PDA

View Full Version : Temples & Thieves: reimagining d20 SRD classes [WIP]



Frozen_Feet
2013-02-23, 12:27 AM
For a while now, I've been working on my reimagining of d20 SRD feats (http://www.giantitp.com/forums/showthread.php?t=154811&page=2), as well as the Divinity rules. (http://www.giantitp.com/forums/showthread.php?t=270715&page=2) This class fix is meant to be used alongside those two fixes. These fixes together will lead to a very different game than original D&D 3.5. I'm not precisely sure why I'm seeing all this trouble, but re-reading the original classes and seeing how lame most of them are just made me sad. Additionally, this fix will make the classes more able to benefit from the synergistic feat system.

What this fix will do:


It will bring full casters and full manifesters closer in power to non-casting classes. This will mostly be achieved by dragging them into a dark alley and beating them with a nerf bat until -9 and bleeding.
It will give non-casting classes a whole golfbag of new, nifty tricks. Much of this will be achieved through the remade feats, so knowing them will be vital in gauging their usefulness.
If you try to use this fix without the remade feats, you will mostly end up with marginally more useful non-casters, and vastly less powerful full casters.
"Barbarian" will become a Fighter ACF
Many class variant in Unearther Arcana portion of SRD will be incorporated into the classes. Consequently, compatibility with ACFs from other sources will be broken.
Ranger and Paladin will return to being advanced Fighter classes, rather than base classes.
Bard and Assassin will return to being Rogue advanced classes.
Sorcerers will be given a stronger identity than "spontaneous wizard"
Duelist, Shadowdancer, Elocater, Psion Uncarnate, Pyrokineticist, Psionic Fist, Warmind, Slayer, Trallherd, Arcane Archer and Dwarven Defender will be condensed into 5 levels.
How classes advance past 20th level will be rethought
Cleric's connection to gods and divinity will be closely linked to my divine rules variant.
Cerebmancer and Mystic theurge will be elongated to 15 levels.
You can expect more skill points all around
New, inconsequental flull will make its way into a lot of places


I will start with the...

Fighter

Fighter is a person who fights. To someone who's yet to think much of it, this sound so generic as to be useless. However, there's a catch: throughout history, only a tiny minority of people have actually spend their lives practicing martial arts. Most people only fight when it's necessary, before putting down the sword and returning to normal life. Even among adventurers, not many characterize themselves mainly through their combat ability. A rogue defines herself through skills, while a Cleric defines herself through religion. Fighting is just something they do on the side.

Not fighters. To them, fighting is an occupation. It is a lifestyle. When others put down their swords in times of peace, they keep practicing with them in preparation of next war.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Elite|Thug|Barbarian

1st|+1|+2|+0|+0| Weapon Focus | +1d6 Sneak Attack, Knack | Barbarian Special Ability I, Illiteracy, Fast Movement +10'

2nd|+2|+3|+0|+0| Bonus Feat | Bonus Feat | Bonus Feat |

3rd|+3|+3|+1|+1| Knack | Knack | Uncanny Dodge, Trap sense +1

4th|+4|+4|+1|+1| Weapon Specialization, Complete Proficiency | Bonus Feat | Barbarian Special Ability II

5th|+5|+4|+1|+1| Supreme Ability I| +2d6 Sneak Attack, Knack | Improved Uncanny Dodge, Fast Movement +20'

6th|+6/+1|+5|+2|+2| Bonus Feat | Bonus Feat, Complete Proficiency | Bonus Feat

7th|+7/+2|+5|+2|+2| Supreme Ability II | Knack | Damage Reduction 1/--, Trap sense +2

8th|+8/+3|+6|+2|+2| Greater Weapon Focus | Bonus Feat | Barbarian Special Ability III

9th|+9/+4|+6|+3|+3| Knack | Knack | Damage Reduction 3/--, Trap sense +3

10th|+10/+5|+7|+3|+3| Bonus Feat | +3d6 Sneak Attack, Knack | Bonus Feat

11th|+11/+6/+1|+7|+3|+3| Supreme Ability III | Knack | Damage Reduction 5/--, Fast Movement +30'

12th|+12/+7/+2|+8|+4|+4| Greater Weapon Specialization | Bonus Feat | Barbarian Special Ability IV

13th|+13/+8/+3|+8|+4|+4| Knack | Knack | Damage Reduction 7/--, Trap sense +4

14th|+14/+9/+4|+9|+4|+4| Bonus Feat | Bonus Feat | Bonus Feat

15th|+15/+10/+5|+9|+5|+5| Knack | +4d6 Sneak Attack, Knack | Indomitable Will, Trap Sense +5

16th|+16/+11/+6/+1|+10|+5|+5| Bonus Feat | Bonus Feat | Barbarian Special Ability V

17th|+17/+12/+7/+2|+10|+5|+5| Supreme Ability IV | Knack | Damage Reduction 11/--, Trap sense +6

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

19th|+19/+14/+9/+4|+11|+6|+6| Supreme Ability V | Knack | Damage Reduction 17/--, Fast Movement +40'

20th|+20/+15/+10/+5|+12|+6|+6| Bonus Feat | +5d6 Sneak Attack, Bonus Feat | Barbarian Special Ability VI

[/table]

Hit Die: d10

Class Skills: The Fighter's class skills are (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis) and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) ×4. (But see text)
Skill Points at Each Additional Level: 4 + Int modifier. (But see text)

Alignment: A Fighter can be of any alignment. However, there are some clear tendencies among the class. On the ethical axis, Elites tend towards law - after all, their training takes huge amounts of self-discipline, and they are the most likely to be involved with military; after monasteries, large armies are perhaps the most lawful communities in existence. Barbarians tend towards neutrality - in the harsh wilderness, both tradition and personal whim are often compromised in favor of simple pragmatism. Thugs tend towards chaos, as they are most likely to have become Fighters on their own whim.

However, on the moral axis, one tendency rules over all others: very few fighters are good. The reason is simple: for most fighters, fighting means killing, and more specifically, killing those of their own kind. Many fighters try to polish their shield by emphasizing chivalrous ideals or discipline of their profession, but it is more to ease their own consciences and prevent the masses from shunning them. Fact is, most fighters kill for profit, and you can only walk so far on that road without being or becoming numb to the suffering of others. Most fighters have committed atrocities that in any just world will condemn to keep on fighting in legions of Hell.

Class features: All of the following are class features of the fighter.

Weapon and Armor Proficiency: All fighters are proficient with all simple and martial weapons, with light armor and shields (excluding tower shields).

Bonus Feats: At levels shown at the table, a fighter gets a bonus combat-oriented feat in addition to the feat that any character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at shown intervals.

Elite fighters draw their bonus feats from feats noted as [Fighter] bonus feats, as well as [Tactical] feats.

Thug fighters draw their bonus feats from feats noted as [Fighter] bonus feats, as well as any general [Guile] or [Finesse] feats.

Barbarian fighters draw their bonus feats from feats noted as [Fighter] bonus feats, as well as any [Wild] feats.

A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing those feats.

Knacks: Knacks are little quirks, traits and minor abilities a fighter has acquired through his journeys that have little to do with their main occupation of slaughtering people. They mostly exist for building character, but may prove useful in some corner cases. A selection of knacks is offered below.

Childhood friend
You either played with or had correspondence with a person who later went to become famous. Pick one NPC between levels 5 to 15 whose age is within ten years of your age. If that NPC can recognize you, he will be predisposed to act friendly towards you, even if he technically should be hostile.
Special: must be taken at character level 1st.

Mommy's special recipe
No matter how much you suck at cooking otherwise, you know how to make one superbly delicious dish. Making this dish is a DC 5 Int check that takes 1d4 x 10 minutes to complete, and costs 5 copper pieces for raw materials. Any living creature you can convince to taste this dish will cease hostilities for 1d4 minutes, or act as if attitude was one step better towards you than normal for 1d4 x 10 minutes if not hostile.
Special: preparing the dish can be made as a skill check if you have ranks in appropriate skill.

I have needs
You always know the direction of last red light district you visited, as well as the direction of the nearest red light district within 100 miles.

Useful minutiae
You have picked up some interesting trivia on your journeys. You get 2 ranks in any one Knowledge skills you don't yet have ranks in.
Special: you can take this knack multiple times. Each time, it must apply to a different Knowledge skill.

High-ranking friends in low places
You are well-acquainted with one criminal organization. You get +2 bonus to all Cha checks made towards members of that organization. Members of that organization are predisposed to act friendly toward you if they can just recognize you.

Good ears
You get 2 ranks to Listen and Balance. Listen and Balance are always considered class skills for you.

Perfect sight
You get 2 ranks to Spot and Search skills. Spot and Search are always considered class skills for you.

Hound's nose
You get the Scent special ability up to 10 feet, or range of any existing Scent ability of yours doubles.

Sensitive fingers
You can read any engraved or forcibly written text by running your fingers over it. This allows you to peruse some texts while blinded, or in the dark. You can recite the text you read aloud, allowing for activation of some magic items, such as scrolls.

The Aristocrats
No matter how awful comedian you are otherwise, you know one really funny joke. When you tell it, one person of your choice and 1d4 randomly chosen characters within hearing range will burst into hysteric laughter and be unable to act for 1 round. They get a Will save against DC (10+ ½ your Fighter level + your charisma modifier) to resist.

This is what killed Kenny!
You have witnessed some disease or poison multiple times during your journeys and are intimately familiar with its symptoms. You will always be able to recognize when a person is suffering from that malady, and get +2 to all Heal checks made to treat it.
Special: This knack can be taken multiple times. Each time, you pick a new poison or disease.

Little Chymist
During your journeys, you have learned to create one type of alchemical item from scrap materials. Pick one alchemical item - you can make one copy of that item in 1d4 x 10 minutes by succeeding in an Int check against the Craft DC of your chosen item. You must have have at least the item's weight of destructible junk at hand.
Special: If you get Craft (Alchemy) skill, you can benefit from it while making the check. You can take this knack multiple times - each time, it applies to a different alchemical item.

Acquired immunity
You have been subjected to some substance enough times that you could now chuck it like water. Pick one poison - you are now entirely immune to it.
Special: You must have been subjected to the poison at some point of your career. You can take this knack multiple times - each time, it applies to a new poison.

We called him Norbert
Your family or friends kept a very peculiar pet when you were young. Pick one creature of the following types: Aberration, Dragon, Magical beast, Fey, Animal, Ooze, Plant, Vermin. You know absolutely everything about that one creature.
Special: You can take this knack multiple times - each time, it applies to a new sort of creature.

Still going strong
You don't get any penalties for achieving or being middle-aged.
Special: You can take this knack a second time. If you do, you get no penalties for becoming old-aged.

Tenacious old fart
This will be your future. You will live to maximum possible age for your species, plus 1d8 years, before dying of old age.
Special: You may take this knack multiple times. Each time, your lifespand extends by further 1d8 years.

Pack rat
You can carry 10 lbs. more before moving from light to medium load. You are assumed to have one article of any item weighing less than 1 lbs, and costing no more than 5 copper pieces, at your person at any time, but only one of any given item per day.
Special: You can take this knack multiple times. In addition to carrying capacity increase, the worth of items you can have multiplies by 10, first to 5 silver pieces, then to 5 gold pieces, up to a maximum of 5 platinum pieces.

Devout
Someone always says his prayers before going to bed. You get +2 to all Cha checks towards Adepts and Clerics that are of same alignment than you, and they are predisposed to act friendly toward you.

Light sleeper
You get by with less sleep than others. You get all benefits normally associated with full night's rest in 6 hours. You get +2 to all saves against sleep effects.

Hi there handsome
You get +4 to all Cha checks towards characters of opposite gender and sharing a creature type with you.

I think I've been here before
You get +4 to all Knowledge (Local) and Gather Information checks in regards to, or while in, a settlement you have previously ransacked.

Checkmate
You are exceedingly good in one boardgame, such as chess. You win 95% of the time in that game (any roll on d20 except 1), and the rest of times you end up in a draw.

Pals with great-great-uncle Barnabas
You have a known vampire in your family tree. You know everything there is to know about vampires, vampire lords and vampire spawn.

No body odor
As long as you are not using perfume or the like, you are undetectable and untraceable by the Scent special ability.


Origin: A starting fighter chooses one of three origins: Elite, Thug or Barbarian. These origins represent fighters coming from different backgrounds, and determine rest of a fighter's class features.

Elites come from upper echelons of society. A typical Elite fighter is second-born child of a noble who gets trained into a knight, a samurai loyal to his liege or an officer in an imperial army. What these all share in common is that they had a privileged upbringing, better nutrition than most, and had the opportunity to spend their days learning how to better kill people instead of, say, farming. When people think of a knight in shining armor, they're thinking of these people.

Thug fighters come from those less fortunate - the lower urban classes, such as merchants, street urchins and military conscripts. A typical Thug fighter is a pirate, a local folk hero, right-hand-man of the local crime lord or a peasant conscripted to military service serving as a non-commissioned officer. These are people who've either been forced to rise above their meager origins due to outside factors, such as wars, or who've achieved their combat skills against the odds through personal determination.

Barbarian fighters come from outside this thing called "civilization", from amongst tribal societies living in most hostile of places. A typical Barbarian fighter is a hunter-gatherer whose prey just happens to be almost as dangerous as him, a nomad jealously guarding his herd animals from beasts of the wild, or a wild raider who revels in murdering and pillaging.

Elite Fighters

Proficiences: Elite fighters gain proficiency with medium and heavy armor, as well as tower shields.

Class skills: Elite fighters add Heal (Wis), Diplomacy (Cha), Knowledge (History)(Int), Knowledge (Nobility & Royalty)(Int), Ride (Dex) and Knowledge (Architechture & Engineering)(Int) to their class skill list.

Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization: An Elite Fighter gainst these feats automatically at the levels shown on the table.

Supreme ability: Throughout history, Elite fighters have made an attempt to be paragons of their species in more ways than just killing people. Some times they've used their bodies fine-tuned by martial training to excel at sports, at others they have studied calligraphy to improve the swing of their sword.

At 5th level, an Elite Fighter chooses from one of the following feats: Acrobatic, Agile, Alertness, Athletic, Diligent, Negotiator, Persuasive.

At 7th level, an Elite Fighter chooses one of the following feats: Great Strenght, Great Dexterity, Great Constitution, Great Intelligence, Great Wisdom, Great Charisma.

At 11th level, an Elite Fighter gains the Skill Focus feat. He must pick a skill for this feat that is not on his list of fighter class skills.

At 17th level, an Elite Fighter chooses from one of the following feats: Legendary Wrestler, Legendary Swimmer, Legendary Leaper, Legendary Climber, Legendary Tracker, Legendary Performer, Legendary Craftsman, Legendary Expert. He must choose a feat he meets the prerequisites for.

At 19th level, an Elite Fighter once again chooses from the following feats, picking a feat he has not yet taken: Great Strenght, Great Dexterity, Great Constitution, Great Intelligence, Great Wisdom, Great Charisma. If he already has all of these feats, he gets permanent 1 point increase to all of his ability scores.

Complete Proficiency: At 4th level, the Elite fighter has achieved mastery of the tools of war. He becomes proficient with all Exotic weapons, exotic shields and exotic armor. If he has Exotic Weapon Proficiency or similar feat, he may opt to either trade it for any other feat which prerequisites he meets, or keep it and apply its benefits to all exotic weapons.

Thug Fighters

Proficiences: Thug fighter gains proficiency with tower shields.

Skill Points at 1st Level are increased to (6 + Int modifier) ×4.
Skill Points at Each Additional Level are increased to 6 + Int modifier.

Class skills: Thug fighters add Gather Information (Cha), Knowledge (Local)(Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Sleight of Hand (Dex), Tumble (Dex) and Use Rope (Dex) to their class skill list.

Sneak Attack: If a Thug fighter can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Thug’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Thug flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 at every Fighter level divisible by 5. Should the Thug score a critical hit with a sneak attack, this extra damage is not multiplied.

Thug fighter's ranged attacks can count as sneak attacks only if the target is within 90 feet.

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

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

Levels of Thug Fighter count as and stack with Rogue levels for purposes of bypassing Uncanny Dodge.

Complete Proficiency: At 6th level, the Thug fighter has achieved mastery of the tools of war. He becomes proficient with all Exotic weapons and exotix shields. If he has Exotic Weapon Proficiency or similar feat, he may opt to either trade it for any other feat which prerequisites he meets, or keep it and apply its benefits to all exotic weapons.

Barbarian Fighters

Proficiencies: A Barbarian fighter is proficient with medium armor

Class skills: Barbarian fighters add Listen (Wis), Ride (Dex), Spot (Wis), Knowledge (Nature)(Int), Knowledge (Local)(Int), Knowledge (Geography)(Int), Use Rope (Dex) and Survival (Wis) to their class skill list.

Fast Movement (Ex): A Barbarian’s all movement modes are faster than the norm for his race by +10 feet. This benefit applies only when he is carrying no more than a medium load, and wearing no more than medium armor. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. The Barbarian fighter's speed increases by further 10' at 5th, 11th and 19th levels.

