still 80% real. The Director can invoke C(GI) once per encounter, and requires a standard action to activate.

What a Twist! (Su): At 17th level, the Director can introduce a "twist" to the scenario. The savvy Director's twist will be unexpected and make for a better outcome. Once per encounter, you may choose to use What a Twist!. This ability grants you or an ally within 60 feet an insight bonus equal to your Director level plus your Intelligence modifier (maximum +25) on any single attack roll, damage roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your or an ally's AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed.

The Director must choose to use the moment of prescience before the roll it is to modify is made.

Big Names (Su): At 18th level, the Director can "hire" a very powerful otherworldly entity to add their talent to the scene. This ability functions as the spell Greater Planar Ally (http://www.d20srd.org/srd/spells/planarAllyGreater.htm) except the casting time is 1 round and the maximum time a called creature will lend its abilities is one encounter or one day, whichever is shorter.

The cost for hiring the entity is 200 gp per HD of the creature. You can only have one hired entity through the Big Names ability at once, otherwise they quarrel and do not heed your commands.

Overwork (Su): At 19th level, the Director can purposefully make bewildering commands to wear out a creature. The victim must make a Will save (DC = 10 + 1/2 Director levels + his Int mod) or be confused for 1 day and suffer 2d4+1 negative levels. Even if the victim succeeds on their save, they still suffer 1d4 negative levels and become exhausted. The Director can only Overwork one creature per encounter.

Edit it In (Su): At 20th level, the Director can cause time to stop for himself and his allies, allowing them to prepare themselves or move unhindered. This ability functions as the Time Stop (http://www.d20srd.org/srd/spells/timeStop.htm) spell, except your allies are also able to move for the duration of the effect. The Director can only stop time in this way once per day.

falloutimperial
2012-12-13, 07:59 AM
Movie Hero


It is an odd thing that the words hero and heroine have in their constant use in connection with literary fiction entirely lost their meaning. A hero now means merely a young man sufficiently decent and reliable to go through a few adventures without hanging himself or taking to drink.
— G. K. Chesterton

The Movie Hero represents everything a culture stands for. He or she can do improbable things in the name of justice, truth, or some other ideal.
Adventures: The Hero is born to adventure. They may not realize it at first, but the universe solely exists for them to tackle the forces of darkness

Characteristics: The Movie Hero is a martial class with several utility abilities. There are also some luck- and diplomacy- based features.

Alignment: The Movie Hero is always good. There is variance on the law-chaos scale.

Religion: Movie Heroes seldom express strong religious views, but when they do so, it is usually the dominant religion of the area in which he or she lives.

Background: Some say heroes are born. Often, heroes are made by those who would stand unopposed in their quest for conquest. A Movie Hero has a thousand faces and a thousand interpretations, but their lives are characterized by an unwavering idealism and a belief in good.

Races: Humans are most likely to be Movie Heroes, but any race has the capability for greatness.

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

Role: The Movie Hero is a martial class with several utility abilities. There are also some luck- and diplomacy- based features.

Adaptation: The movie Hero fits in most settings as-is.

GAME RULE INFORMATION
Movie Heroes have the following game statistics.
Abilities: A Movie Hero needs strength primarily and has some charisma abilities. Dexterity and constitution are also helpful.
Alignment: Any good
Hit Die: d8
Starting Age: As bard
Starting Gold: As fighter

Class Skills
The Movie Hero’s class skills (and the key ability for each skill) are... Balance (DEX), Bluff (CHA), Diplomacy (CHA), Jump (STR), Knowledge (Local) (INT), Perform (Oratory) (CHA), Ride (DEX), Spot (WIS), Swim (STR), and Use Rope (DEX).

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

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

1st|
+1|
+2|
+0|
+2|You Killed My Father

2nd|
+2|
+3|
+0|
+3| Very special moral (1)

3rd|
+3|
+3|
+1|
+3| Never tell me the odds (19-20)

4th|
+4|
+4|
+1|
+4| Bonus feat

5th|
+5|
+4|
+1|
+4| Protagonist-centered morality (minor)

6th|
+6/+1|
+5|
+2|
+5| Glassproof

7th|
+7/+ 2|
+5|
+2|
+5| Underdog

8th|
+8/+ 3|
+6|
+2|
+6| Bonus feat

9th|
+9/+ 4|
+6|
+3|
+6| Very special moral (2)

10th|
+10/+5|
+7|
+3|
+7| Friend of all things

11th|
+1/+6/+ 1|
+7|
+3|
+7| Fallproof

12th|
+12/+7/+2|
+8|
+4|
+8| Bonus feat

13th|
+13/+8/+3|
+8|
+4|
+8| Blow to the back of the head

14th|
+14/+9/+4|
+9|
+4|
+9| Fight as I go

15th|
+15/+10/+5|
+9|
+5|
+9| Very special moral (3)

16th|
+16/+11/+6/+1|
+10|
+5|
+10| Bonus feat

17th|
+17/+12/+7/+2|
+10|
+5|
+10| I am your father

18th|
+18/+13/+8/+3|
+11|
+6|
+11| Never tell me the odds (18-20)

19th|
+19/+14/+9/+4|
+11|
+6|
+11| Man of the Words

20th|
+20/+15/+10/+5|
+12|
+6|
+12| Protagonist-centered morality (major)[/table]

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

Weapon and Armor Proficiencies: The Movie Hero is proficient with all simple weapons and up to one martial weapon. A hero is also proficient with all light and medium armor, and all shields (but not tower shields).