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write one language he is able to speak.

A barbarian who gains a level in any other class automatically gains literacy with one additional language. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Uncanny Dodge (Ex): At 3rd level, a barbarian fighter retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 at 7th, 9th, 13th, 15th and 17th barbarian levels. Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian fighter can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Damage Reduction (Ex): At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. This Damage Reduction increases to 3, 5, 7, 11, 13 and 17 at 9th, 11th, 13th, 17th and 19th levels of barbarian fighter. Damage reduction can reduce damage to 0 but not below 0.

Indomitable Will (Ex): A barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells and mind-affecting powers. This bonus stacks with all other modifiers.

Barbarian special abilities: At 1st level, and every level divisible by 4 afterwards, a barbarian can choose one of the following special abilities. The abilities are formatted with the assumption of being taken at 1st level, but if a Barbarian of higher level takes them, he retroactively gets all benefits he's due for his level:

Rage (Ex):
You come from a tradition of fearsome berserker warriors, famous for eating the wrong kinds of mushrooms to enter a state near-invulnerable combat fury.
Prequisite: Non-lawful alignment
Benefit: A barbarian with this ability can fly into a rage once per day at 1st level, and 1 additional time for every three levels afterwards. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A barbarian can fly into a rage only once per encounter. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Special: For each three [Finesse] feats a barbarian fighter has, he can choose one Dexterity-based skill he can use even while raging. For each four [Guile] feats a barbarian fighter has, he can choose one Intelligence- or Charisma-based skill he can use even while raging.

Rage bonuses stack with Frenzy.

Whirling Frenzy (Ex)
Your tribe is known for combining fighting with a wild and bizarre dancing.
Prerequisite: Perform (Dance) 2 ranks
Benefit: A barbarian with this ability can enter a state of frenzied fighting once per day at 1st level, and 1 additional time for three every levels afterwards. While in a frenzy, barbarian temporarily gains +2 to Str, +4 to Dex, +2 to Cha, and +2 competence bonus to Reflex saves, but suffers a -2 penalty to Will saves. While frenzied, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, Tumble or Perform), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats, and metamagic feats. A fit of frenzy lasts for a number of rounds equal to 3 + the character’s (newly improved) Dexterity modifier. A barbarian may prematurely end his frenzy. At the end of the frenzy, the barbarian loses the frenzy modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A barbarian can fly into a frenzy only once per encounter. Entering a frenzy takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Special: For each three [Finesse] feats a barbarian fighter has, he can choose one Dexterity-based skill he can use even while frenzied. For each four [Guile] feats a barbarian fighter has, he can choose one Intelligence- or Charisma-based skill he can use even while frenzied.

Frenzy bonuses stack with rage.

Poison brewing (Ex)
Your tribe uses various toxins derived from local wildlife to hunt their prey.
Prerequisite: non-good alignment
Benefit: A barbarian fighter with this ability immediately gain 4 ranks in Craft (Poisons) skill and learns how to brew the following poisons. The barbarian is trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. The save DC for barbarian's poisons is the poison's strenght (see descriptions), plus ½ the barbarian's class level.

On-set time tells how long it takes before the poison delivers its initial damage. Before this period runs out, a victim feels perfectly fine.

Delicious black berries
Craft DC 10; cost 5 sp; Ingested; Strenght DC 10
On-set time: Immediate
Initial damage: Nausea for 1d6 rounds, Sickened for 2d6 hours
Secondary damage: Sickened for 2d6 hours.

Chewy plant resin
Craft DC 10; cost 10 sp; Injury; Strenght DC 10
On-set time: 1 minute
Initial damage: Unconsciousness 1d3 hours.
Secondary damage: Unconsciousness 1d3 minutes.

Spider venom
Craft DC 10; costs 5 sp; Injury; Strenght DC 10
On-set time: Immediate
Intial damage: Paralysis 1 round
Secondary damage: Paralysis 1 round

Poison sand
Craft DC 20; cost 15 sp; Inhaled; Strenght DC 10
On-set time: Immediate
Initial damage: Blindnees for 2d6 minutes
Secondary damage: Blindess for 2d6 rounds.
Special: Unlike usual, a victim rolls for secondary damage immediately if he succeeds in a save against initial damage.

Black snake venom
Craft DC 15; cost 5 sp; Injury; Strenght DC 15
On-set time: Immediate
Initial damage: 1d6 Str damage
Secondary damage: 1d3 Str damage

Black fungi spores
Craft DC 10; cost 1 sp; Inhaled; Strenght DC 10
On-set time: Immediate
Initial damage: Confusion 1 round
Secondary damage: Confusion 1 round

Funny blue frog ichor
Craft DC 20; cost 20 sp; Contact; Strenght DC 15
On-set time: Immediate
Initial damage: Confusion 2d6 rounds
Secondary damage: Confusion 1d3 rounds

Sacred soil
Craft DC 15; cost 0 sp (see below); Inhaled; Strenght DC 20
On-set time: Immediate.
Initial damage: 1d4 Cha damage*
Secondary damage: 1d4 Cha damage
Special: This is a supernatural poison that only affects undead. It needs one bottle of holy water per dose to make. It takes 1 minute to mix the soil and water. It bypasses normal undead immunities to poison and ability damage.

Delicious red berries
Craft DC 15; cost 30 sp; Ingested; Strenght DC 15
On-set time: 1 hour
Initial damage: Nausea for 1d6 hours, Sickened for 1d4 weeks.
Secondary damage: Sickened for 1d4 weeks.

Big jellyfish venom
Craft DC 20; cost 45 sp; Injury; Strenght DC 15
On-set time: immediate
Initial damage: Paralysis 2d6 rounds
Secondary damage: Paralysis 2d6 rounds

Wicked dust
Craft DC 25; cost 500 sp; Inhaled; Strenght DC 15
On-set time: immediate
Initial damage: Permanent blindness
Secondary damage: Blindness 2d6 hours
Special: Unlike usual, a victim rolls for secondary damage immediately if he succeeds in a save against initial damage.

Red snake venom
Craft DC 25; cost 500 sp; Injury; Strenght DC 15
On-set time: immediate
Initial damage: 2d6 Str damage
Secondary damage: 2d3 Str damage

White fungi spores
Craft DC 20; Cost 500 sp; Inhaled; Strenght DC 15
On-set time: immediate
Initial damage: Confusion 4d6 rounds
Secondary damage: Confusion 2d6 rounds

Funny red frog ichor
Craft DC 30; cost 750 sp; Contact; Strenght DC 15
On-set time: Immediate
Initial damage: Confusion 3d6 rounds, Wis Damage 1d3, Cha damage 1d3, Int damage 1d3
Secondary damage: Confusion 2d6 rounds, Wis, Cha and Int damage 1

Delicious purple berries
Craft DC 35; cost 1500 sp; Ingested; Strenght DC 20
On-set time: 1 day
Initial damage: Nausea for 1d6 days, sickened for 1d4 months
Secondary damage: Nausea for 1d6 hours, sickened for 1d2 months

Tiny jellyfish venom
Craft DC 40; Cost 2000 sp; Contact; Strenght DC 15
On-set time: immediate
Initial damage: paralysis for 1 hours, 2d6 Str damage
Secondary damage: paralysis 2d6 minutes, 1d6 Str damage

Seasnake venom
Craft DC 40; Cost 2000 sp; Injury; Strenght DC 15
On-set time: immediate
Initial damage: 3d6 Con damage
Secondary damage: 2d6 Con damage

White-and-red fungi spores
Craft DC 40; Cost 3000 sp; Inhaled; Strenght DC 15
On-set time: immediate
Initial damage: Confusion 6d6 rounds, Rage
Secondary damage: Confusion 4d6 rounds, Rage

Funny golden frog ichor
Craft DC 40; cost 4500 sp; Contact; Strenght DC 15
On-set time: immediate
Initial damage: death.
Secondary damage: 2d6 Wis, Int and Cha damage.

Delicious berry & mushroom stew
Craft DC 50; Cost 5000 sp; Ingested; Strenght DC 20
On-set time: 1 week
Initial damage: Permanent insanity, 1 point of Constitution and Wisdom Damage*
Secondary damage: Confusion 1 week, 1 point of Constitution and Wisdom Damage
Special: If a victim fails either save, this poison keeps on forcing Fortitude saves each week, until the victim succeeds, or dies.

Delicious inflating fish stew
Craft DC 50; cost 6000 sp; Ingested; Strenght DC 30
On-set time: 1d6 minutes
Initial damage: death.
Secondary damage: unconsciousness 1d6 days
Special: if a victim suffers secondary damage from this poison, they appear dead rather than unconscious.

Glowing green rock shard
Craft DC 60; cost 12000 sp; Ingested; Strenght DC 30
On-set time: 1d6 weeks
Initial damage: 1d2 Dex, Con and Int damage
Secondary damage: 1 Dex and Con damage
Special: If a victim fails either save, this poison keeps on forcing Fortitude saves each week, until the victim succeeds, or dies. This disease is incurable through supernatural means short of a Limited Wish, Wish or Miracle. This poison bypasses any poison immunity of victims who still have a Con score.

Eerie spider venom
Craft DC 60; Cost 15000 sp; Contact; Strenght DC 30
On-set time: Immediate
Initial damage: Death after 1 year.
Secondary damage: Death after 1 year.
Special: This poison is incurable through any natural or supernatural means, save for one specific antidote you can make. The antidote is a craft DC 70 to make and costs 30000 sp. This poison bypasses any poison immunity of victims who still have a Con score.

A non-barbarian fighter trying to replicate these poisons will find it extremely difficult. All costs are multiplied by 10 and the Craft check DCs increase by 10.

Totem Animal (Ex)
You come from a tribe famous for venerating various animals
Prequisite: Must have tattooed the appropriate animal to your body, Knowledge (Nature) 4 ranks.
Benefit: A barbarian fighter with this ability knows the lifestyle and habits of his totem animal inside out, and can partially mimic them. He automatically succeeds in all knowledge checks concerning that animal.

Ape
Barbarian with the totem gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). At 5th level, he also gainst +2 to Intimidate and Bluff checks and the Power Attack feat, even if he doesn't normally meet the prerequisites. At 10th level, his climb speed equals his land speed.

Bear
Barbarian with bear totem switches all his past and future hit dice into d12. At 5th level, he also gains the Improved Grapple feat, even if he doesn't meet the prerequisites, and the Scent special ability up to 60 feet. At 10th level, he gets the Improved Grab special ability when fighting unarmed.

Boar
Barbarian with boar totem gets +4 bonus to all Survival and Search checks made to find food. At 5th level, he gains the Awesome Blow feat even if he normally doesn't meet the prerequisites. At 10th level, the barbarian can keep acting even when at negative hitpoints, disabled and dying. If he also has the Rage special ability, during a rage, no amount of hitpoint damage will kill him - he will stay at -10 and keep acting until his rage ends.

Crocodile
A barbarian with crocodile totem gets +2 to Swim and Hide checks and can hold his breat four times longer than normal. At 5th level, the barbarian gains Skill Focus (Hide). At 10th level, he gains a bite attack (1d6 damage for medium creatures) and the Improved Grab special quality whenever he hits with his bite.

Dragon (one color)
Barbarian with dragon totem gets energy resistance equal to his character level, depending on which color of dragon is his totem. Red and Cold grant fire resistance, Blue grants electricity resistance, White and Silver grant cold resistance, Black or Green grants acid resistance, other metallic dragons grant sonic resistance. At 5th level, the barbarian gainst the Blindfight feat, even if wouldn't normally meet the prerequisites. At 10th level, a dragon-totem barbarian gains the frightful presence ability while wearing warpaint. The save DC is equal to 10 + 1/2 barbarian level + barbarian's Cha modifier.

Eagle
Barbarian with an eagle totem gets low-light vision, or darkvision up to 120 feet if they already have it, or their existing darkvision increases by 60 feet. At 5th level he gains +4 to all Spot checks and Lightning Reflexes feat. At 10th level, ranges of all his vision modes are doubled.

Horse
Barbarian with horse totem gets +4 bonus to all Ride and Handle animal checks when dealing with horses. At 5th level, he gains the Run feat, and the Endurance feat at 10th.

Jaguar
Barbarian with Jaguar totem gets a bite attack, damage 1d6 for medium creatures. At 5th level, he gets +2 bonus to Climb and Balance checks and the Stealthy feat. At 10th level, he gets climb speed equal to half his land speed.

Lion
Barbarian with Lion totem gets +10 feet bonus to land speed. At 5th level, he gains the Pounce special ability. At 10th level, he gains two claw attacks (1d3/1d3 for medium creatures) and gains the ability to rake.

Lynx
A barbarian with lynx totem gets two claw attacks (1d4/1d4 for medium creatures) and climb speed 10'. At 5th level, he gains the ability to use whirling frenzy 1 per day - if he already has whirling frenzy ability, he gets 2 extra uses of it. At 10th level, the barbarian becomes able to start frenzying whenever he is dealt damage, not just on his own turn. He can also frenzy tirelessly and doesn't become fatigued at the end of a frenzy.

Owl
A barbarian with owl totem gets +2 bonus to all Wisdom-based skill checks. At 5th level, he gains +2 to all Will saves and the Alertness feat. At 10th level, he gains Spell resistance 10, which is lowerable as a free action.

Serpent
Barbarian with serpent totem is immune to all snake venoms. At 5th level, he gains +2 to all Hide and Move Silently checks and the Improved Grapple feat, even if he doesn't normally meet the prerequisites. At 10th level, he gets special constrict attack (2d8 for medium creatures) to use while grappling.

Shark
A barbarian with shark totem gains shark's Keen Scent special ability. At 5th level, he gets +4 to all Spot checks and the Legendary Swimmer feat, even if he wouldn't normally meet the prerequisites. At 10th level, he gets a bite attack (2d6 damage for medium creatures).

Weasel
Barbarian with weasel totem gets +2 bonus to all Balance, Climb and Escape Artist checks. At 5th level he gains the scent ability and Weapon finesse feat, even if wouldn't normally meet the prerequisites. At 10th level, he gains low-light vision.

Wolf
Barbarian with Wolf totem gets the Scent special ability up to 60 feet. At 5th level, he gets +4 to all Listen checks and the Track feat. At 10th level, he gets the Improved Trip feat, even if he doesn't meet the prerequisites, and a bite attack (1d6 damage for medium creatures).

Wolverine
A barbarian with wolverine totem gets two claw attacks (1d4/1d4 for medium creatures) and burrow speed 10'. At 5th level, he gains the ability to rage 1 per day - if he already has rage special ability, he gets 2 extra uses of it. At 10th level, the barbarian becomes able to start raging whenever he is dealt damage, not just on his own turn. He can also rage tirelessly and doesn't become fatigued at the end of a rage.


Special: This barbarian special ability can be taken multiple times, up to a maximum of 3 times. Each time, the Barbarian gets an additional totem animal.

If a barbarian gets two natural attacks of the same type (two bite attacks, or two pairs of claws), he will not get more natural attacks than he has limbs or mouths to use, but his best natural attack of that type will henceforth deal damage as if it was one size category larger than normal.

GM's tips: Making more totems is easy. If none of the above seem suitable, pick any animal creature: give +2 to two highest-ranking skills of the animal, one feat the animal has, and either one special quality or natural attack that is plausible for a barbarian to have.

Great Hunter (Ex)
Benefit:Barbarian fighter may select any type from the accompanying table to be his Favored Enemy. The barbarian gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, Knowledge and Survival checks when using these skills against creatures of that type. Likewise, he gets a +2 bonus on all attack rolls against such creatures.

Every five levels thereafter, the barbarian may select an additional favored enemy from types listed. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the barbarian chooses humanoids as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the barbarian's bonuses stack.

Barbarian favored enemies:
Type (subtype) | Type (Subtype
Aberration | Animal
Dragon | Fey
Giant | Magical beast
Monstrous Humanoid | Humanoid (aquatic, reptilian)
Humanoid (elf, human) |Humanoid (goblinoid, gnoll, orc)
Humanoid (gnome, halfling, dwarf) | Ooze
Plant | Vermin


Animal Companion (Ex)
Your tribe is well-known for being friends with wild animals.
Prerequisite: Handle Animal 4 ranks
Benefit: A barbarian fighter with this ability gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the barbarian’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the barbarian on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the barbarian’s effective druid level is one-half his fighter level, minimum 1. A barbarian may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his fighter level. Like a druid, a barbarian cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Special: You may select this ability twice. If you do, you get a second animal companion.

Spirit of the Wild (Ex)
Prerequisite: Survival 4 ranks
Benefit: A barbarian fighter's ability to move through the wild defies understanding. He leaves no tracks when moving through the wilderness, unless he chooses to do so.

Special:If the barbarian also has the Totem Animal or Animal Companion special abilities, he gains the ability to influence attitude of his totem animals or creatures sharing species with his animal companion(s). This ability functions just like a Diplomacy check made to improve the attitude of a person. The barbarian rolls 1d20 and adds his figther level and his Charisma modifier to determine the wild empathy check result.

Wild animals are typically unfriendly.

To use wild empathy, the barbarian and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

Omnicrat
2013-02-23, 01:45 AM
1) You didn't include any knacks. Which happens to be a name I used for one of my homebrews...
2) The barbarian entry seems unfinished.

3) Bluff doesn't seem like it should be a core fighter skill. That might just be me, though.

4) Will there be divine elites, thugs, and barbarians?

bobthe6th
2013-02-23, 01:53 AM
I don't know... I feel that the fighter class was what corrupted the feat system. Non fighters get 7 over 20 levels... 7 things with which to define themselves. But the fighter can push that number to 18. Suddenly, you have to nerf feats, or they will be to good. we see a small subset of feats that are solidly designed, and then hundreds of fluff feats that serve as taxes to do cool things.

I would suggest stripping out bonus feats entirely, and make a subsystem that mimics them for fighters and other classes that get them. Then you can make feats worth 1/7th of the cool things a character can do, rather then assuming 1/18 and making everyone get only 7/18ths of the cool things they should be able to do.

Frozen_Feet
2013-02-23, 04:07 AM
1) You didn't include any knacks. Which happens to be a name I used for one of my homebrews...
2) The barbarian entry seems unfinished.

3) Bluff doesn't seem like it should be a core fighter skill. That might just be me, though.

4) Will there be divine elites, thugs, and barbarians?
In order: knacks will be included once I have time to write them. Barbarians seem unfinished because they are. Bluff is a class skill because of Feint. there already are salient divine abilities for fighters and barbarians. Thugs can decide whether they like fighter's or rogue's more I suppose.


I don't know... I feel that the fighter class was what corrupted the feat system. Non fighters get 7 over 20 levels... 7 things with which to define themselves. But the fighter can push that number to 18. Suddenly, you have to nerf feats, or they will be to good. we see a small subset of feats that are solidly designed, and then hundreds of fluff feats that serve as taxes to do cool things.

I would suggest stripping out bonus feats entirely, and make a subsystem that mimics them for fighters and other classes that get them. Then you can make feats worth 1/7th of the cool things a character can do, rather then assuming 1/18 and making everyone get only 7/18ths of the cool things they should be able to do.

I've already reworked most of srd feats. They are very different now. With 7 feats, you get at least 7 nice things. With 13, 17 or 21, you will get a whole lot more.

Omnicrat
2013-02-23, 11:19 AM
I was asking if you were changing it to reflect the lack of an independent fighter(elite) and barbarian class. A god of fighters would be a god of all three and their would be specialist SDAs for eliet, thug, and barbarian.

There was something else, but I can't for the life of me remember what...

Frozen_Feet
2013-02-24, 06:34 PM
Knacks and barbarian features have been added. I may add two or three additional Barbarian special abilities, and a whole lot more knacks once I can think of something appropriate.

Omnicrat
2013-02-24, 07:29 PM
Looks really good. Will all classes take knacks? I feel like they should, but its your system. Also, why does it have a red down thumb next to it?

Frozen_Feet
2013-02-24, 07:56 PM
I don't know why it has it. Maybe I clicked it on accident.

I may use Knacks as filler for other classes too as I progress. They really only exist to give something to fill dead levels with.

Frozen_Feet
2013-02-24, 09:51 PM
Paladin

Some fighters talk the talk about chivalry and how they serve the forces of good. A paladin is a rare example of a fighter who walks the walk. They are true paragons of goodness, following the spirit of their code of conduct, not just its letter. Because of this, the world itself looks favorably upon them and bestows them with divine abilities.

There are two tragedies in being a paladin. The first is that being good does not equate to being likeable. A lot of people will be put off by paladins' extreme idealism. Evil people and people who fail to understand nuances of their code have easy time berating them for naivety, hypocrisy, ortopraxy or fanaticism. A paladin's status puts her under the spotlight, meaning she might get chastized for failings that would go unnoticed in others.

The second is that eventually, a paladin will fail. It's not a question of if, merely when. It is crucial for a paladin to think that when the world threads down on good people, it is the world that needs to change, but even the mightiest of paladins are far from omnipotent. Because of this, there are not many old paladins. Eventually, the burden just becomes too great, and they put down the sword, hoping that younger generations will pick it in turn.

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

1st|+1|+2|+0|+2| Aura of Good, Detect Evil, Martial Roots, Smite Evil 1/day

2nd|+2|+3|+0|+3| Divine Health, Lay on Hands, Sacred Mount

3rd|+3|+3|+1|+3| Divine Grace, Aura of Courage, Turn Undead

4th|+4|+4|+1|+4| Smite Evil 2/day, Remove Disease 1/day

5th|+5|+4|+1|+4| Continuous Protection from Evil

6th|+6/+1|+5|+2|+5| Bonus feat, Remove Disease 2/day

7th|+7/+2|+5|+2|+5| Greater Sacred Mount

8th|+8/+3|+6|+2|+6| Bonus feat, Smite Evil 3/day, Remove Disease 3/day, Remove Curse 1/week

9th|+9/+4|+6|+3|+6| Turn Fiends

10th|+10/+5|+7|+3|+7| Bonus feat, Remove Curse 2/week

11th|+11/+6/+1|+7|+3|+7| Paladin's Blessing

12th|+12/+7/+2|+8|+4|+8| Bonus feat, Smite Evil 4/day, Remove Curse 3/week, Break Enchantment 1/week

13th|+13/+8/+3|+8|+4|+8| Automatic Sacred Spell

14th|+14/+9/+4|+9|+4|+9| Bonus feat, Break Enchantment 2/week

15th|+15/+10/+5|+9|+5|+9| Continuous Holy Aura
[/table]

Requirements: To qualify to become a paladin, a character must fulfill all the following criteria.

Alignment: Lawful good. It is practically the definition of a paladin.

Base Attack Bonus: +3.

Abilities: Cha 11 and Wisdom 11.

Skills: Knowledge (religion) 3 ranks, Knowledge (nobility and royalty) 4 ranks, Ride 4 ranks.

Feats: Mounted Combat, Negotiator.

Hit dice: d10.

Class Skills: The paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Architechture & Engineering), Knowledge (History) (Int) Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Swim (Str) and Sense Motive (Wis).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are class features of the paladin.

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (including tower shields).

Martial Roots (Ex): A paladin, though exceptional in attitude and abilities, is still a Fighter. Paladin levels stack with Fighter levels for purposes of determining effects of special abilities and which [Fighter] feats are available to the paladin.

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Spells: Beginning at 1st level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin's spells. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Paladin's spells indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric of concepts does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Paladin's caster level is equal to her fighter level.

{table=head]Spells Per-Day
{table=head]Level | 1 | 2 | 3 | 4
1st | 0 | - | - | - |
2nd | 1 | - | - | - |
3rd | 1 | 0 | - | - |
4th | 2 | 1 | - | - |
5th | 2 | 1 | 0 | - |
6th | 3 | 2 | 1 | - |
7th | 3 | 2 | 1 | 0 |
8th | 4 | 3 | 2 | 1 |
9th | 4 | 3 | 2 | 1 |
10th | 5 | 4 | 3 | 2 |
11th | 5 | 4 | 3 | 2 |
12th | 5 | 5 | 4 | 3 |
13th | 5 | 5 | 4 | 3 |
14th | 5 | 5 | 5 | 4 |
15th | 5 | 5 | 5 | 4 |
[/table][/table]

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per fighter level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 4th level, and at every four levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of four times per day at 14th level.

Divine Health (Ex): At 2nd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to twice her Fighter level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. A paladin may forego 5 points of healing in order to cure fatigue, blindness or nausea.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. The paladin does 2 points of damage for each point of damage he could've healed.

Divine Grace (Ex): At 3rd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Aura of Courage (Ex): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Turn Undead (Su): When a paladin reaches 3rd level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of her effective Fighter level.

Sacred Mount: Upon reaching 3rd level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per fighter level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Remove disease (Sp): At 4th level, a paladin can produce a remove disease effect, as the spell, once per day. She gains additional uses of this ability at 6th and 8th levels.

Continuous Protection from Evil (Su): At 5th level, the paladin gains the benefits of Protection from Evil (http://www.d20srd.org/srd/spells/protectionFromEvil.htm) spell permanently

Bonus feats: At 6th level and every two levels, the paladin gains a bonus feat. This may be any [Fighter] or [Divine] feat she meets the prerequisites for.

Greater Sacred Mount: At 9th level, a Paladin can peacefully retire his former companion to gain a griffon or pegasus for your Sacred Mount.

Remove Curse (Sp): At 8th level, a paladin can produce a remove curse effect, as the spell, once per week. She gains additional uses of this ability at 10th and 12th levels.

Turn Fiends: At 9th level, paladin can spend uses of her Turn Undead ability to turn evil-aligned outsiders instead. A turned outsider is banished back to its home plane, and can't return for 1d10 minutes even if capable of planar travel. (If it's already on its home plane, it simply flees away from the paladin for 1d10 rounds.) If the paladin's effective Fighter level is twice greater than outsider's HD, the outsider is destroyed instead.

Paladin's Blessing: At 11th level, the Paladin gains the ability to cast any spell on her spell list she has prepared with less than full round casting time as a swift action, 3 times per encounter.

Break Enchantment (Sp): At 12th level, a paladin can produce a break enchantment effect, as the spell, once per week. She gains additional use of this ability at 14th level.

Automatic Sacred Spell (Su): When the Paladin casts any damaging spell, half of the damage dealt results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic. The other half of the damage dealt by the spell is as normal.

Continuous Holy Aura (Su): At 15th level, the paladin becomes permanently under effects of the Holy Aura (http://www.d20srd.org/srd/spells/holyAura.htm) spell.

Code of Conduct

A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. In addition, paladins have sworn to follow the follow code of conduct:


(If worshipping a lawful good god) A paladin obeys her god's teaching and defends her church.
A Paladin will only draw her sword when necessary; if possible, she must seek a peaceful solution.
A paladin's honour is to be trusted. A paladin will never knowingly lie or misinform, and if she must omit part of the truth, she will tell so. If a paladin swears on her honour to accomplish a task, she will do so exactly and to the very best of her ability.
A paladin is loyal to her king, her officers, her employers and her country. He must stick through thick and thin with them against anyone who is their enemy or badmouths them.
A paladin's duty is to be useful and help other; she is to do her duty before anything else, even though she gives up her own pleasure, or comfort, or safety to do it. When in difficulty to know which of two things to do, she must ask herself, "Which is my duty?" that is, "Which is best for other people?"---and do that one. She must Be Prepared at any time to save life, or to help injured persons.
A paladin is friend to all and sister to all other paladins; if a paladin meets another of her kind, she must speak to him, and offer to help in any way she can. A paladin will not look down her nose on others because they are poorer or of lower social standing, nor will she resent those who are richer or of higher status.
A paladin is courteous, towards all, but especially children, cripples and elderly people. She requires no acknowledgement or reward for being helpful and courteous.
A paladin respects nature and is friend to animals. She will not needlessly spoil the wilderness or ravage crops, and she will not kill animals except in self-defence or when necessary for sustenance. She will not cause undue suffering to animals, and will relieve them from any pain she can.
A paladin gives succour to orphans and widows, even those of slain enemies.
A paladin obeys any lawful order without question, even if she does not like it, because it is her duty. After she has done it she can come and state any reasons against it, but she must still carry out orders at once. If a paladin recognizes an order as unlawful or false, she must immediately state so and explain her denial.
A paladin will never turn a blind eye to evil. She must act against it when and wherever possible, and try to make evildoers abandon their wicked ways.
A paladin searches the truth in all matters. She will not accept a convenient lie in place of uncomfortable truth. She will act to reveal treachery whenever she recognizes it.
A paladin strives to exceed her boundaries and improve as a person. She will not lie dormant when avenues of self-improvement are available, and she will try to overcome her flaws to her best ability.


In all cases, remember that a paladin is a person who follows the spirit of the code, not just the letter, and the spirit of goodness underlines both the code and all actions of a paladin. If following the code would lead to evil actions or further evil causes, the paladin is only guilty of a minor violation if she opts to do what is good instead, and is not penalized. On the other hand, when a paladin follows the letter of the code, choosing merely lawful acts when good (but possibly non-lawful) options exist, she is guilty of a moderate violation. After five moderate violations, a paladin should atone for her sins.

Likewise, failure to heed the code due to personal defects (greed, laziness, lust, wrathfulness, vanity, envy, gluttony etc.) is a moderate violation.

Knowingly acting against both the spirit and letter of the code is a gross violation. Examples would be turning a blind eye when a neutral party member stabs prisoners of war to death, or slaughtering a hostile tribe of kobolds before attempting negotiations and checking their alignment. Gross violations require immediate atonement (see Ex-paladins).

Associates: While she may adventure with characters of any good or neutral alignment, a paladin will not continue an association with someone who consistently offends her moral code and refuses to change his ways. A paladin may accept only henchmen, followers, or cohorts who are lawful good. A paladin will only associate with evil creatures in order to capture them and bring them to justice, redeem a captured enemy, or to chastize them for their actions. A paladin will only ally with evil creatures on a single adventure basis, and only to combat an evil threat of even worse proportions. After such alliance, a paladin must capture her former ally and try to redeem him.

Ex-Paladins

A paladin who ceases to be lawful may not progress any farther in levels as a paladin, but retains all paladin special abilities. She regains her advancement potential if she returns to Lawful alignment and atones for her violations (see the atonement spell description), as appropriate.

A paladin who willfully commits an evil act or grossly violates her code of conduct loses all paladin spells and abilities, save for weapon and armor proficiencies and any [Fighter] feats she may have gained. She may not progress any further in paladin levels. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

A paladin who ceases to be good permanently loses all paladin spells and abilities, save for weapon and armor proficiencies and any [Fighter] feats she may have gained. She may never again take levels in paladin. Such fallen paladin can opt to change all her former paladin levels for levels in Fighter (Elite), or for levels in Blackguard if meeting the prerequisites.

After entering the paladin class, a character may take levels in other classes, but faces a special restriction. A paladin who gains a level in any class other than fighter or paladin may never again raise her paladin level, though she retains all her paladin abilities.

The Paladin’s Mount

The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.

A paladin’s mount is treated either as a magical beast or an animal, whichever is more advantageous, for the purpose of all effects that depend on its type (though it retains it's normal HD, base attack bonus, saves, skill points, and feats).

{table=head]Fighter level | Bonus HD | Natural Armor Adj. | Str Adj. | Int Adj. | Special
3rd - 7th | +2 | +4 | +1 | +4 | Empathic link, improved evasion, share spells, share saving throws
8th - 10th | +4 | +6 | +2 | +5 | Improved Speed
11th - 14th | +6 | +8 | +3 | + 6 | Command creatures of its kind
15th - 20th | +8 | +10 | +4 | +8 | Spell Resistance
[/table]

Bonus HD: Extra Hit Dice (d8 or d10 depending on the mount), each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric or fighter of a level equal to the mount’s HD, depending on its type. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adjustment: The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adjustment: Add this figure to the mount’s Strength score.

Int adjustment: Add this figure to the mount’s Intelligence score.

Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells: At the paladin’s option, she may have any spell or spell-like ability she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet in all movement modes.

Command (Sp): Once per day per two fighter levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s fighter level + paladin’s Cha modifier) to negate the effect.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s fighter level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

Paladin's spell list

1st-Level Paladin Spells

Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Create Water: Creates 2 gallons/level of pure water.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Produce Flame: 1d6 damage +1/level, touch or thrown.

2nd-Level Paladin Spells

Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Shield Other (F): You take half of subject’s damage.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
Chill Metal: Cold metal damages those who touch it.
Heat Metal: Make metal so hot it damages those who touch it.

3rd-Level Paladin Spells

Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Heal Mount: As heal on warhorse or other special mount.
Holy Smite: Damages and blinds evil creatures.
Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.

4th-Level Paladin Spells

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice: Designates action that will trigger curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Restoration (M): Restores level and ability score drains.
Fire Storm: Deals 1d6/level fire damage.

Omnicrat
2013-02-24, 10:49 PM
I just noticed. You have a knack that must be selected at first level and no ability to gain knacks at first level. Also, in lay on hands, you say fighter level X charisma instead of paladin level.

Frozen_Feet
2013-02-25, 12:12 PM
Thugs can get 1st level knacks. The part about fighter level is intentional - through martial roots, fighter and paladin levels stack.

Deepbluediver
2013-02-25, 02:24 PM
I don't know... I feel that the fighter class was what corrupted the feat system. Non fighters get 7 over 20 levels... 7 things with which to define themselves. But the fighter can push that number to 18. Suddenly, you have to nerf feats, or they will be to good. we see a small subset of feats that are solidly designed, and then hundreds of fluff feats that serve as taxes to do cool things.

I would suggest stripping out bonus feats entirely, and make a subsystem that mimics them for fighters and other classes that get them. Then you can make feats worth 1/7th of the cool things a character can do, rather then assuming 1/18 and making everyone get only 7/18ths of the cool things they should be able to do.