You killed my father(Ex): When attacking a creature who killed a Movie Hero’s immediate family, romantic interest, mentor, or party member, the Movie Hero gets +4 to attack rolls, +2 to damage rolls, and -2 to AC.
Very special moral (Ex): At second, ninth and fifteenth level, the Movie Hero learns a valuable lesson about the world. Choose an effect from the list below. You cannot choose the same lesson twice.
Drugs: The first time a Movie Hero is exposed to specific drug, he or she ignores any ill non-death effects.
Strangers: A Movie Hero gets +2 against enchantments and magical mind-affecting effects.
Sexism: Whenever a Movie Hero makes a cultural faux pas related to gender, he or she instead doesn’t.
Poverty: the Movie Hero gets +4 to diplomacy checks with homeless people and +4 to disguise checks to disguise as a homeless person
Devil Dealings: If a Movie Hero is possessed by a devil or demon and succeeds in expelling it, he or she can elect to instead imprison it in the Heros’ body for up to one day. The outsider cannot undertake any action other than speaking, which it can only do when spoken to.
Apathy: the Hero gains any one skill as a class skill.
Suicide: The Movie Hero gets a +6 bonus against coup de graces.
Magic: The Movie Hero chooses an item slot. He or she can wear an additional magic item in that slot.
Never tell me the odds (19-20) (Ex): A Movie Hero was born to do the impossible. When attempting a role of any kind that would only succeed on a natural role of twenty, a Movie Hero treats a natural nineteen as a twenty. This does not apply to critical hits.
Bonus feat: At fourth, eighth, twelfth, and sixteenth level the Movie Hero gains a new technique. He or she must select either a [fighter] or [luck] feat.
Protagonist-centered morality (minor) (Ex): At fifth level, the world makes exceptions for a Movie Hero. Minor legal infractions, up to theft, will be dismissed by a “good” law-enforcing authority if the Movie Hero assists it in detaining a more dangerous criminal. Good gods are more lenient with Movie Heroes and generally have a three-strike system for what a god considers moderate infractions. If a Movie Hero is also has levels of a class with a code of conduct, such as paladin, he or she may break their code once every five years without penalty. (e.g. A paladin 5/Movie Hero 5 could commit a murder and not fall. The second murder in five years would still cause him or her to fall.)
Glassproof(Ex): At sixth level, a Movie Hero gains DR 10 against glass and glass cuts. This is usually used to make dramatic entrances.
Underdog(Ex): The Movie Hero is at home in hand-to-hand against objectively better opponents. When attacking a person of higher level, the Movie Hero gets +1 to hit and damage for every level higher his or her opponent is.
Friend of all things(Ex): The Movie Hero is an envoy to the world. A Hero may use diplomacy instead of handle animal or animal empathy to befriend, train, and interact with animals.
Fallproof(Ex): If the Movie Hero can land in something relatively soft, such as water or a bale of hay, the Movie Hero ignores damage from the first 400 feet of a fall. A person is a valid target for this maneuver, but the Hero must make a grapple check at -10 and half of the fall damage the Hero would have taken is transferred to the victim as subdual damage.
Blow to the back of the head(Ex): When attacking an unsuspecting and flatfooted person either unarmed or with a bludgeoning weapon, a Movie Hero has a chance of knocking his or her enemy out. If the damage from the blow exceeds the CR of the victim, the victim must take a DC 18 fortitude save or be knocked unconscious for one hour.
Fight as I go(Ex): The Movie Hero expands his or her horizons when fighting. The Movie hero gains proficiency with improvised weapons. Additionally, the penalty for using exotic weapons is reduced to -2, but this only applies to exotic weapons a Movie Hero finds. Neither he or she, nor an ally may carry the weapon beyond where it was found before the regular -4 penalty is emplaced.
I am your father(Ex): When attacking a creature that is a Movie Hero’s immediate family, romantic interest, mentor, or party member, the Movie Hero gets +6 to attack rolls and +4 to damage rolls.
Never tell me the odds (18-20) (Ex): A Movie Hero was born to teach the world the limits of fate. When attempting a role of any kind that would only succeed on a natural role of twenty, a Movie Hero treats a natural eighteen or nineteen as a twenty. This does not apply to critical hits.
Man of the Words(Ex): A Movie Hero is a paragon of the people. Whether soft-spoken or boisterous, sometimes the people need a Hero to inspire them to do the impossible. A nineteenth level Movie Hero can give a speech to a group before a battle. The Hero must succeed a DC 30 perform (oratory) check that he or she can add his or her Movie Hero levels to. If successful, the Hero may pick any [fighter] or [luck] feat that all members of the group qualify for. Every member of the group may act as though they have that feat for the duration of the engagement
Protagonist-centered morality (major)(Ex): There is no question, a Movie Hero is the main character of the world. At twentieth level and at any time thereafter, a Movie Hero defines what is good, evil, lawful, chaotic, and neutral for the purpose of every creatures’ alignment, spells, and every other factor affected by alignment. The Movie Hero cannot cease being good, and must redefine good and evil if he or she does something against his or her own code.
This effect does not alter the perceptions of what is good, evil, lawful, chaotic, and neutral in the minds of most people, except for those with good, evil, lawful, chaotic, or neutral subtypes, who are then aware of changes to morality as they happen.

lt_murgen
2012-12-13, 10:37 AM
War Medic


”Medic! Medic!” – almost every war movie ever made.

”Its Alive! Alive!” - Frankenstein

"When the doctors cut into a patient, and it's cold, you know...the way it is now, today,... steam rises from the body... and the doctor will... (hesitates) ...will warm himself over the open wound. Could anyone look on that and not feel changed?" - M.A.S.H.

Magical battlefields are chaotic and deadly places. Armies of soldiers fight with deadly weapons and seige engines, supported by spell-casters with an arsenal of nasty spells. When large armies meet, when civilizations fight, people die. The miracles of the Clergy can only do so much, can only tap as much power as their Deity allows. For that reason, the War Medics are trained. Skilled battlefield surgeons, they are a foot-soldiers best friend.

Adventures: The reasons a War Medic may choose the life of adventuring are straight-forward. Perhaps there are no real wars in his country right now. Perhaps she wishes to see more of the world. Or perhaps he is far too evil, and was asked to leave where he was being trained. He adventures now seeking opportunities to improve his skills, no matter what the cost. Whatever the reason, adventuring promises a chance to practice a War Medic’s skills and develop a wider knowledge of the world around them.

Characteristics: The War Medic role is, first and foremost, a healer. Skilled in administering potions to maximum effect and aiding the dying/injured in recovery. But most of them also have some battlefield training, and make a decent secondary combatant. The eventually come to possess the ability to brew potions to aid them in a unique and powerful manner. Finally, with their broad knowledge base, and training in patient relations, they make a fine, if not stellar, expert or negotiator.

Alignment: War Medics can come from any moral axis. Good and evil are reflected in their attitudes towards their patients/subjects. A good War Medic is motivated to heal, while an evil War Medic will be more concerned with the outcome of her efforts rather than the safety (or comfort) of her patient. Similarly, their views on Chaotic versus Lawful reflect their personal attitudes. A War Medic with a Lawful bent may see their skills as serving the state, whereas a more Chaotic concept may see it as freeing the people from the oppression of formal religion.

Religion: There is no set religion for War Medics, and their piety varies greatly, depending on how they were raised. Some are nearly atheist, seeing their skills as almost godly. Others see themselves as instruments of the will of their deity, protecting and caring for the weak.

Background: Most War Medics come out of the various training facilities run by either some government or by some religious group. A few are trained in the classic master/apprentice format, usually by retired veterans of some war. Virtually no one comes to this by accident.

Races: Almost any race that fields formal armies may sponsor a War Medic college. However, it takes a certain cultural level to be able to devote the many years of training to the class. As such, primitive or tribal cultures do not typically spawn them.

Other Classes: A War Medic works well beside other classes as a support for their activities. Combatants appreciate a person who can aid them, but still hold their own. Clerics see their skills as a boost to their healing abilities. Arcane casters do not approve or disapprove of them, though some may take offense to their potion making abilities.

Adaptation: Designed for a D&D 3.5 world. Best for low-magic settings, but if high magic setting is used then they can take a Bard’s role.