I don't feel that the problem is feats, or a feat-like system, but in the balance of what feats are. They cover almost the entire range from "something you avoid stepping in" to "whoa gotta get me one of those!".

Personally, I think that most of the flavor-only feats should be rolled into the mechanical-boosting ones, and they should be better balanced, but not that they should be scrapped.

And some of the things they tried to do with feats (like VOP) where decent in theory, but need a more involved mechanic or better support.

Omnicrat
2013-02-25, 02:49 PM
Thugs can get 1st level knacks. The part about fighter level is intentional - through martial roots, fighter and paladin levels stack.

I checked twice. Don't know how I missed thugs get a first level knack.

Just making sure it wasn't a typo.

Also, will there be alternate aliment paladins? (CG, LE, CE, others?)

Frozen_Feet
2013-02-26, 08:59 AM
Also, will there be alternate aliment paladins? (CG, LE, CE, others?)

Short answer: No.

Long answer: As paladin is now a prestige class, I see no reason whatsoever to make it available to other alignments. See also the new rules for ex-paladins.

Furthermore, evil characters can always be Blackguards, which will be remade as well. Neutral and Chaotic good characters might want to take a look at the upcoming ranger, as it will draw insipiration from its 1st edition counterpart. (Before you ask, "what about evil rangers?", well, there's a separate word for them. We call them "Assassins".) Holy warriors of other alignments should be Clerics. Clerics exist for a reason, you know. :smallwink:

EDIT: I expanded the Knack list and Barbarian special abilities a bit. Knacks are also more powerful now.

Frozen_Feet
2013-02-27, 10:12 PM
The Ranger

Barbarians are men of the wild, for sure. But most barbarians live in the wild because they are born there. Their skills of survival stem from necessity and tradition. To them, the wilderness is an obstacle to overcome at best, and enemy to be feared at worst. Many would happily embrace convenience of civilization if just given the choice.

The ranger is different. The ranger loves the wilderness. To him, it is a friend. A harsh and fickle friend, sometimes, but a friend nonetheless. A ranger spends his life in the wild because he chooses to, and that choice befuddles those who would rather huddle around warmth of a hearth within walls of a sturdy hut, than sleep next to a campfire under the open sky.

But fascination with the wild is not the only thing that unites rangers. They also have sworn to protect the weak from its hazards, and if necessary protect the wild from those who don't understand it. Rangers are a covert but notable force in keeping borderlands of civilized areas safe for travel, and are often employed by armies as tactical specialist or for their knowledge of the terrain.

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

1st|
+1|
+2|
+2|
+0| Martial Roots, Track, 1st Favored Enemy, wild empathy

2nd|
+2|
+3|
+3|
+0| Endurance, Combat Style

3rd|
+3|
+3|
+3|
+1| Swift Tracker, Woodland Stride

4th|
+4|
+4|
+4|
+1| 2nd Favored Enemy, 1st Animal Companion, Ranger Spells

5th|
+5|
+4|
+4|
+1| Evasion, Camouflage

6th|
+6/+1|
+5|
+5|
+2| Improved Combat Style

7th|
+7/+2|
+5|
+5|
+2| Knack

8th|
+8/+3|
+6|
+6|
+2| 3rd Favored Enemy, Wizard spells

9th|
+9/+4|
+6|
+6|
+3| Mettle of the Forest

10th|
+10/+5|
+7|
+7|
+3| Hide in Plain Sight

11th|
+11/+6/+1|
+7|
+7|
+3| Combat Style Mastery

12th|
+12/+7/+2|
+8|
+8|
+4| 4th Favored Enemy, Knack

13th|
+13/+8/+3|
+8|
+8|
+8| 2nd Animal Companion

14th|
+14/+9/+4|
+9|
+9|
+4| Knack

15th|
+15/+10/+5|
+9|
+9|
+5| Bonus Feat
[/table]

Requirements: To qualify to become a ranger, a character must fulfill all the following criteria.

Alignment: Any non-evil.

Base Attack Bonus: +3.

Abilities: Str 9, Dex 11, Int 9, Wis 11

Feats: Self-sufficient, Point-blank Shot

Skills: Knowledge (nature) 3 ranks, Knowledge (geography) 3 ranks, Knowledge (dungeoneering) 3 ranks, Survival 3 ranks.

Hit Die: d8.

Class Skills: The ranger's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.

Class Features

All the following are class features of the ranger class.

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

Martial Roots (Ex): A ranger, though exceptional in attitude and abilities, is still a Fighter. Ranger levels stack with Fighter levels for purposes of determining effects of special abilities and which [Fighter] feats are available to the ranger.

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on the below table. The ranger gains a +2 bonus on Bluff, Listen, Knowledge, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on attack rolls against such creatures.

At 4th level and every four levels thereafter (8th and 12th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses stack.

{table=head]Type (Subtype) | Type (Subtype)
Aberration |Animal
Magical beast | Vermin
Construct | Monstrous Humanoid
Dragon | Ooze
Elemental | Outsider (air)
Fey | Outsider (chaotic)
Giant | Outsider (earth)
Humanoid (aquatic, reptilian) | Outsider (evil)
Humanoid (dwarf, halfling, gnome) | Outsider (fire)
Humanoid (elf, human) | Outsider (good)
Humanoid (goblinoid, gnoll, orc) | Outsider (lawful)
Outsider (native) | Outsider (water)
Plant | Undead
[/table]

Track: At 1st ranger gains Track as a bonus feat. If he already has it, he gains Legendary Tracker instead, without having to meet the prerequisites.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his fighter level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex): At 2nd level, a ranger must select one of three combat styles to pursue: skirmish archery, sniping or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects skirmish archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects sniping, he is treated as having the Far Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Beyond this, these feats act as normal, and can be used to fulfill prerequisites for other feats.

Endurance: A ranger gains Endurance as a bonus feat at 2nd level.

Woodland Stride (Ex): Starting at 3rd level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex): Beginning at 3rd level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is equal to his effective fighter level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is his effective fighter level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

At 13th level, a ranger gets a second animal companion.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on below table. In addition, he receives bonus spells per day if he has a high Wisdom score. When the table indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his effective fighter level.

Wizard spells & spellbook: Starting at 8th level, a ranger also gets a smattering of arcane spells, which are drawn from the sorcerer/wizard list. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Intelligence modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on below table. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

Ranger prepares and casts his arcane spells just like a wizard does. That is, he must attain a special spellbook to record and memorize spells. A ranger will not automatically have any spells in a spellbook, but can research two spells per spell level for free - these two free spells take normal time to research, but don't cost money or experience. A ranger can't prepare any wizard spell without a spellbook, expect for read magic, which is a 1st level spell for him.

A ranger is not limited in how many wizards spells he can know. Through 7th level, ranger has no arcane caster level. At 8th level and up, his arcane caster level is equal to his effective fighter level.

Special: A ranger who has too low of an Intelligence score to cast Wizard spell can opt to trade this ability for a bonus feat. A bonus feat from this trade-off can be any [Fighter] or [Tactical] feat the ranger meets the prerequisites for.

{table=head]Ranger Spells per Day | Wizard Spells per Day
{table=head]Level | 1 | 2 | 3 | 4
1st | - | - | - | - |
2nd | - | - | - | - |
3rd | - | - | - | - |
4th | 0 | - | - | - |
5th | 1 | - | - | - |
6th | 1 | 0 | - | - |
7th | 2 | 1 | - | - |
8th | 2 | 1 | 0 | - |
9th | 3 | 2 | 1 | - |
10th | 3 | 2 | 1 | 0 |
11th | 4 | 3 | 2 | 1 |
12th | 4 | 3 | 2 | 1 |
13th | 5 | 4 | 3 | 2 |
14th | 5 | 4 | 3 | 2 |
15th | 5 | 5 | 4 | 3 |
[/table] | {table=head]Level | 1 | 2 | 3
1st | - | - | - |
2nd | - | - | - |
3rd | - | - | - |
4th | - | - | - |
5th | - | - | - |
6th | - | - | - |
7th | - | - | - |
8th | 0 | - | - |
9th | 1 | - | - |
10th | 1 | 0 | - |
11th | 2 | 1 | - |
12th | 2 | 1 | 0 |
13th | 3 | 2 | 1 |
14th | 3 | 2 | 1 |
15th | 4 | 3 | 2 |
[/table][/table]

Evasion (Ex): At 5th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Camouflage (Ex): A ranger of 5th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected skirmish archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If he selected sniping at 2nd level, he is treated as having the Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Knacks: At 7th, 12th and 14th levels, a ranger gets one knack from the fighter's feat of knacks.

Mettle of the Forest (Ex): At 9th level and up, whenever a ranger is in a natural forested setting, he gains great resilience towards magical attacks. If he makes a successful Fortitude or Will saving throw against an attack that normally deals partial damage on a successful save, he instead takes no damage.

Special: At his choice, a ranger can swap "Forest" for "Mountains", "Desert" or "Sea", if that would be more appropriate.

Hide in Plain Sight (Ex): Starting from 10th level, a ranger can use Hide skill while observed. As long as he is within 10 feet of a shadow, or in a natural terrain matching his camouflage, he can hide in plain view without anything to actually hide behind.

Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected skirmish archery at 2nd level, he is treated as having the Shot on the Run feat, even if he does not have the normal prerequisites for that feat.

If he selected sniping at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Bonus feat: At 15th level, a ranger gains a bonus feat. This may be any [Fighter] or [Tactical] feat he meets the prerequisites for.

Ranger Law

While a lot of rangers work outside any established organization, there is a commonly known code of conduct that most of them follow. Unlike a paladin's code, ranger law is not divinely enforced; an invidual ranger is not strictly required to follow it, and loses no class features if he fails to heed it. However, his friends might think less of him if he breaks it, and all other rangers who know of severe or consistent misdemeanors are predisposed to act unfriendly towards him.


Friend or foe, a ranger will abandon no helpless person in the wilderness, aware of how cruel such fate is.
A ranger will never leave his traps unchecked for more than a week. If he must leave an area for an unknown period of time, he must disarm any traps of his.
Once he leaves camp, a ranger will clean all traces of himself or others, leaving the wilderness in as pristine state as it was when he arrived.
A ranger is brother to all other rangers. He must offer others of his kind any help he can, even if they're on different sides of a war.
No more than seven rangers can ever act together as an unit; the squad leader is determined by rank (level) first, and seniority (age) second.
Once he's accepted a mission, a ranger will not leave it uncompleted if just possible. He will never accept reward for a failed or incomplete task, or a task that turns out to be impossible.
A ranger will never accept a task or position that he thinks is beyond his skill to properly execute or maintain.
A ranger is a specialist, not a common footsoldier. If prevented from acting together with other rangers, he will accept no rank lower than a captain's (head of a company) in any military.
A ranger must be fit for travel at any time. All of his possessions must fit on his person and a single mount. All excess is donated to worthy communal or institutional cause.
A ranger holds no permanent place of residence; the wilderness is his home. The sole exception is a fort or keep to house any potential followers of his.
A ranger respects nature and is friend to animals. He will not needlessly spoil the wilderness or ravage crops, and he will not kill animals except in self-defence or when necessary for sustenance. He will not cause undue suffering to animals, and will relieve them from any pain se can.



Ex-rangers

A ranger who becomes of evil alignment can never again advance levels in ranger. He retains all benefits and special abilities of the class, however.


Ranger Spell List

1st-Level Ranger Spells

Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to fight for you.

2nd-Level Ranger Spells

Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Calls animal to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd-Level Ranger Spells

Command Plants: Sway the actions of one or more plant creatures.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III: Calls animal to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.

4th-Level Ranger Spells

Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Freedom of Movement: Subject moves normally despite impediments.
Nondetection (M): Hides subject from divination, scrying.
Summon Nature’s Ally IV: Calls animal to fight for you.
Tree Stride: Step from one tree to another far away.

Omnicrat
2013-02-28, 01:35 AM
Are rangers supposed to cast some wizard spells? Is it divine or arcane?

Also, are you going to be rewriting spells any time soon?

Frozen_Feet
2013-02-28, 02:40 AM
Rangers get a small selection of wizard spells at 8th level. Descriptions of their class features have been completed. Some fluff will be added, but otherwise the class is ready.

I am trying to avoid the urge to rewrite spells, because there are so goddamn many of them. I may fix some of the worst offenders, and may have to fix some certain spells that do not jive with my divinity rules.

Omnicrat
2013-02-28, 02:48 AM
Instead of rewriting every spell that exists, you could create a new spell system which has fewer spells with more versatility.

An example spell would be Energy damage. When prepaired, you have to select the energy type. For each range increment, add a spell level. For each damage die, add a spell level. For an area effect, add two spell levels.

Since that's just a proof of concept, it probably would work horribly, but I think it would be a good system.

Also, why do they get some wizard spells?

Frozen_Feet
2013-02-28, 02:59 AM
If or when I make a magic system of my own, it will not be compatible with D&D.

Rangers get wizard spells for two reasons: 1st, to increase versatility without giving them much more power, and 2nd, because of historical reasons. In 1st Ed, rangers got small amount of druid and wizard spells, and I wanted to return to that tradition here.

PairO'Dice Lost
2013-02-28, 04:55 PM
Three suggestions:

1)

Favored Enemy (Ex):
[...]
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table.

It doesn't really make much sense to split humanoids by race when types as diverse as Aberration (everything from beholders to gibbering mouthers to illithids) and Outsider (Fire) (everything from efreet to balors to firre eladrin) are all one category. Yes, it's there so the ranger doesn't get his bonus against both goblins and orcs at low levels, perish the thought, but that's not overpowered at all and splitting it up like that makes FE weaker as you advance since the humanoids you face at low level (classless goblins and orcs and such) tend to be different from the ones you face at high levels (PC-classed PHB races).

I'd say to condense it down to just Favored Enemy: Humanoid, or have at most two categories, Humanoid (Civilized) for elves, dwarves, humans, gnomes, etc. and Humanoid (Savage) for hobgoblins, gnolls, lizardfolk, orcs, etc.

2)

Animal Companion (Ex):
[...]
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his fighter level + 3.

There's really no reason for the ranger to have a weaker animal companion than the druid; if anything, it should be rangers who have a more powerful companion and druids who have an effective ranger level of druid level - X, since "beastmaster" is more of the ranger's schtick than the druid's. It would be better and simpler to just give the ranger an animal companion at full ranger level.

3) Regarding other class features, the ranger getting Knack/Knack/Bonus Feat as his final three class features feels like a letdown compared to the paladin, elite, and barbarian; even the thug gets Bonus Feat/Knack/Bonus Feat/+1d6 Sneak Attack. I'd suggest adding one or two unique abilities to those last three levels, maybe Improved Evasion or some sort of improvement to Favored Enemy.


Other than that, it looks good. I'm particularly glad to see the ranger get his wizard casting back; I always felt the ranger made a good jack-of-all-trades alongside the bard, given that it's a skilled/outdoors-y fighter type with a bit of arcane and divine magic, and I disliked that 3.0 made it essentially a bigoted fighter with a few weak spells on the side.

Omnicrat
2013-02-28, 05:22 PM
Oh. Since you seem to be basing most of this stuff off of first edition, will there be an urban ranger? I'm assuming no, but I think it makes sense.

Based on what you said about evil rangers and chaotic good paladins, I'm guessing you'll say bards cover urban rangers.

T.G. Oskar
2013-03-01, 03:20 AM
I have an issue with Paladin spells. Namely, how limited their improvements are, and how incongruous the additions are. I don't find what a Paladin gets through Produce Flame or Fire Storm; the closest thing is that they invoke the flame of courage from within, but that's really a stretch of fluff. On the other hand, why not give the Paladin spells that they could take a bit more advantage of, such as Shield of Faith, Heroism, Good Hope, Aid, Holy Smite, amongst others? All of those (except perhaps Holy Smite, and there's a good reason for it) have primordial reasons to be part of their spell list, and that's basically because they're buffing spells related to protection and bolstering. You may also want to consider lowering spells a bit: particularly, Cure Light Wounds at 4th level is pretty meh, and waiting for 10th level to get Cure Serious isn't funny. They could easily get Cure Critical and it wouldn't make a nice addition.

These are mostly recommendations, but I'd consider observing the Paladin spell list. You've already added a limited version of Battle Blessing, so make those prepared spells count.

There's another alternative, which would play very well with historical attachments, and that's to give Paladins access to a very small amount of domains with which to expand their spell list. Since they won't get spells of 5th level or higher, the impact would be minimal. That plays well with how Paladins worked in AD&D 2nd, where they drew their spellcasting ability from a small set of spheres (which eventually evolved into the concept of domains). These could easily involve Good, Healing, Law, Protection, Strength and War.

Frozen_Feet
2013-03-01, 08:27 AM
I have an issue with Paladin spells.

Point. Paladins and rangers both get improved Cure progression now. Virtue was swapped for Aid on Paladin's list. Shield of Faith, Magic Vestment, Holy Smite and Mass Cure Light Wounds were added.

The direct damage spells you see were picked based on "holy fire / lightning" theme. I basically had to add something of that sort after I gave paladins sacred spell. Firestorm in particular was picked because it fit the paladin's new code so beautifully.