GAME RULE INFORMATION
War Medic’s have the following game statistics.
Abilities: Wisdom and Intellegence are key Abilities, with Dexterity a close second.
Alignment: Any.
Hit Die: d6
Starting Age: War Medic’s will be well into adulthood, given their lengthy training time.
Starting Gold: 4D4X10 (100 gp)
Class Skills The War Medic’s class skills (and the key ability for each skill) are:
Concentration, Craft, Decipher Script, Diplomacy, Handle Animal, Heal, Knowledge, Profession, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Survival, Use Magic Device
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

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

1st|
+0|
+2|
+0|
+2|Heal Bonus X1, Knowledge-Medical, Intern

2nd|
+1|
+3|
+0|
+3|Disease Bonus #1, Sleepless Nights

3rd|
+2|
+3|
+1|
+3|Bonus Feat- Apothecary

4th|
+3|
+4|
+1|
+4|

5th|
+4|
+4|
+1|
+4|Bonus Feat- Evasion

6th|
+4|
+5|
+2|
+5|Fast Healing #1

7th|
+5|
+5|
+2|
+5|Physician, Heal Bonus #2

8th|
+6+1|
+6|
+2|
+6|

9th|
+6+1|
+6|
+3|
+6|Disease Bonus #2

10th|
+7+2|
+7|
+3|
+7|Ability Bonus #1

11th|
+8/+3|
+7|
+3|
+7|Bonus Feat-Druggist

12th|
+9/+4|
+8|
+4|
+8|

13th|
+9/+4|
+8|
+4|
+8|Fast Healing #2

14th|
+9/+4|
+9|
+4|
+9|Superior Physician, Heal Bonus #3

15th|
+10/+5|
+9|
+5|
+9|Bonus Feat: Adamantine Will

16th|
+11/+6/+1|
+10|
+5|
+10|Bonus Feat: Pharmacist

17th|
+12/+7/+2|
+10|
+5|
+10|Disease Bonus #3

18th|
+12/+7/+2|
+11|
+6|
+11|Ability Bonus #2

19th|
+13/+8/+3|
+11|
+6|
+11|Fast Healing #3

20th|
+14/+9/+4|
+12|
+6|
+12|Heal Bonus #4[/table]

Class Features
All of the following are class features of the War Medic.

Weapon and Armor Proficiencies: A War Medic is proficient with all simple and martial weapons, plus the bolas, net, and sap, and whip. War Medics are proficient with light armor, medium armor, and shields (except tower shields).

Heal Bonus (Ex):
At 1st level, the War medic adds his Wisdom bonus plus his Intelligence Bonus (round down) to his ranks in Heal when making Heal checks, instead of just his Wisdon bonus.
At 7th level, the War medic adds her Wisdom bonus plus her Intelligence Bonus +4 to her ranks in Heal.
At 14th level, the War medic adds its Wisdom bonus plus its Intelligence Bonus +8 to its ranks in Heal.
At 20th level, the War medic adds thier Wisdom bonus multiplied by thier Intelligence Bonus to their ranks in Heal.

Knowledge-Medical (Ex):
A War Medic may make a special Knowledge- Medical roll with a bonus equal to his War Medic level + his Intelligence modifier to see whether he knows some relevant information about people/creatures anatomy, local diseases, contagions, and curatives- both magical and non-magical. This a unique ability, similar to Bardic Knowledge, and can be listed as a skill and ranks taken in it. If the War Medic has 5 or more ranks in Knowledge (local), it grants a +2 bonus on this check. If the War Medic has 5 or more ranks in Survival, it grants a +2 bonus on this check. These two bonuses are cumulative.
{table=head]DC|Type of Knowledge|
10| Common, known by at least a substantial minority of the local population. E.g. chickenpox, willow bark tea|
20|Uncommon but available, known by only a few people e.g. ghoul-induced ability loss, anatomy of a horse, wolfs bane herb for lycanthropy|
25|Obscure, known by few, hard to come by. E.g. magical sources for disease, anatomy of a manticore|
30|Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. E.g. 1000 year plagues, celestial anatomy| [/table]

Also, the War Medic can use his Knowledge- Medical skill to recharge his healer’s kit or gather components for potions “for free”. He can do this a maximum of twice per day. Make a Knowledge- Medical roll. This value equates to the amount in silver pieces, the medic has found. A healer’s kit costs 50 gp and is exhausted after 10 uses, so every 50 silver equates to 1 use.
Medical Knoweldge can also assist in using other skills as well. every 5 ranks in Medical Knowledge adds a +2 tp any Craft- Alchemy, Craft- Poisonmaking, or Profession- Herbalist roll.
Finally, all War Medics can use this ability to identify potions by sampling. The War medic has to make a Knowledge- Medical check against a DC equal to 14 + the spell level. If the attempt fails, there will be a 50% chance of having imbibed enough to actually trigger the potion.