Oh. Since you seem to be basing most of this stuff off of first edition, will there be an urban ranger?

That variant will be rolled into Rogue or Assassin.


Three suggestions:

1)It doesn't really make much sense to split humanoids by race when types as diverse as Aberration...

Yes it does. Favored Enemies are sorted by commonality, not diversity. The chance of encountering Aboleths is not equal to that of encountering humans; rather, the chance of encountering any Aberration, anywhere is roughly similar to that of meeting humans.

You are going to meet an aboleth, or illithid, or beholder, that one time when your GM thinks to use them as Big Bads. Meanwhile, there are likely to be whole nations of humans, dwarves, elves etc. on the ranger's backyard.

Secondly, humanoids progress by class levels. If you're fighting kobold fighters at level 1, you can be doing that at level 10. Many monster types, such as animals, only have most species occur on a fairly narrow level range. If you're fighting wolves at level 1, you've moved to dire platypuses by level 10.


2)There's really no reason for the ranger to have a weaker animal companion than the druid.

Changed. While I don't agree on your reasoning, since I was already buffing them based to the original, I figured it was simpler to just make their effective druid level equal to their effective fighter level.


3) Regarding other class features, the ranger getting Knack/Knack/Bonus Feat as his final three class features feels like a letdown compared to the paladin, elite, and barbarian; even the thug gets Bonus Feat/Knack/Bonus Feat/+1d6 Sneak Attack. I'd suggest adding one or two unique abilities to those last three levels, maybe Improved Evasion or some sort of improvement to Favored Enemy.

The suckiness of those late levels is something of an illusion. Fighter (Thug) gets a Knack, two Bonus Feats from a very broad list, and +1d6 SA. Ranger gets two Knacks, a Bonus Feat from almost as broad list, one more 2nd level ranger spell, two more 3rd and 4th level ranger spells, one more 1st level wizard spell and two more 2nd and 3rd level Wizard spells. That's why they don't get more stuff.


Other than that, it looks good. I'm particularly glad to see the ranger get his wizard casting back.

Yeah, it was kinda off that they made Paladin's and Ranger's casting weaker while still allowing it to come up earlier in 3.x.

Frozen_Feet
2013-03-01, 09:09 AM
The Rogue

If a rogue could just sit down and be content with her life, she would be just another Expert. But curiosity and restlesness overwhelm her. The call to adventure and/or opportunity is simply too great. And so the rogue packs her stuff and braces herself to go against tradition, her own limits, and quite often, the laws of the land.

While this might make rogue most similar and relatable to common folks, it also makes her something of an oddity amongst adventurers. She is not trained for killing or survival in harsh conditions like fighters are. She is not much motivated by great religious calling like clerics or druids. She is not compelled by blood or forbidden knowledge to seek out arcane mysteries like sorcerers or wizards. Indeed, if anything, she'd rather avoid violence or excessive attention from one supernatural party or another. She adventurers because she thinks it might be fun, or because the lure of sudden riches is simply too hard to resist.

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

1st|+0|+0|+2|+0| Professional, Trapfinding

2nd|+1|+0|+3|+0| Fool's luck, Trapsense +1

3rd|+2|+1|+3|+1| Bonus Feat, Sneak Attack +1d6

4th|+3|+1|+4|+1| Uncanny Dodge, Trapsense +2

5th|+3|+1|+4|+1| Sneak Attack +2d6

6th|+4|+2|+5|+2| Bonus Feat, Trapsense +3

7th|+5|+2|+5|+2| Greater Fool's luck, Sneak Attack +3d6

8th|+6/+1|+2|+6|+2| Improved Uncanny Dodge Trapsense +4

9th|+6/+1|+3|+6|+3| Bonus Feat, Sneak Attack +4d6

10th|+7/+2|+3|+7|+3| Rogue Special Ability, Trapsense +5

11th|+8/+3|+3|+7|+3| Sneak Attack +5d6

12th|+9/+4|+4|+8|+4| Rogue Special Ability, Trapsense +6

13th|+9/+4|+4|+8|+4| Sneak Attack +6d6

14th|+10/+5|+4|+9|+4| Rogue Special Ability

15th|+11/+6/+1|+5|+9|+5| Sneak Attack +7d6

16th|+12/+7/+2|+5|+10|+5| Rogue Special Ability

17th|+12/+7/+2|+5|+10|+5| Sneak Attack +8d6

18th|+13/+8/+3|+6|+11|+6| Rogue Special Ability

19th|+14/+9/+4|+6|+11|+6|Sneak Attack +9d6

20th|+15/+10/+5|+6|+12|+6| Rogue Special Ability

[/table]

Alignment: Any. However, there is a shortage of rogues who are both lawful and good. Those with a good bent have too big of a tendency to simply ignore the rules when they go against their conscience. Those who follow laws usually do so to avoid punishment, and have a tendency for ortopraxy and rules-monkeying - following the letter rather than the spirit of laws, and finding inventive ways to dance around them without technically committing crimes.

Hit Die: d6.

Class Skills: The rogue’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), Heal (Wis, Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha) and Use Rope (Dex).

Skill Points at 1st Level: (10 + Int modifier) ×4.

Skill Points at Each Additional Level: 10 + Int modifier.

Class Features

All of the following are class features of the rogue.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Professional: Rogue is one of the few adventuring classes that is guaranteed to have a background in mundane, everyday jobs. To reflect this, a rogue gets 4 free skill ranks in any one Profession skill, and in one additional Profession skill per point of her Intelligence modifier (if positive). If a rogue has five ranks in a Profession skill, she gets +2 synergy bonus to Bluff, Disguise, Knowledge (Local), Gather Information, Diplomacy and Sense Motive when dealing with, impersonating as, or trying to find a character with that profession.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

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

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

Trapfinding: Rogues (and only rogues) 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.

Rogues (and only rogues) 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.

A rogue 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 her party) without disarming it.

Fool's luck (Ex): Rogues have a stange tendency to escape harm even when their skills should be insufficient. At 2nd level, a rogue chooses from either Evasion or Mettle.

Evasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally has only a partial effect on a successful save, she instead suffers no effect. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Mettle: A rogue has unusual resistance to hostile magics and attacks that imperil her body or mind. If she makes a successful Fortitude or Will saving throw against an attack that normally has only partial effect on a successful save, she instead suffers no effect.

Trap Sense (Ex): At 2nd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 4th level, to +3 when she reaches 6th level, to +4 when she reaches 8th level, to +5 at 10th, and to +6 at 12th level.

Trap sense bonuses gained from multiple classes stack.

Bonus feats: At 3rd, 6th and 9th levels a rogue gains a bonus feat. This may be any [Finesse] or [Guile] feat he meets the prerequisites for.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Greater Fool's Luck (Ex): At 7th level, a rogue's extraordinary ability to escape harm improves. If she chose Evasion at 1st level, she gains Improved Evasion. If she chose Mettle, she gains Improved Mettle.

Improved evasion: As evasion, except if a rogue fails a Reflex saving throw against an attack that normally has only a partial effect on a successful save, she she only suffers the partial effect. Improved Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Improved mettle: As mettle, except if a rogue fails a Fortitude or Will saving throw against an attack that normally has only a partial effect on a successful save, she she only suffers the partial effect.


Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Rogue Special Abilities: On attaining 10th level, and at every two levels thereafter (12th, 14th, 16th, 18th and 20th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex)
A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength or Dexterity damage (rogue's choice). Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)
The rogue can roll with a blow to take less damage from it than she otherwise would. Whenever an attack manages to score damage on her, she can opt to fall prone - if already prone, she can roll on the ground 5 feet to any direction, but not more than 10 feet total per round. Each time she uses this ability, she rolls a d6. The roll is subject to following modifiers:


-2 if carrying a heavy load or wearing heavy armor
-1 if carrying a medium load or wearing medium armor
-1 for each size category she is larger than her opponent
+1 for each size category she is smaller than her opponent


This gives a result between 0 (minimum) and 6 (maximum). The result tells how many sixths of the damage was avoided; 0 means the rogue suffers the hit as normal, 3 means she suffers half of the damage, and 6 means she takes no damage at all.

Opportunist (Ex)
The rogue can make an attacks of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. If the rogue has multiple attacks of opportunity, like from the Combat Reflexes feat, she can use this ability multiple times per round.

Skill Mastery
The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex)
This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Bonus Feat
A rogue may gain any feat she meets the prerequisites for in place of a special ability.

Fade into the Crowd
As long as there are at least four other people within 15 feet of a rogue, she can use the Hide skill even while observed.

Urban Tracking
A rogue with this ability is especially skilled in finding missing or wanted persons in communities. To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. The rogue must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.

The DC of the check, and the number of checks required to track down a quarry, depends on the community size and the conditions:

If the rogue fails a Gather Information check, she can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require.
{table=head]Urban Tracking DCs
{table=head]Community size | DC | Checks required
Thorp, hamlet, or village | 5 | 1d3
Small or large town | 10 | 1d4+1
Small or large city | 15 | 2d4
Metropolis | 20 | 2d4+2[/table]
{table=head]Conditions | DC modifier
Every three creatures in the group being sought | -1
Every 24 hours party has been missing/sought | +1
Tracked party "lies low" | +5
Tracked party matches community's primary racial demographic | +2
Tracked party does not match community's primary, or secondary racial demographic | -2
[/table]
[/table]

Normal: A character without this ability can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing.
Special: A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Gather Information check to use this ability.

You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check.

Camouflage
A rogue with this ability can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Knock-out poisons
Most poisons are outlawed in lawful nations, save perhaps for use in hunting. Fortunately, an inventive rogues knows that "all is poison; it is simply a matter of dosage". Using ingredients that are available for everyday use, she can make a few different concoctions that will put her enemies out of action.

When taking this special ability, rogue immediately gains 4 ranks in Craft (poison) if she has none. All of the following poisons require an alchemist's lab to make. She never runs a risk of poisoning herself when using the following poisons. The save DC for rogue's poisons is the poison's strenght (see descriptions), plus ½ the rogue's class level.

On-set time tells how long it takes before the poison delivers its initial damage. Before this period runs out, a victim feels perfectly fine.

Heavy air
Craft DC 10; cost 5 sp; Inhaled; Strenght DC 10
On-set time: 1d6 rounds
Initial damage: Unconsciousness 1d3 minutes
Secondary damage: Unconsciousness 1d3 rounds.

Salt & Silver solution
Craft DC 15; cost 50 sp; Injury; Strenght DC 10
On-set time: special.
Initial damage: see below
Secondary damage: see below
Special: this poison has no adverse effects on the victim. However, when exposed to sunlight for 1 hour, the victim's skin will turn dark blue. This change in complexion is permanent unless a dose of alchemical antitoxin is serviced to the victim.

Hemp-smokebomb
Craft DC 20; cost 5 sp; Inhaled; Strenght DC 10
On-set time: immediate.
Initial damage: Sleep 2d6 minutes (Helpless, will wake up if slapped or shaken)
Secondary damage: Drowziness; -8 to Listen and Spot, -4 to all saves against sleep effects.
Special: 5% chance that a victim suffers nightmarish hallucinations instead and acts confused for 2d6 minutes

Azalea distillate
Craft DC 30; Cost 50 sp; Ingested; Strenght DC 15
On-set time: 6 hours
Initial damage: Unconsciousness 1d6 hours, 1d6 Con damage*
Secondary damage: Unconsciousness 1d6 hours, 1d6 Con damage
Special: can easily be mixed with and disguised as honey.

Poppy distillate
Craft DC 30; cost 500 sp; Injury; Strenght DC 15
On-set time: immediate
Initial damage: Paralysis 2d6 x 10 minutes
Secondary damage: Paralysis 2d6 minutes

Murderer's moonshine
Craft DC 30; Cost 50 sp; Ingested; Strenght DC 20
On-set time: 2 hours
Initial damage: 3d6 Con damage*
Secondary damage: 1d6 Con damage, permanent blindness

Tobacco distillate
Craft DC 40; cost 5 sp; Injury; Strenght DC 20
On-set time: Immediate
Initial damage: death.
Secondary damage: Unconsciousness 1d6 hours, 1d6 Con damage

A non-rogue trying to craft these poisons has the Craft DCs increase by 10, and the costs multiplied by 10.

A Couple of Knacks
A rogue choosing this ability gains two knacks she meets prerequisites for from the fighter's knack list.

Improved trapfinding
If a rogue with this ability passes within 5 feet of a trap, she is entitled to a search check to notice it as if she was actively looking for it.

Sneak Attack from Safety
The range at which a rogue's ranged attacks can count as sneak attacks is increased to 180 feet. This ability can be picked a second time - then the rogue's sneak attacks have no range limitation.

Expert in Unconventional Anatomy
A rogue with this ability can sneak attack undead, elementals, oozes, plants and constructs, as well as creatures immune to critical hits. She substracts two dice from her sneak attack pool when doing so.

Doubled Fool's Luck
The rogue with this ability gets either Evasion or Mettle, depending on which she doesn't already have.

PairO'Dice Lost
2013-03-01, 01:11 PM
Yes it does. Favored Enemies are sorted by commonality, not diversity.

I know, and I'm saying that splitting the humanoids because you're going to get your bonus against them more frequently in the early game doesn't make much sense in-game (you know the weaknesses of every aberration every despite their wildly different anatomy, yet you can't infer how an elf works if your FE includes humans), and giving rangers what amounts to "Favored Enemy: Half the Monsters You'll Fight at Level One" isn't going to break anything and in fact helps compensate for not having the fighter's and rogue's higher damage output at low levels. In fact, the "favored enemy" of the AD&D ranger you're basing this on worked against all "giant class" monsters, which did indeed include all the savage humanoids you'd face at low levels.

It's your call since it's your homebrew, but just like WotC dropping the ranger's wizard casting, I think splitting up the humanoids was a bad idea in 3.0 and like to see it dropped in "old school" ranger tweaks.


Regarding the rogue: You didn't mention the rogue's special abilities in the text, so I assume you're using them as-is from the PHB?

Frozen_Feet
2013-03-01, 04:49 PM
Point for 1st ed rangers. I will take it into consideration.

If a class entry seems incomplete, it's because it is. I'm working without computer of my own, so you will be seeing a lot of work-in-progress. Each class will have all its abilities detailed in the post it's in.

Frozen_Feet
2013-03-01, 11:52 PM
Rogue's description has been filled up. The class's spirit has changed somewhat - or rather, it is now explicitly "Bilbo Baggins". :smalltongue:

I gave Fighter (Thug) a sneaky boost compared to rogues.

Ranger's and barbarian's Favored Enemy lists have been condensed somewhat. Ranger has fluff and a new old code added to them.

I keep wanting to give Fighter (Elite) more stuff, but then I remember I'm already giving him a lot of stuff through the remade feats. I'd need to make a few test builds to see what the feat fix actually does for them, but that would distract me from writing the actual classes... any helpers? (Weapon Foc. and Spec. need something extra, but I'm puzzled as to what. I may have to come up with a weapons rule variant just to give those feats more value.)

Next up, I think, will be Assassins.

Omnicrat
2013-03-02, 12:05 AM
I'd be willing to help with playtesting. I typically play casters (namely clerics), so I would be a bit out of my element, but I'd give it a shot.

Frozen_Feet
2013-03-02, 12:59 AM
Less playtesting for now, and more theoretical optimization / sample builds - adding up feat bonuses and seeing what the end result is. Use the elite array and PHB races if you want to give it a shot. :smallsmile:

Frozen_Feet
2013-03-02, 02:59 AM
The Assassin

Many people think fighter is merely a synonym for "murderer for hire". But there are actual murderers for hire who are reviled and feared even by fighters: the assassins.

An assassin is a master of disguise. He may pretend to be your best friend for days, weeks, months or even years - and then one day, kill you without a word and get rid of your body. It's nothing personal. It's just business. This is the biggest difference between a fighter, and an assassin: a fighter, you will spot a mile away. A fighter will rarely try to hide who he is, and may even be proud of his martial ability. An assassin might seem like the meekest commoner, save for that one time he reveals his true colors. If you are not his target, you might never know.

While the popular, and usually perfectly accurate, image of assassins is that of ruthless criminals, not all of them work outside the law. Less-scrupulous nations often employ them as spies or other covert operatives. Armies might employ them as snipers. In a war, an assassin ought to be especially wary about getting captured by the opposing side. It is rather common for footsoldiers to feel pity for others of their kind, and accept surrender or pleas of mercy - after all, they're not that different from each other, and may not hold any special animosity towars each other. However, caught snipers, and especially assassins, are often slaughtered like vermin they are. If a superior asks "what happened to the prisoner?", it is told the "prisoner had an unfortunate accident". This is because soldiers have all too keen picture of what kind of a person it takes to slaughter others in cold blood, and it's not a favorable one.