Intern [Ex]:
At 1st level, the Intern is trained to provide battlefield aid. All the abilities below require 2 free hands and a healer’s kit to use:
Administer Aid: The Intern can aid in the use of healing spells and potions to increase their effect. The Intern, the patient, and the spellcaster (if involved) need to take full round actions, with a DC 15 Concentration check from any of them who are interrupted. If the Intern then makes a DC15 Heal check, the patient receives the rolled value for the potion plus an additional bonus equal to The Intern’s level + ½ his intelligence bonus.
Healer: Three times a day per person, an Intern can use a Heal check to minimize injuries. By making a DC 15 Heal check, 1d4 hit points of lethal damage is converted into nonlethal damage. For every 3 points by which the Intern exceeds the DC, an additional d4 hit points is converted. The time to do this is 1 minute for every 2 hit points restored.
Long Term Care: The Intern can tend up to 6 patients at a time, and this is considered light activity. An Intern needs only to make a Heal check [DC15] to provide care, provided they do nothing other than light activity during the duration of care.
Characters naturally heal 1 hit point per level with 8 hours sleep and 2 hit points per level with complete rest for 24 hours. If any other character besides a War Medic provides Long term care, these vales are doubled to 2 and 4 hit points per level. If tended by an intern, the patients add ½ the intern’s Intellegence Bonus before doubling. Thus, an Intern with an 18 Intellegence who performs long term care will allow a patient to recover 4 hit points per level in 8 hours or 6 hit points per level for a full days rest.
Characters naturally regain damaged abilities at a rate of 1 point per level with 8 hours sleep and 2 hit points per level with complete rest for 24 hours. If any other character besides a War Medic provides Long term care, these vales are doubled to 2 and 4 points. If tended by an intern, the patients adds 1 additional point before doubling.
Characters suffering the effects of energy drain and negative levels suffer for 24 hours, then make a Fortitude save for each negative level to see if they are permanent. If tended by an Intern for 5 minutes per hour, the character will gain a +5 bonus to its Fortitude save. Additionally, one roll will cure the number of drained levels equal to ½ the Intern’s Intellegence Bonus.
Minor Miracle: An Intern can save a character considered Dead. If the Intern is able to administer aid within 3 rounds of the character’s death, he or she can make a full round Heal check. The DC for this check is 30, and the Intern cannot take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC15) to become Stable and unconscious at -10 hit points. If the Intern fails the check or the patient fails the save, the dead character cannot be saved.
Stabilize: The Intern can take a standard action to make a Heal check on an unconscious patient. This will stabilize the patient and prevent further Hit Point loss, just like a normal Heal check. The Intern can then take a full round action to make a DC20 Heal check. This check will result in the patient becoming Conscious but Disabled. The patient’s HP are reset to -1 HP if that was the cause. If Dying was the result of Constitution loss, the Con score is still 0, and the patient gains the Exhausted status. This can only be attempted once per stabilization.

Disease Bonus(ex):
At 2nd level, the War medic adds a +3 bonus to all Fortitude Saves against Disease.
At 9th level, the War medic adds a +6 bonus to all Fortitude Saves against Disease, including magical ones such as mummy rot and Lycanthropy.
At 17th level, the War medic adds a +9 bonus to all Fortitude Saves against Disease, including magical ones such as mummy rot and Lycanthropy.

Sleepless Nights (ex):
War Medics learn to sleep when theyare able, replacing a good night’s sleep with mutlipe quick naps. During any one hour period of light activity, they may voluntarily make a Fortitde save. Divide this total by 7, and that is the number of hours rest are recovered. No other activity done during that period of light activity is affected.

Apothecary
At 3rd level, the War Medic has learned enough to begin to craft substances to affect the body.
An Apothecary receives a +4 bonus on Craft (Alchemy) checks to make Healing Solvents and Antitoxins. An Apothecary receives a +4 bonus on Craft (Poison-making) checks to make poisons and drugs. In addition, when creating poisons or drugs, an Apothecary can alter (increase or rduce) the penalties of side effects by 1 if an ability score penalty or saving throw penalty, by 2 if it is a penalty to a skill check, and you alter the period the penalties last or duration between second check by one quarter.
At the cost of 55 gold pieces for the purposes of item creation, an apothecary can make a substance that if ingested, bestows a non-magical equivalent of a 0th or 1st level spell from the list below upon the imbiber. This is done using the Profession (herbalist) skill.
For purposes of item creation, the Apothecary pays no experience point penalty to craft items. Additionally, Apothecaries multiply their skill roll by X3 for purposes of detemining time to craft an item. Crafting is considered light activity, equivalent to providing long term care for 2 people. It is therefore possible to create multiple items within the same time period.
Apothecaries must keep journals, similar to mage’s spellbooks, with their recipes. They learn these recipes through research, study of the afflicted, sampling potions, and study in a manner similar to a mage. They can also study a person under the affect of the related spell for 1 hour per spell level, then make a Heal check at DC20+the spell level . This may require multiple castings of the spell. Finally, they may analyze a magical potion of the spell and make a Profession (Herbalist) roll at DC15 + the spell level to create a non-magical equivlanet recipe. Time is 1 hour per spell level and uses up the potion.
With these recipes they can create their balms, cathartics, catholicon, elixers, oinaments, lotions, medications, nostrums, ointments, panaceas, salves, serums, and treatments. Without it, any Craft (alchemy), Craft (poisonmakeing) or Profession (Herbalist) roll takes a -5 penalty.
Prerequisites: Heal 4 ranks, Profession (Herbalist) 2 ranks.

Evasion (ex):
At 5th level the War Medic gains the Evasion feat. Specializing in surviving on magical battlefields, a War Medic can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the War Medic is wearing light armor or no armor. A helpless War Medic does not gain the benefit of evasion. If the War Medic already has the Evasion feat, they may choose another feat instead.

Fast Healing (Su):
At 6th level the War Medic has learned enough about his/her own physiology to keep their body in top shape. They gain the Fast Healing ability, at 1 HP per hour, as long as they do not engage in strenuous activity- combat or using skills based on Strength, Constitution, or Dexterity. The maximum a War Medic can regain in this manner in any 24 hour period is equal to 2 times the War Medic level. For example, a 6th level War Medic’s fast healing ability will restore at most 12 HP per day.
At 13th level, this knowledge becomes even greater, and the War Medic regains 2 HP per hour with the same restrictions, up to 3 times the War Medic level.
At 19th level, it reaches its zenith, granting 4 HP per hour under ALL circumstances, up to 4 times the War Medic level.
Note that this healing replaces any healing gained from resting or from being under another’s care.

Physician:
At 7th level, the War Medic is a fully trained Physician. All the abilities below require 2 free hands and a healer’s kit to use:
Administer Aid: A Physician who administers healing spells or potions does so with incredible efficiency. The Physician, the patient, and the spellcaster (if involved) need to take full round actions, with a DC 15 Concentration check from any of them who are interrupted. If the Physician then makes a DC15 Heal check, the patient receives the maximum value capable from the potion/spell plus the Physicians level + intelligence bonus in restored HP.
Battlefield Focus: A Physician gains a +10 bonus to all Concentration Checks made while using his HEAL skill.
Healer, greater: Three times a day per person, a Physician can use a Heal check to minimize injuries. By making a DC 20 Heal check, 1d8 hit points of lethal damage is converted into nonlethal damage. For every 3 points by which the Intern exceeds the DC, an additional d8 hit points is converted. Additionally, if the physican expends 2 of the 3 uses, the hit points are completely healed. The time to do this is 1 minute for every 4 hit points restored. When attempting to completely heal, the time is doubled.
Long Term Care: The Physician can tend up to 10 patients at a time, and this is considered light activity. A Physician needs only to make a Heal check [DC15] to provide care, provided they do nothing other than light activity during the duration of care.
If a physician is tending patients for hit point loss, the patients add the Physicians Intellegence Bonus before doubling. Thus, a Physician with an 18 Intellegence who performs long term care will allow a patient to recover 6 hit points per level in 8 hours or 8 hit points per level for a full days rest.
If a Physician is performing Long Term Care for ability damage, the patient’s recovery rate is doubled to 4 points in 8 hours, or 8 points in 24. Physicians can also can treat ability drain. They can change ¼ (round up) their Intellegence bonus in drain into ability damgae in 8 hours, and ½ their Intellegence bonus in drain to damage with 24 hours of care.
Physicians also reduce the effects of energy drain. If tended by a physician for energy drain and negative levels for 5 minutes per hour for 12 hours, the character will gain a +10 bonus to its Fortitude save. Additionally, one roll will cure the number of drained levels equal to the Physician’s Intellegence bonus.
Miracle: A Physician can save a character considered Dead. If a Physican is able to administer aid within 3 minutes of the character’s death, he or she can make a full round Heal check. The DC for this check is 40, and the Physician cannot take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC20) to become Stable and conscious at -1 hit points. If the Physician fails the check or the patient fails the save, the dead character cannot be saved.
Walking Wounded: The Physician can take a standard action to make a DC 20 Heal check on a Dying patient. This check will result in the patient becoming Conscious but Disabled. The patient’s HP are reset to 0 HP if that was the cause. If Dying was the result of Constitution loss, the Con score is still 0, and the patient gains the Fatigued status. This can only be attempted once per stabilization.

Ability Bonus(ex) :
At 10th level, the War Medic’s dedication to improving their bodies reaps benefits. The War Medic gains +1 to one of their physical attributes: Strength, Constitution, or Dexterity.
At 18th level, they gain another +1 to one of their physical attributes.

Bonus Feat, Druggist:
At 11th level, the War Medic becomes an expert at developing body altering substances. A Druggist receives a +8 bonus on Craft (Alchemy) checks to make Healing Solvents and Antitoxins. A Chemist receives a +8 bonus on Craft (Poison-making) checks to make poisons and drugs. In addition, when creating poisons or drugs, A Chemist can alter (increase or reduce) the penalties of side effects by 2 if an ability score penalty or saving throw penalty, by 4 if it is a penalty to a skill check, and alter the period the penalties last or duration between second check by one half.
At the cost of 175 gold pieces (2nd level) or 413 gold pieces (3rd level) for the purposes of item creation, A Chemist can make a substance that if ingested, bestows a non-magical equivalent to an spell of 2nd or 3rd level from the list below upon he imbiber. This is done using the Profession (herbalist) skill.
Prerequisites: Apothecary, Heal 7 ranks, Profession (Herbalist) 4 ranks.