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

1st|+1|+0|+2|+0| Sneak Attack +1d6, Death Attack, Assassin's Concoctions

2nd|+2|+0|+3|+0| +2 save against poison, Uncanny Dodge

3rd|+3|+1|+3|+1| Sneak Attack +2d6, Disguise Alignment

4th|+4|+1|+4|+1| Urban Tracking, Camouflage

5th|+5|+1|+4|+1| Sneak Attack +3d6, Improved Uncanny Dodge

6th|+6/+1|+2|+5|+2| +4 save against poison, Hide in Plain Sight

7th|+7/+2|+2|+5|+2| Sneak Attack +4d6

8th|+8/+3|+2|+6|+2| Wizard Spells, Sneak Attack at a Distance

9th|+9/+4|+3|+6|+3| Sneak Attack +5d6

10th|+10/+5|+3|+7|+3| Track, Immunity to poisons

11th|+11/+6/+1|+3|+7|+3| Sneak Attack +6d6

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

13th|+13/+8/+3|+4|+8|+4| Sneak Attack +7d6

14th|+14/+9/+4|+4|+9|+4| Bonus Feat

15th|+15/+10/+5|+5|+9|+5| Sneak Attack +8d6, Fear the Reaper

[/table]

Requirements: To qualify to become an assassin, a character must fulfill all the following criteria.

Alignment: Any evil. Even the most principled assassins kill people for money. Assassins either start off, or quickly become, entirely unempathetic to the death and suffering of others. Those who don't usually don't have it what it takes to be one in the first place, or learn how to drown out their conscience and guilt through alcohol or other substance abuse.

Abilities: Strength, Dexterity and Intelligence of 11+.

Feats: Deceitful

Skills: Disguise 4 ranks, Craft (Poison) 4 ranks, Hide 6 ranks, Move Silently 6 ranks.

Special: The character must kill someone for no other reason than to get money or other wealth.

Hit Die: d6.

Class Skills: The assassin’s class skills (and the key ability for each skill) are 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), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 8 + Int modifier.

Class Features

All of the following are Class Features of the assassin prestige class.

Weapon and Armor Proficiency: Assassins are proficient with all simple and martial weapons. Assassins are proficient with light armor and shields (excluding tower shields).

Sneak Attack: This is exactly like the rogue ability of the same name, save for one detail: the range at which an assassin's attack can count as sneak attack is extended to 90 feet. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th etc.). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

Assassin levels stack with Rogue levels for purposes of bypassing Imp. Uncanny Dodge.

Death attack (Ex): If an assassin studies his victim for 3 rounds and then makes a succesfull sneak attack with any weapon, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Assassin's concoctions: The assassin is trained in the use of poisons and never runs a risk of poisoning himself when applying poison to a weapon. The assassin can replicate all of the following poisons at 1/10th the ordinary price: Nitharit, Sassone leaf residue, Malyss root paste, Terinav root, Black lotus extract, Dragon bile, Striped toadstool, Arsenic, Id moss, Oil of taggit, Lich dust, Dark reaver powder, Ungol dust, Insanity mist, Burnt othur fumes, Black adder venom, Small centipede poison, Bloodroot, Drow poison, Greenblood oil, Blue whinnis, Medium Spider Venom, Shadow essence, Wyvern poison, Large scorpion venom, Giant wasp poison, Deathblade, Purple worm poison. Assassin adds ½ his character level to all save DCs of these venoms.

In addition, he learns to craft few special poisons only known to assassins. The save DC for these poisons is the poison's strenght (see descriptions), plus ½ the assassin's character level. On-set time tells how long it takes before the poison delivers its initial damage. Before this period runs out, a victim feels perfectly fine.

Metal extract
Craft DC 40; cost 5000 sp; Injury; Strenght DC 20
On-set time: Immediate
Initial damage: All poison immunity removed (see below)
Secondary damage: All poison immunity removed (see below)
Special: This poison bypasses all natural and supernatural poison immunity of beings that still have a Constitution score. The victim, if he fails a save against the poison, loses all immunity and save bonuses against poison for 24 hours. The victim will not notice anything out of ordinary and appears perfectly healthy.

Death's tears
Craft DC 50; cost 7000 sp; Contact; Strenght DC 25
On-set time: Immediate
Initial damage: death.
Secondary damage: death.
Special: this poison turns the victim's own skin into acid. If the victim dies to this poison, his body will dissolve completely in 1d4 minutes.

In addition, an Assassin can learn to replicate any poison he can acquire a sample of, though he still faces penalties for crafting special rogue or fighter (barbarian) poisons.

Special: An assassin who thinks he has no need for more poisons can swap this ability for a bonus feat. The bonus feat may be any bonus feat he meets the prerequisites for.

Uncanny Dodge (Ex): Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

Save against poisons: At 2nd level, an assassin gets +2 bonus to all saving throws made against poisons. At 6th level, this bonus increases to +4. At 10th level, the assassin becomes immune to all poisons.

Disguise alignment: The Bluff check DC for displaying a false alignment is halved for an assassin. If some other effect would already halved it, it is reduced to one-quarter of normal. By adding 5 to the check DC, an assassin can appear to be of an alignment of his choice for 1 hour even if sleeping or unconsciouss. By each additional 5 point increase, he remains of that alignment for 1 additional hour.

Camouflage & Urban Tracking: These are precisely like the rogue special abilities with the same names. The assassin gets both at 4th level.

Improved Uncanny Dodge (Ex): At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Hide in Plain Sight (Ex): Starting from 6th level, an assassin can use Hide skill while observed. As long as he is within 10 feet of a shadow, or in a natural terrain matching his camouflage, he can hide in plain view without anything to actually hide behind.

Wizard spells & spellbook: Starting at 8th level, an assassin gets a smattering of arcane spells, which are drawn from the sorcerer/wizard list. The assassin must choose and prepare his spells in advance.

To prepare or cast a spell, an assassin must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a assassin's spell is 10 + the spell level + the Assassin’s Intelligence modifier.

Like other spellcasters, an assassin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on below table. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the asassin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

Assassin prepares and casts his arcane spells just like a wizard does. That is, he must attain a special spellbook to record and memorize spells. An assassin will not automatically have any spells in a spellbook, but can research a special selection of spells for free - these free spells take normal time to research, but don't cost money or experience (see: Assassin spell list below). An assassin can't prepare any wizard spell without a spellbook, expect for read magic, which is a 1st level spell for him.

An assassin is not limited in how many wizards spells he can know. Through 7th level, assassin has no arcane caster level. At 8th level and up, his arcane caster level is equal to his Assassin level.

Special: An assassin who wishes to not cast spells can trade his casting for a bonus feat. This feat may be any feat the assassin meets prerequisites for.

{table=head]Assassin's Spells Per-Day
{table=head]Level | 1 | 2 | 3 | 4
1st | - | - | - | - |
2nd | - | - | - | - |
3rd | - | - | - | - |
4th | - | - | - | - |
5th | - | - | - | - |
6th | - | - | - | - |
7th | - | - | - | - |
8th | 1 | - | - | - |
9th | 2 | 0 | - | - |
10th | 2 | 1 | 0 | - |
11th | 3 | 1 | 1 | 0 |
12th | 3 | 2 | 1 | 1 |
13th | 4 | 2 | 2 | 1 |
14th | 4 | 3 | 2 | 2 |
15th | 5 | 3 | 3 | 2 |
[/table][/table]

Sneak Attack at a Distance (Ex): At 8th level, the distance at which an assassin's attacks can count as a sneak attack is quadrupled, to 360 feet. If his sneak attacks already have increased range, he uses that range as a baseline, and quadruples it instead. For example, if an assassin has rogue's Sneak Attack from Safety special ability, his sneak attack range becomes (4 x 180') = 720'.

Track: At 10th level, assassin gets the Track feat for free. If he already has the track feat, he gets Legendary Tracker instead, without having to meet the prerequisites.

Bonus feats: At 12th and 14 levels, assassin gets bonus feats. These may be any feats he meets the prerequisites for.

Fear the Reaper (Ex): At 15th level, if an assassin succeeds in a death attack against a target, that target is unable to be resurrected through any means for a number of years equal to the assassin's character level.

Assassin's code

All assassins are, by necessity, frauds and murderers. That doesn't mean they don't have some standards when it comes to their profession. An assassin is not strictly required to abide by his code, but known misdemeanors will without doubt lead to other assassins badmouthing him, and such an assassin will quickly find himself without employment. Even worse, he might end up as a target to other assassins.


An assassin will always verify his kills. He will take neither credit or reward for unconfirmed kills or kills made by others.
Once he's accepted a contract, an assassin will follow it exactly and to the letter.
If a contract turns out impossible to fulfill, an assassin will return any advance payments to the contractor, plus a fee of equivalent one-half of the payment's worth.
If a contract turns out to be more difficult than expected, an assassin will never charge more than twice the agreed-upon price, plus any material expenses.
An assassin will always pay a predetermined tribute (Usually 100 gp x the assassin's character level) to the local Assassin's guild (if any), before accepting contracts in an area.
An assassin will never hold conflicting contracts.


Ex-Assassins

An assassin who becomes of non-evil alignment loses the ability to progress levels in the assassin class. He retains all of his class features, though he might find them too repugnant to use. He can resume advancing in assassin levels if he returns to an evil alignment.

Assassin Spell List

Assassin may research the following spells as wizard spells of the listed level, taking the normal time but paying no money or experience points.

1st Level: disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.

2nd Level: alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider climb, undetectable alignment.

3rd Level: deep slumber, deeper darkness, false life, magic circle against good, misdirection, nondetection.

4th Level: clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison.

Frozen_Feet
2013-03-02, 01:35 PM
The Bard

Bards are musicians and performers extraordinaire, as well as invaluable recorders and tellers of stories and legends. Indeed, when a world-changing event occurs, without doubt there will be a bard or a few making songs about it. Some bards even take a habit of following knights and other valorous figures just for the chance that something might happen to them.

Bards come from a variety of backgrounds, but tend to be fairly privileged, or at least fortunate, people. It takes a great deal of practice to learn all the skills required, especially since some traditions are very strict about who they will teach, and at which pace. Very few commoners, or even adventurers, can find the time to do so.

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

1st|+0|+0|+2|+2| Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, Tradition

2nd|+1|+0|+3|+3| Inspire competence

3rd|+2|+1|+3|+3| Inspire courage +2, Bonus Feat

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

5th|+3|+1|+4|+4| Inspire greatness

6th|+4|+2|+5|+5| Inspire courage +3, Bonus feat

7th|+5|+2|+5|+5| Song of Freedom

8th|+6/+1|+2|+6|+6| Inspire Heroics

9th|+6/+1|+3|+6|+6| Inspire courage +4

10th|+7/+2|+3|+7|+7| Mass suggestion

11th|+8/+3|+3|+7|+7| Secret Song I

12th|+9/+4|+4|+8|+8| Inspire courage +5, Bonus feat

13th|+9/+4|+4|+8|+8| Secret Song II

14th|+10/+5|+4|+9|+9| Secret Song III

15th|+11/+6/+1|+5|+9|+9| Inspire courage +6, Secret Song IIII
[/table]

Requirements: To qualify to become a bard, a character must fulfill all the following criteria.

Alignment: Any but Lawful Evil, though a bard's alignment may restrict traditions available to her.

Abilities: No ability score below 9 and at least one mental score of 15+.

Base Attack Bonus: +2.

Skills: Knowledge (any one) 4 ranks, Perform (any one) 6 ranks.

Feat: Jack of All Trades

Hit Die: d6.

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

Skill Points at Each Additional Level: 6 + Int modifier.

Class Features

All of the following are class features of the bard.

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields).

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

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

{table=head]DC | Type of Knowledge
10 | Common, known by at least a substantial minority of the local population.
20 | Uncommon but available, known by only a few people legends.
25 | Obscure, known by few, hard to come by.
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.
[/table]

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.


Countersong (Su)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every two levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 3rd level, and every three bard levels thereafter, this bonus increases by 1 (+2 at 3rd, +3 at 6th, +4 at 9th, +5 at 12th and +6 at 15th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)
A bard of 2nd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)
A bard of 4th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)
A bard of 5th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every two levels a bard attains beyond 5th, he can target one additional ally with a single use of this ability (two at 7th level, three at 9th, four at 11th, five at 13th and six at 15th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)
A bard of 7th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

Inspire Heroics (Su)
A bard of 8th level or higher with 16 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every two bard levels the character attains beyond 8th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp)
This ability functions like suggestion, above, except that a bard of 10th level or higher with 18 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Tradition: There are three major tradition groups from which bards come from. A bard's tradition influences whether his spells are arcane or divine as well as which spells are on his spell list. All traditions have a smattering of exclusive spells that the bard can pick as spells known. When a bard reaches 4th and 5th spell levels, he gains an extra spell known that must come from tradition-specific spells.

Hymn of Angels:
Prerequisite: any non-evil alignment.
Benefit: The bard comes from a choral tradition associated with clergy of good gods. He is dedicated to teaching and praising the glory of his god through his music. This tradition breeds most of Lawful bards, dedicated to perfection and flawless of existing pieces, rather than invention of new ones, and paying great deal of attention to classical theories of melody and rhythm.

Bards of this tradition use Wisdom as their key ability score for determining maximum level of spells, spells save DCs, bonus spells for day and bonus spells known. Spells cast by them count as divine spells. They suffer no spell failure for wearing any sort of armor or shield, but prepare spells and are beholden to codes of conduct like clerics of gods are. A bard of this tradition needs his god's holy symbol to cast spells.


Druidic Collegiate:
Prerequisite: any neutral alignment.
Benefit: The bard comes older traditions, with their roots in oral tradition and druidic circles. He is mostly dedicated to preserving ancient legends, as well as recording history as objectively as possible. A bard of this tradition may learn Speak Language (druidic) without repercussions.

Bards of this tradition use Intelligence as their key ability score for determining maximum level of spells, spells save DCs, bonus spells for day and bonus spells known. Spells cast by them count as divine (druidic) spells. They suffer druidic spell failure chance for wearing metal armor, wielding metal weapons or lacking druidic holy symbols. They must also follow the Druid law.


Music of the Spheres
Prerequisite: any non-lawful alignment.
Benefit: Bards of this tradition seek their inspiration from the rumbling created by planets and stars rolling on their orbits or the dissonant cacophonies created by planes colliding on each other. They tend to have the most "progressive" views of music, that is, their post-traditional pieces tend to be described as "infernal noise" by more traditional bards. Sometimes, they literally are.

Bards of this tradition use Charisma as their key ability score for determining maximum level of spells, spells save DCs, bonus spells for day and bonus spells known. Spells cast by them count as arcane spells. A bard of this tradition can cast bard spells while wearing light armor and a light shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.


Spells: A bard casts spells as determined by his tradition, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a key ability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s key ability score modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high key ability score. When Table: The Bard indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his key ability score for that spell level.

The bard’s selection of spells is limited. A beginner bard knowa four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: The Bard.

Upon reaching 4th level, and at every two bard levels after that (6th, 8th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

{table=head]Spells Per-Day | Spells Known
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5
1st | 2 | 0 | - | - | - | - |
2nd | 2 | 1 | - | - | - | - |
3rd | 3 | 1 | 0 | - | - | - |
4th | 3 | 2 | 1 | - | - | - |
5th | 4 | 2 | 1 | 0 | - | - |
6th | 4 | 3 | 2 | 1 | - | - |
7th | 5 | 3 | 2 | 1 | 0 | - |
8th | 5 | 4 | 3 | 2 | 1 | - |
9th | 6 | 4 | 3 | 2 | 2 | 0 |
10th | 6 | 5 | 4 | 3 | 3 | 2 |
11th | 7 | 5 | 4 | 3 | 3 | 2 |
12th | 7 | 6 | 5 | 4 | 4 | 3 |
13th | 8 | 6 | 5 | 4 | 4 | 3 |
14th | 8 | 7 | 6 | 5 | 5 | 4 |
15th | 9 | 7 | 6 | 5 | 5 | 4 |
[/table] | {table=head]Level | 0 | 1 | 2 | 3 | 4 | 5
1st | 4 | 2*| - | - | - | - |
2nd | 4 | 2 | - | - | - | - |
3rd | 5 | 3 | 2* | - | - | - |
4th | 5 | 3 | 2 | - | - | - |
5th | 6 | 4 | 3 | 2* | - | - |
6th | 6 | 4 | 3 | 2 | - | - |
7th | 7 | 5 | 4 | 3 | 2* | - |
8th | 7 | 5 | 4 | 3 | 2+1 | - |
9th | 8 | 6 | 5 | 4 | 3+1 | 2* |
10th | 8 | 6 | 5 | 4 | 3+1 | 2+1 |
11th | 9 | 7 | 6 | 5 | 4+1 | 3+1 |
12th | 9 | 7 | 6 | 5 | 4+1 | 3+1 |
13th | 10 | 8 | 7 | 6 | 5+1 | 4+1 |
14th | 10 | 8 | 7 | 6 | 5+1 | 4+1 |
15th | 11 | 9 | 8 | 7 | 6+1 | 5+1 |
[/table][/table]
* Provided the bard has a high enough key ability score to have a bonus spell of this level.
+1s denote an additional spell known that comes from bard's tradition


Bonus feats: At 3rd, 6th and 12th levels, bard gains a bonus feat. These feats may be any feats the bard meets the prerequisites for.