Surgeon:
At 14th level, the War Medic is considered an expert in the profession. All the abilities below require 2 free hands and a healer’s kit to use:
Battlefield Focus: A Surgeon gains a +10 bonus to all Concentration Checks made under any circumstances.
Healer, Superior: Three times a day per person, a Surgeon can use a Heal check to minimize injuries. By making a DC 25 Heal check, 1D12 points can be converter to non-lethal damage or 1d8 hit points of lethal damage can be completely healed. For every 3 points by which the Intern exceeds the DC, an additional d12 or d8 hit points is converted/healed. The time to do this is 1 minute for every 4 hit points restored.
Long Term Care: The Surgeon can tend up to 12 patients at a time, and this is considered light activity. A Surgeon needs only to make a Heal check [DC15] to provide care, provided they do nothing other than light activity during the duration of care.
If a surgeon is tending patients for hit point loss, they maintain the level of healing of a Physician, but double the rate. Thus, a patient will recover 6 hit points per level in 4 hours or 8 hit points per level in 12 hours, up to 10 hit points per level for a full days rest.
If a Surgeon is performing Long Term Care for ability damage, the patient’s recovery rate is doubled to 4 points in 8 hours, or 8 points in 24. Surgeons treat all ability loss as double ability drain, beain able to restore 2 points in 8 hours or 4 in 24.
Surgeonss also reduce the effects of energy drain. If tended by a Surgeon for energy drain and negative levels for 5 minutes per hour for 6 hours, the character will gain a +15 bonus to its Fortitude save. Additionally, one roll will cure the number of drained levels equal to the Surgeon’s Intellegence bonus plus the Surgeon’s Wisdom bonus.
Major Miracle: A Surgeon can save a character considered Dead. If a Physican is able to administer aid within 3 minutes of the character’s death, he or she can make a full round Heal check. The DC for this check is 40, and the Surgeon cannot take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC25) to become Stable and conscious at 1 hit point. If the Surgeon fails the check or the patient fails the save, the Surgeon may make one more attempt at DC50 and the patient a Fortitude save of DC30 for one more attempt. If that fails, the patient cannot be saved
Walking Wounded The Surgeon maintians the same abilities as a Physician, except for allowing up to 3 attemps per stabilization.

Adamantine Will(ex) :
At 15th level, the War Medic’s has seen enough combat that they become hardened against mental manipulation. They gain the Adamantine Will feat: +3 to all Will Saves. Note- if the War Medic already possesses the Iron Will feat, this bonus feat will stack with it.

Bonus Feat- Pharmacist:
At 16th level, the War Medic can develop substance which alter the body in amazing ways.
A Pharmacist receives a +10 bonus on Craft (Alchemy) checks to make Healing Solvents and Antitoxins. A Pharmacist receives a +10 bonus on Craft (Poison-making) checks to make poisons and drugs. In addition, when creating poisons or drugs, A Pharmacist can alter (increase or reduce) the penalties of side effects by 3 if an ability score penalty or saving throw penalty, by 6 if it is a penalty to a skill check, and alter the period the penalties last or duration between second check by three quarters.
At the cost of 770 gold pieces (4th level) or 1238 gold pieces (5th level) for the purposes of item creation, Aa Pharmacist can make a substance that if ingested, bestows a non-magical equivalent to an spell of 4th or 5th level from the list below upon he imbiber. This is done using the Profession (herbalist) skill.
Prerequisites: Apothecary, Pharmacist, Heal 10 ranks, Profession (Herbalist) 5 ranks

Spell table and others to be added soon

dspeyer
2013-01-14, 12:34 AM
Theatrist

"I shall impersonate... a man. Come! Enter into my imagination, and see him."

"I greatly enjoyed the performance. But ever since, I've had this nagging fear that it never actually ended."

Theatrists touch the same arcane heart of creativity that bards do, but in a more limited way. A theatrist is capable of massive and complex illusions, but little else. An experienced theatrist is an entire theater company in himself.

Adventures: Some theatrists seek greater audiences. Others seek to experience as much life as possible so they can put it into their art. And some are more practically-minded, turning their talents away from pure are for the sake of wealth, glory or a cause.

Characteristics: A theatrist is an extremely powerful illusionist, but can do little else. When not outright performing, theatrists must live by their wits.

Alignment: Because they live so close to the heart of creativity, theatrists cannot be lawful.

Religion: Theatrists who serve Art above all else tend to revere Lirr, whereas those who favor mischief and trickery often revere Olidimara or Garl Glittergold (including many human theatrists). Despite their arcane nature, few theatrists think highly of Boccob. Theatrists are passionate by nature, and uncaringness is alien to them.

Background: Most, but not all, theatrists are taught by other theatrists or by bards: first art and then magic. Theatrists are especially common in less civilized areas, where art is respected but actual theaters are impractical.

Races: Humans, elves and gnomes are the most common theatrists, though any species can become one. At least one brass dragon has taken up the art.

Other Classes: Theatrists and bards tend to exhibit some rivalry, though they have also been known to form partnerships. Other than that, theatrists are usually happy to work with anyone, though those dedicated to law or lawful deities are less happy to work with them.

Role: In an adventuring party, a theatrist can confuse or misdirect enemies, often dictating the overall shape of a battle. A wise theatrist will use multiple layers of trickery, so that if one is found out, the enemy will fall nicely into the next trap.

Adaptation: Theatrists should fit neatly into any setting.

GAME RULE INFORMATION
Theatrists have the following game statistics.
Abilities: Charisma powers a theatrists arcane abilities and most of her skills. Intelligence is also handy, to provide enough skill points.
Alignment: Any nonlawful
Hit Die: d6
Starting Age: As bard
Starting Gold: As bard

Class Skills
The theatrist's class skills are: Bluff, Concentration, Craft(any), Diplomacy, Gather Information, Knowledge(any), Listen, Perform(any), Sense Motive, Spot

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

Theatrist
{table=head]BAB|Fort|Ref|Will|Special|Illusion Points
0|0|0|2|Ghost Sound, Least Image, Easy Concentration|1
1|0|0|3|Disguise Self, Silent Image, Ventriloquism|2
1|1|1|3|Minor Image|3
2|1|1|4|Multicast x2|4
2|1|1|4|Major Image|5
3|2|2|5|Tactile Illusion|7
3|2|2|5|Hallucinatory Terrain|8
4|2|2|6|Multicast x3|10
4|3|3|6|Mirage Arcana|12
5|3|3|7|All Senses|14
5|3|3|7|Eclectic Figment|16
6|4|4|8|Multicast x5|18
6|4|4|8|Eclectic Glamer|20
7|4|4|9|Inspire Audience|25
7|5|5|9|Shadow Evocation|30
8|5|5|10|Multicast x8|35
8|5|5|10|Shadow Conjuration|40
9|6|6|11|Resist Divination|45
9|6|6|11|Eclectic Illusion|50
10|6|6|12|Multicast unlimited|unlimited[/table]

Weapons and Armor: Theatrists are proficient with simple weapons, whips and rapiers. They are proficient with light armor and shields.

Easy Concentration(su): A theatrist can maintain multiple illusions without breaking his train of thought. This ability only applies to figments and glamors gained as spell-like abilities in this class. The total is limited by the theatrist's illusion points. Each sla requires illusion points equal to the level it was gained in order to maintain. For example, a 6th level theatrist has 7 illusion points, so he could maintain a Major Image (5pts) and a Silent Image (2pts) or three Silent Images (2pts each) and a Ghost Sound (1pt) and still have all his normal actions.

Spell-Like Abilities(sla): A theatrist gains many spell-like abilities. These may be used at will. They act like the spells they are based on, except that they require no components, and have save DCs of 10 + 1/2 class level + cha mod.

Least Image(sla): Like Silent Image, except limited to a single 5' cube and slightly cartoony. No one is ever fooled by a Least Image, but a sympathetic audience can easily suspect disbelief.

Multicast(su): A theatrist can produce multiple figments and glamors in a single standard action.

Tactile Illusion(su): A theatrist's illusions of Minor Image quality or higher feel like solid objects. They cannot withstand any serious force, but have the correct texture if touched lightly. This also causes the illusions to seem real to echolocation (e.g. by bats and dolphins).

All Senses(su): A theatrist's illusions of Major Image quality or higher engage all senses, including supernatural senses such as blindsight, mindsight and aura-vision.

Eclectic Illusions(su): A theatrist may select three additional illusion spells to learn as spell-like abilities: first a figment, the a glamor, then any illusion. All these spells must be sixth level or lower, but they may be drawn from any list.

Inspire Audience(su): With a 1 hour performance using his full illusion capabilities, and a DC 20 perform(acting) check, a theatrist can inspire his audience to care about an issue. All audience members receive a +2 morale bonus on all attacks, damage rolls, saves and skill checks relating to the subject of the performance. This bonus lasts one day.

Resist Divination(su): A theatrist's work is very hard to tell from reality. Anyone attempting to use divination spells (such as True Seeing) to penetrate a theatrist's work must make a caster level check opposed by the theatrist's class level check. If the theatrist's is higher or equal, the divination fails silently.