Secret songs: Each tradition holds four exclusive pieces of bardic music. A bard learns secret songs of her tradion at 11th, 13th, 14th and 15th levels.

Hymn of Angels secret songs:
Song of Divine Beauty (Su)
To use this song, a bard must have at least 19 ranks in a Perform skill. The bard's ability to praise his god has reached its peak, and spirits of all servants to divine soar as they listen to this piece. All allies within 60 feet, including the bard himself, receive a +2 bonus to divine caster level. This effect continues as long as the bard keeps playing, plus 5 rounds afterwards. This is a mind-affecting effect.

Praise of Nature (Su)
To use this song, a bard must have at least 20 ranks in a Perform skill. The bard sings a praise to the nature and all that is good in it. All non-evil, unhostile creatures within 90 feet gain Fast Healing equal to half the bard's ranks in his Perform skill. All undead and evil creatures within the same range suffer equal amount of hitpoints in damage each turn they stay within range. These effects continue as long as the bard keeps singing. This song is not a mind-affecting effect.

Hymn of Exaltation (Su)
To use this song, a bard must have at least 21 ranks in a Perform skill. Through his music, the bard can inspire nobleness beyond even that of a hero in any non-evil creature within 60 feet. To use this ability, the bard must sing, and the target creature must be able to hear him. The target creature gets +4 divine bonus to saves and +4 deflection bonus to AC against all evil creatures. The target creature becomes immune to all other mind-affecting abilities, and summoned monsters can't touch him or attack him with natural weapons. Furthermore, the target's weapons or natural attacks become Good aligned, dealing +2d6 damage to all evil creatures. These effects last as long as the bard keeps singing, and 5 rounds thereafter. This song is a mind-affecting effect.

Awe of the Elder Gods (Su)
To use this song, bard must have at least 22 ranks in a Perform skill. Evil creatures and undead despair as the bard sings of the might of the divine ancestors who helped to shape the land. This song affects all such creatures within 90 feet. The bard must make a Perform check - all evil and undead creatures make a modified level check of (1d20 + character level or hit dice + the target's wisdom modifier). Creatures who succeed act as if shaken; creature who fails act as if frightened; creatures who fail by 10 or more act as if panicked. These effects bypass any normal immunity to fear or mind-affecting effects. These effects continue as long as the bard keeps singing, and 5 rounds afterwards.
Druidic Collegiate secret songs:
Song of Enduring Duty (Ex)
To use this song, a bard must have at least 19 ranks in a Perform skill. Through his music, the bard reminds his allies how druidic traditions have stood the test of time, and how patient and tolerant minds can carry knowledge across generations. All allies within 60 feet, including the bard himself, receive a +3 bonus to all saving throws. This effect continues for as long as the bard keeps playing, plus 5 rounds afterwards. This song is a mind-affecting effect.

Ode to the Circle of Life (Ex)
To use this song, a bard must have at least 20 ranks in a Perform skill. Through his music, the bard reminds his allies how death is but a cruel necessity in nature, and how new life springs to existence from rotting bodies of the old; how parents keep on living through their children, and how even the childless can be remembered through myths and legends. "Immortality" is not some distant dream, it is everywhere around us, and easy to attain. All allies within 60 feet gain +2 moral bonus to all attack rolls, saving throws and skill checks, and get a new save against all fear effects each round, even those that don't normally allow a save. These effects last as long as the bard keeps playing. This song is a mind-affecting effect.

Song of the Limitless Black Forest (Su)
To use this song, a bard must have at least 21 ranks in a Perform skill to use this song. This song affects all hostile creatures within 60 feet. Through his music, the bard conjures vivid hallucinations of the primordial great forest that once covered all of earth, and that will cover it once more when all civilized creatures are gone. The bard must make a Perform check - all hostile creatures make a modified level check of (1d20 + character level or hit dice + the target's wisdom modifier + the target's bonuses against fear effects). Those who succeed are shaken; those who fail are frightened; those who fail by 10 or more are overcome of visions of black trees towering above them and blocking all the sunlight, and act as if cowering. This song is a mind-affecting effect, but affects all animal and humanoid creatures regardless of Int score or immunity. This song has special interaction with plant creatures - all plant creatures who hear this song gain 3 temporary hit dice (d10s) and +1 to all attack rolls and saving throws. These hit dice work like normal hit dice for purposes of spell-effects and special abilities. All effects of this song last for as long as the bard keeps singing, plus five rounds afterwards.

Ballad of Reincarnation (Sp)
To use this song, the bard must have at least 22 ranks in a Perform skill. This song affects the remains of any one creature that would be an eligible target for the reincarnate (http://www.d20srd.org/srd/spells/reincarnate.htm) spell. By singing for 10 minutes, the bard bids farewell to the creature's soul and wishes it better luck in its new body. This song acts like the reincarnate spell, except for two major differences: the target creature will be reincarnated as an infant to a pair of loving parents, and at a random location within 100 miles, or if no suitable pair exist, in the closest applicable location.

Music of the Spheres secret songs:
Song of Arcane Revelation (Su)
To use this song, a bard must have at least 19 ranks in a Perform skill. Through his music, the bard has unveiled the truth of arcane magics. All allies within 60 feet, including the bard himself, receive a +2 bonus to arcane caster level. This effect continues as long as the bard keeps playing, plus 5 rounds afterwards. This is a mind-affecting effect.

Poem of Cosmic Insignificance (Su)
To use this song, a bard must have at least 20 ranks in a Perform skill. Through his music, the bard reminds his listeners how ultimately all are just specks of cosmic dust, and eventually even the planes will cease existence and all is reduced to nothing from whence it came. In the end, nothing will last and logically all is for naught. This song affects all enemy creatures within 60 feet. The bard must make a Perform check - all enemy creatures make a modified level check of (1d20 + character level or hit dice + the target's wisdom modifier + the target's bonuses against fear effects). Those who succeed scoff at the bard's feeble philosophy. Those who fail are crushed by despair and suffer -4 penalty to all saving throws. This effects remains as long as the bard keeps playing, plus 5 rounds afterwards. Those who fail by 10 or more decide to simply end their life then and there. This song is language-dependant, but affects all creatures with Int and Wis of 3 or more. Creatures normally immune to fear or mind-affecting abilities get +8 bonus to the level check - creatures immune to death effects get +16 bonus.

Ode of Pleasurous Imprisonment (Su)
To use this song, a bard must have at least 21 ranks in a Perform skill. Through his beguiling music, the bard lures one creature into a prison built by its own mind, the softness of dreams forever preferable to the harsh and meaningless reality. This song affects one creature within 90 feet whom the bard has already fascinated through his music - the bard must play and the creature must hear him for one full round. The bard must make a Perform check - the target creature makes a modified level check of (1d20 + character level or hit dice + the target's wisdom modifier). If the creature succeeds, it simply remains fascinated. If it fails, it falls into a stupor from which it might never awaken. The creatures becomes helpless until someone casts a Freedom spell upon it. This song is a mind-affecting effect. This song does not expend a separate use of bardic music.

Recitement of True Chaos (Su)
To use this song, a bard must have at least 22 ranks in a Perform skill. All lawful creatures and non-chaotic outsiders are struck dumb by the bizarre underlying premises of the world that the bard reveals through his music. This song affects all such creatures within 90 feet. The bard must make a Perform check - all enemy creatures make a modified level check of (1d20 + character level or hit dice + the target's wisdom modifier). Those who succeed are merely confused for 1 round, and can't be affected by this song again for 1 day. Those who fail become confused for as long as the bard keeps playing, plus five rounds afterwards. Those who fail by 10 or more act as if hit by the feeblemind spell, in addition to being confused. This song is a mind-affecting effect.


Ex-Bards

A bard who becomes of alignment prohibited to his tradition, or breaks his code of conduct, loses all spellcasting ability and can't progress in levels as a bard. He retains all other class features. He can restore his spellcasting ability and advancement potential by returning to an allowed alignment and Atoning (as per the spell) for his sins.

Bard Spells

0-Level Bard Spells (Cantrips)

Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Summon Instrument: Summons one instrument of the caster’s choice.

Music of the Spheres additions:
Prestidigitation: Performs minor tricks.
Mage Hand: 5-pound telekinesis.

Angelic Hymn additions:
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.

Druidic Collegiate additions:
Know Direction: You discern north.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

1st-Level Bard Spells

Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-ft. square or one object slippery.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify (M): Determines properties of magic item.
Magic Mouth (M): Speaks once when triggered.
Magic Aura: Alters object’s magic aura.
Obscure Object: Masks object against scrying.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Undetectable Alignment: Conceals alignment for 24 hours.
Ventriloquism: Throws voice for 1 min./level.

Music of the Spheres additions:
Confusion, Lesser: One creature is confused for 1 round.
Hideous Laughter: Subject loses actions for 1 round/ level.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.

Angelic Hymn additions:
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Detect Chaos/Evil: Reveals creatures, spells, or objects of selected alignment.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

Druidic Collegiate additions:
Calm Animals: Calms (2d4 + level) HD of animals.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Summon Nature’s Ally I: Calls creature to fight.

2nd-Level Bard Spells

Alter Self: Assume form of a similar creature.
Blindness/Deafness: Makes subject blind or deaf.
Blur: Attacks miss subject 20% of the time.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Detect Thoughts: Allows “listening” to surface thoughts.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Suggestion: Compels subject to follow stated course of action.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.

Music of the Spheres additions:
Glitterdust: Blinds creatures, outlines invisible creatures.
Phantom Trap (M): Makes item seem trapped.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Summon Monster II: Calls extraplanar creature to fight for you.

Angelic Hymn additions:
Augury (M) (F): Learns whether an action will be good or bad.
Consecrate (M): Fills area with positive energy, making undead weaker.
Gentle Repose: Preserves one corpse.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Druidic Collegiate additions:
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Pass without Trace: One subject/level leaves no tracks.
Summon Nature’s Ally II: Calls creature to fight.

3rd-Level Bard Spells

Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Fear: Subjects within cone flee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Illusory Script (M): Only intended reader can decipher.
Phantom Steed: Magic horse appears for 1 hour/level.
Remove Curse: Frees object or person from curse.
Scrying (F): Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Speak with Animals: You can communicate with animals.
Tiny Hut: Creates shelter for ten creatures.

Music of the Spheres additions:
Confusion: Subjects behave oddly for 1 round/level.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Sepia Snake Sigil (M): Creates text symbol that immobilizes reader.
Summon Monster III: Calls extraplanar creature to fight for you.

Angelic Hymn additions:
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Magic Circle against Chaos/Evil: As protection spells, but 10-ft. radius and 10 min./level.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.

Druidic Collegiate additions:
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Diminish Plants: Reduces size or blights growth of normal plants.
Dominate Animal: Subject animal obeys silent mental commands.
Snare: Creates a magic booby trap.
Summon Nature’s Ally III: Calls creature to fight.

4th-Level Bard Spells

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Freedom of Movement: Subject moves normally despite impediments.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Hold Monster: As hold person, but any creature.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Legend Lore (M) (F): Lets you learn tales about a person, place, or thing.
Locate Creature: Indicates direction to familiar creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Secure Shelter: Creates sturdy cottage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Speak with Plants: You can talk to normal plants and plant creatures.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

Music of the Spheres additions:
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
Summon Monster IV: Calls extraplanar creature to fight for you.

Angelic Hymn additions:
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Sending: Delivers short message anywhere, instantly.
Speak with Dead: Corpse answers one question/two levels.

Druidic Collegiate additions:
Control Winds: Change wind direction and speed.
Insect Plague: Locust swarms attack creatures.
Summon Nature’s Ally IV: Calls creature to fight.

5th-Level Bard Spells

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream: Sends message to anyone sleeping.
False Vision (M): Fools scrying with an illusion.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Song of Discord: Forces targets to attack each other.
Suggestion, Mass: As suggestion, plus one subject/level.

Music of the Spheres additions:
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Shadow Walk: Step into shadow to travel rapidly.
Summon Monster (V): Calls extraplanar creature to fight for you.

Angelic Hymn additions:
Atonement (F) (X): Removes burden of misdeeds from subject.
Commune (X): Deity answers one yes-or-no question/level.
Dispel Chaos/Evil: +4 bonus against attacks.
Raise Dead (M): Restores life to subject who died as long as one day/level ago.

Druidic Collegiate additions:
Commune with Nature: Learn about terrain for 1 mile/level.
Creeping Doom: Swarms of centipedes attack at your command.
Reincarnate: Brings dead subject back in a random body.
Summon Nature’s Ally V: Calls creature to fight

Omnicrat
2013-03-02, 06:05 PM
I find it odd that the closest thing to a bardic sage is a divine caster who follows the same rules as druids.

Frozen_Feet
2013-03-02, 07:46 PM
Take a wild, wild guess at what the Bard was in 1st ed AD&D. :smallwink:

Also, I'd forgotten how massive the Bard spell list is. Adjusting it is gonna take more time than I thought.

PairO'Dice Lost
2013-03-02, 08:39 PM
Take a wild, wild guess at what the Bard was in 1st ed AD&D. :smallwink:

This (http://www.wizards.com/default.asp?x=dnd/ex/20050107a&page=2), but with more convoluted and restrictive entry requirements? :smallamused:


A full read-through of the T&T bard will have to wait until you've fleshed out the secret songs and added spells for the three traditions, but it looks good so far.

One question: the spell list indicates that there are tradition-specific spells at all spell levels, but in the table only 4th and 5th level spells known have a "+1" for tradition-specific spells. Any particular reason for that?

Frozen_Feet
2013-03-02, 08:49 PM
One question: the spell list indicates that there are tradition-specific spells at all spell levels, but in the table only 4th and 5th level spells known have a "+1" for tradition-specific spells. Any particular reason for that?

I had two conflicting ideas essentially and had to take break to think of how to reconcile them. (Still working on it.) I'll go & fix it once I decide how tradition-specifc spells actually work.

Meanwhile, any comments on the assassin?

PairO'Dice Lost
2013-03-03, 04:00 AM
Didn't notice the assassin, actually, since it was the last post on the previous page. I'll have to give it a once-over in the morning, but at first glance I like the Assassin's Code, makes it much more 1e Assassin-ish with the guild connections.

Omnicrat
2013-03-03, 08:27 AM
This is all 1st Eish. I'm honestly surprised the rouge is a rouge and not a thief.

Frozen_Feet
2013-03-04, 07:42 PM
This is all 1st Eish. I'm honestly surprised the rouge is a rouge and not a thief.

I'll explain my design decision. The main inspiration comes from LotFP. The designer of that game was presented an interesting philosophical question: "If fighters are men that fight, why are ordinary people (who don't usually fight) classified as 0th level fighters? Why are they not 0th level specialist?"

Specialists in that system are normal joes who take up adventuring for the thrill of it. I pondered upon this - in D&D 3.x., the 0th level fighter is the Warrior or Aristocrat class. But most normal people are neither Warriors or Aristocrats - they are Commoners and Experts.

Even in these forums, when people look for the archetypal "mundane hero", their eyes get fixed on the Fighter. But people who fight are never mundane, in the sense of everyday or common. Even a "common" soldier (=the warrior class or aristocrat class) is an exception.

So, I decided to make rogues the true "mundane hero". Fighters are heroic Warriors or Aristocrats, Rogues are heroic Commoners or Experts. Interestingly, this echoes back to Tolkien and the Hobbits - who were just normal dudes who got thrust into adventure, instead of trained soldiers or those of noble birth. I bet, for many of us, the archetypal "thief" character is Bilbo the Burglar.

It also helped better draw the line between Fighter (Thug) and the Rogue. This is also why Rogue's sneak attack progression got moved back by a step.

---

Also, bards are completed. It's otherwise pretty straightforward, but I'd like to know what you think of the Secret Songs, since those are entirely new abilities.

EDIT: Also, I finally figured what extra thing to give to Elite and Thug fighters, so they don't look so lame next to the new and improved barbarian. Elites and Thugs now get proficiency with all exotic thingamajobs relating to fighting. I really wanted to give it to them at 1st level, but fighters are too dip-delicious already. They still get them relatively early, because this is something I want to bring online fairly soon so that exotic weapons see some actual use.

Frozen_Feet
2013-03-06, 02:20 AM
Cleric

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

1st|
+0|
+0|
+0|
+2| Spells, Turn or Rebuke Undead, 1st Domain

2nd|
+1|
+0|
+0|
+3| Enduring Servant +1

3rd|
+2|
+1|
+1|
+3| Preach to the Masses +1

4th|
+3|
+1|
+1|
+4| Enduring Servant +2

5th|
+3|
+1|
+1|
+4| 2nd Domain

6th|
+4|
+2|
+2|
+5| Preach to the Masses +2

7th|
+5|
+2|
+2|
+5| Commune 1/week

8th|
+6/1|
+2|
+2|
+6| Enduring Servant +3

9th|
+6/1|
+3|
+3|
+6| Preach to the Masses +3

10th|
+7/2|
+3|
+3|
+7| 3rd Domain

11th|
+8/3|
+3|
+3|
+7| Commune 2/week

12th|
+9/4|
+4|
+4|
+8| Preach to the Masses +4

13th|
+9/4|
+4|
+4|
+8| Commune 3/week

14th|
+10/5|
+4|
+4|
+9| Turn and Rebuke Outsiders

15th|
+11/6/1|
+5|
+5|
+9| Bonus Feat, Preach to the Masses +5

16th|
+12/7/2|
+5|
+5|
+10| Enduring Servant +4

17th|
+12/7/2|
+5|
+5|
+10| Commune 4/week

18th|
+13/8/3|
+6|
+6|
+11| Preach to the Masses +6

19th|
+14/9/4|
+6|
+6|
+11| Commune 5/week

20th|
+15/10/5|
+6|
+6|
+12| Bonus Feat[/table]

Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may never be true neutral.

Hit Die: d8.

Class Skills: The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) and Ride (Dex) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, for more information.

Skill Points at 1st Level: (4 + Int modifier) ×4.

Skill Points at Each Additional Level: 4 + Int modifier.

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

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level, a second domain spell starting at 5th, and third domain spell at 10th. When a cleric prepares a spell in a domain spell slot, it must come from one of his domains (see Deities, Domains, and Domain Spells, below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend number of hours equal to the highest level spell being prepared each day in quiet contemplation or supplication to regain his daily allotment of spells. (For example, if the highest level spell being prepared is 7th level, it takes 7 hours to prepare spells.). 0th level spells take ½ hour to prepare. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare only those spells he knows (see: Cleric's spells known).

Deities, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses his domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a cleric worships multiple gods, he may choose his domains from those belonging to any of those deities.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Clerics get their first domain at 1st level, second domain at 5th level, and third domain at 10th level. The cleric gets the granted powers of all domains he has. Domain spells are added to the Cleric's list of spells known. Clerics also have special domain slots reserved for domain spells only.

Clerics of Concepts: A cleric does not need to worship gods at all - he may derive his powers from his own philosophy and strenght of faith. A cleric of concepts can choose his domains freely from all domains. He is also not beholden to any code of conduct, save for one he might fashion for himself. However, the divine power from nature alone is not sufficient for fueling high level spells. A cleric of concepts gets neither spells known nor spells per day above 5th level spells.

Spells known: Though the power to cast spells comes from either gods or the divine energy present in the world itself, the knowledge of spells comes from the cleric. While divine power might manifest itself in as many ways as it has worshippers, any particular cleric only has a limited selection of spells he knows, given on the below table. Clerics do not get bonus spells known from high ability scores.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.

Chaotic, Evil, Good, and Lawful Spells: A cleric of gods can’t cast spells of an alignment opposed to his own or his deity’s. A cleric of concepts can't cast spell of an alignment opposed to his own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

{table=head]Spells Per-Day | Spells Known
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6* | 7*
1st | 3 | 1+1 | - | - | - | - | - | - |
2nd | 3 | 1+1 | - | - | - | - | - | - |
3rd | 4 | 2+1 | 1+1 | - | - | - | - | - |
4th | 4 | 2+1 | 1+1 | - | - | - | - | - |
5th | 5 | 2+2 | 1+2 | 1+2 | - | - | - | - |
6th | 5 | 2+2 | 1+2 | 1+2 | - | - | - | - |
7th | 6 | 3+2 | 2+2 | 2+2 | 1+2 | - | - | - |
8th | 6 | 3+2 | 2+2 | 2+2 | 1+2 | - | - | - |
9th | 6 | 3+2 | 2+2 | 2+2 | 1+2 | - | - | - |
10th | 7 | 3+3 | 2+3 | 2+3 | 1+3 | 1+3 | - | - |
11th | 7 | 3+3 | 2+3 | 2+3 | 1+3 | 1+3 | - | - |
12th | 7 | 3+3 | 2+3 | 2+3 | 1+3 | 1+3 | - | - |
13th | 8 | 4+3 | 3+3 | 3+3 | 2+3 | 2+3 | 1+3 | - |
14th | 8 | 4+3 | 3+3 | 3+3 | 2+3 | 2+3 | 1+3 | - |
15th | 8 | 4+3 | 3+3 | 3+3 | 2+3 | 2+3 | 1+3 | - |
16th | 9 | 5+3 | 4+3 | 4+3 | 3+3 | 3+3 | 2+3 | 1+3 |
17th | 9 | 5+3 | 4+3 | 4+3 | 3+3 | 3+3 | 2+3 | 1+3 |
18th | 9 | 5+3 | 4+3 | 4+3 | 3+3 | 3+3 | 2+3 | 1+3 |
19th | 10 | 6+3 | 5+3 | 5+3 | 4+3 | 4+3 | 3+3 | 2+3 |
20th | 10 | 6+3 | 5+3 | 5+3 | 4+3 | 4+3 | 3+3 | 2+3 |
[/table]|{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6* | 7*
1st | 12 | 8+1 | - | - | - | - | - | - |
2nd | 12 | 8+1 | - | - | - | - | - | - |
3rd | 12 | 8+1 | 8+1 | - | - | - | - | - |
4th | 12 | 8+1 | 8+1 | - | - | - | - | - |
5th | 12 | 8+2 | 8+2 | 8+2 | - | - | - | - |
6th | 12 | 8+2 | 8+2 | 8+2 | - | - | - | - |
7th | 12 | 8+2 | 8+2 | 8+2 | 8+2 | - | - | - |
8th | 12 | 8+2 | 8+2 | 8+2 | 8+2 | - | - | - |
9th | 12 | 8+2 | 8+2 | 8+2 | 8+2 | - | - | - |
10th | 12 | 8+3 | 8+3 | 8+3 | 8+3 | 4+3 | - | - |
11th | 12 | 8+3 | 8+3 | 8+3 | 8+3 | 4+3 | - | - |
12th | 12 | 8+3 | 8+3 | 8+3 | 8+3 | 4+3 | - | - |
13th | 12 | 8+3 | 8+3 | 8+3 | 8+3 | 4+3 | 4+3 | - |
14th | 12 | 8+3 | 8+3 | 8+3 | 8+3 | 4+3 | 4+3 | - |
15th | 12 | 8+3 | 8+3 | 8+3 | 8+3 | 4+3 | 4+3 | - |
16th | 12 | 8+3 | 8+3 | 8+3 | 8+3 | 4+3 | 4+3 | 4+3 |
17th | 12 | 8+3 | 8+3 | 8+3 | 8+3 | 4+3 | 4+3 | 4+3 |
18th | 12 | 8+3 | 8+3 | 8+3 | 8+3 | 4+3 | 4+3 | 4+3 |
19th | 12 | 8+3 | 8+3 | 8+3 | 8+3 | 4+3 | 4+3 | 4+3 |
20th | 12 | 8+3 | 8+3 | 8+3 | 8+3 | 4+3 | 4+3 | 4+3 |
[/table][/table]
*Only clerics of gods progress in 6th and 7th level spells.
+1s/+2s/+3s denote extra spell slots and spells known from Domains.

Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Turning and Rebuking outsiders (Su): At 14th level, a cleric becomes able to spend uses of his turn undead ability to affect outsiders. A cleric who turns undead gains the ability to rebuke [Good] outsiders and turn [Evil] outsiders, while a cleric who rebukes undead gains the ability to rebuke [Evil] outsiders and turn [Good] ones.

A turned outsider is banished back to its home plane, and can't return for 1d10 minutes even if capable of planar travel. (If it's already on its home plane, it simply flees away from the cleric for 1d10 rounds.) If the cleric's level is twice greater than outsider's HD, the outsider is destroyed instead.

Enduring Servant (Ex): Cleric's faith and martial training prepare him to face against hardships. At 2nd level, he gains +1 bonus to all Fortitude save. At 4th, 8th and 16th levels, this bonus increases further. A cleric doubles his bonus from this ability for saving throws against poison, disease, fear effects and arcane spells.

Preach to the Masses (Ex): As cleric advances in level, his rhetoric sharpens and he becomes better able to sway people on the side of his faith. Starting at 3rd level, when a cleric can spend at least 10 minutes preaching the tenets of his faiths to his listeners, he gains +1 bonus to all Bluff, Diplomacy and Intimidate checks made against people within 120 feet who could hear him speak for the next 24 hours. This bonus increases by +1 at 6th level, and by further +1 at each three levels after. This bonus is doubled against characters of true neutral alignment.

Commune (Sp): Starting at 7th level, a cleric gets one free use of the Commune spell per week. He gains additional uses of this ability at 11th, 13th, 17th and 19th levels.

Bonus feats: At 15th and 20th levels, a cleric gets a bonus feat. These feats may be any [Divine[, [Metamagic] or feats he meets the prerequisites for.

Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Code of Conduct & Ex-clerics

Most gods have devised a code of conduct for their followers. Clerics especially are held to high standards. If a cleric fails to follow a code, his god might deny him his spells and domain powers. If a cleric gains all his powers from a single god, upsetting that god usually means the cleric is unable to cast any spells at all. If a cleric worships multiple gods, he only loses domain spells and powers specific to that god.

A cleric who has thusly drawn his god's ire may not advance levels in cleric class before undergoing [I]atonement (as per the spell), cast by a cleric of his faith.

A cleric who, in addition to violating his god's code, changes to an alignment that is two or more steps away from his gods, gets banned. A banned cleric loses all spellcasting and domain abilities tied to that god and immediately suffers one negative level. All other worshippers of that god will thereafter know he's earned his god's disfavour. A banned cleric may not advance levels in the cleric class before switching faiths and going through atonement cast by cleric of his new faith. He must reselect all domains not granted by his new god or gods.

Clerics of concepts are not beholden to any code, and are not subject to whims of gods.

---

Domains

Air Domain
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Air Domain Spells

Obscuring Mist: Fog surrounds you.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Winds: Change wind direction and speed.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Control Weather: Changes weather in local area.


Animal Domain
Granted Powers: Rebuke or command animal creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. You can use speak with animals at will as a spell-like ability. You also add Knowledge (nature) to your list of cleric class skills. You get +5 bonus to all Knowledge (Nature) checks pertaining to animals.

Animal Domain Spells

Calm Animals: Calms (2d4 + level) HD of animals.
Hold Animal: Paralyzes one animal for 1 round/level.
Dominate Animal: Subject animal obeys silent mental commands.
Summon Nature’s Ally IV*: Calls creature to fight.
Commune with Nature: Learn about terrain for 1 mile/level.
Antilife Shell: 10-ft. field hedges out living creatures.
Animal Shapes: One ally/level polymorphs into chosen animal.


*Can only summon animals.

Chaos Domain
Granted Power: You cast chaos spells at +1 caster level. You also gain the ability to Smite lawful creatures 1 per day, plus additional time per day per each five Cleric levels. You must declare a Smite before making an attack. If the target is Lawful, you add your Charisma modifier as bonus to hit, and your Cleric level as bonus to damage.

Chaos Domain Spells

Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shatter: Sonic vibration damages objects or crystalline creatures.
Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
Chaos Hammer: Damages and staggers lawful creatures.
Dispel Law: +4 bonus against attacks by lawful creatures.
Animate Objects: Objects attack your foes.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.


Death Domain
Granted Power: You may use a death touch once per day, plus one additional time per day for each four Cleric levels. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d8 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save). You also receive +4 bonus to all saves made against death effects.

Death Domain Spells

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Animate Dead M: Creates undead skeletons and zombies.
Death Ward: Grants immunity to death spells and negative energy effects.
Slay Living: Touch attack kills subject.
Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
Destruction F: Kills subject and destroys remains.


Destruction Domain
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level +4 (if you hit). You must declare the smite before making the attack. This ability is usable once per day, plus one additional time per day for each four Cleric levels.

Destruction Domain Spells

Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
Shatter: Sonic vibration damages objects or crystalline creatures.
Contagion: Infects subject with chosen disease.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
Harm: Deals 10 points/level damage to target.
Disintegrate: Makes one creature or object vanish.



Earth Domain
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Earth Domain Spells

Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Stone Shape: Sculpts stone into any shape.
Spike Stones: Creatures in area take 1d8 damage, may be lowed.
Wall of Stone: Creates a stone wall that can be shaped.
Stoneskin M: Ignore 10 points of damage per attack.
Earthquake: Intense tremor shakes 80-ft.-radius.


Evil Domain
Granted Power: You cast evil spells at +1 caster level. You also gain the ability to Smite good creatures 1 per day, plus additional time per day per each five Cleric levels. You must declare a Smite before making an attack. If the target is Good, you add your Charisma modifier as bonus to hit, and your Cleric level as bonus to damage.

Evil Domain Spells

Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Desecrate M: Fills area with negative energy, making undead stronger.
Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
Unholy Blight: Damages and sickens good creatures.
Dispel Good: +4 bonus against attacks by good creatures.
Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.


Fire Domain
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Fire Domain Spells

Burning Hands: 1d4/level fire damage (max 5d4).
Produce Flame: 1d6 damage +1/ level, touch or thrown.
Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fire Seeds: Acorns and berries become grenades and bombs.
Fire Storm: Deals 1d6/level fire damage.


*Resist cold or fire only.

Good Domain
Granted Power: You cast good spells at +1 caster level. You also gain the ability to Smite evil creatures 1 per day, plus additional time per day per each five Cleric levels. You must declare a Smite before making an attack. If the target is Evil, you add your Charisma modifier as bonus to hit, and your Cleric level as bonus to damage.

Good Domain Spells
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Holy Smite: Damages and blinds evil creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects


*Cast as a good spell only.

Healing Domain
Granted Power: You cast healing spells at +1 caster level. You add +2 insight bonus to all Heal checks you make, and gain double bonus from a healer's kit. When you treat wounded persons, they recover double the number of hitpoints or ability score damage as they rest.

Healing Domain Spells

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).


Knowledge Domain
Granted Power: Add all Knowledge skills to your list of cleric class skills. You can use your Wisdom in place of Intelligence when making Knowledge checks. Each time you gain a level after taking this domain, you receive a number of skillpoints equal to your Wisdom modifier that can only be used on Knowledge skills (excess skillpoints, if any, are lost). You cast divination spells at +1 caster level.

Knowledge Domain Spells

Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Thoughts: Allows “listening” to surface thoughts.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Divination M: Provides useful advice for specific proposed actions.
True Seeing M: Lets you see all things as they really are.
Find the Path: Shows most direct way to a location.
Legend Lore M F: Lets you learn tales about a person, place, or thing.


Law Domain
Granted Power: You cast law spells at +1 caster level. You also gain the ability to Smite chaotic creatures 1 per day, plus additional time per day per each five Cleric levels. You must declare a Smite before making an attack. If the target is Chaotic, you add your Charisma modifier as bonus to hit, and your Cleric level as bonus to damage.

Law Domain Spells

Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Calm Emotions: Calms creatures, negating emotion effects.
Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Order’s Wrath: Damages and dazes chaotic creatures.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Hold Monster: As hold person, but any creature.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.


Luck Domain
Granted Power: You gain the power of good fortune, which is usable once per day, plus one additional time per day for each five Cleric levels. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Luck Domain Spells

Entropic Shield: Ranged attacks against you have 20% miss chance.
Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Freedom of Movement: Subject moves normally despite impediments.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Mislead: Turns you invisible and creates illusory double.
Spell Turning: Reflect 1d4+6 spell levels back at caster.


Magic Domain
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack. You also get +2 bonus to all Spellcraft and Knowledge (Arcana) checks.

Magic Domain Spells
Magic Aura: Alters object’s magic aura.
Identify: Determines properties of magic item.
Dispel Magic: Cancels magical spells and effects.
Imbue with Spell Ability: Transfer spells to subject.
Spell Resistance: Subject gains SR 12 + level.
Antimagic Field: Negates magic within 10 ft.
Spell Turning: Reflect 1d4+6 spell levels back at caster.


Plant Domain
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. You can also use speak with plants as an at-will spell-like ability. Add Knowledge (nature) to your list of cleric class skills. You get +5 bonus to all Knowledge (Nature) checks pertaining to plants.

Plant Domain Spells

Entangle: Plants entangle everyone in 40-ft.-radius.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Plant Growth: Grows vegetation, improves crops.
Command Plants: Sway the actions of one or more plant creatures.
Wall of Thorns: Thorns damage anyone who tries to pass.
Repel Wood: Pushes away wooden objects.
Animate Plants: One or more trees animate and fight for you.


Protection Domain
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day per Cleric level.

Protection Domain Spells
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield Other F: You take half of subject’s damage.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Spell Immunity: Subject is immune to one spell per four levels.
Spell Resistance: Subject gains SR 12 + level.
Antimagic Field: Negates magic within 10 ft.
Repulsion: Creatures can’t approach you.


Strength Domain
Granted Power: You can perform a feat of strength as an extraordinary ability. You gain a circumstance bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day per Cleric level.

Strength Domain Spells

Enlarge Person: Humanoid creature doubles in size.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Spell Immunity: Subject is immune to one spell per four levels.
Righteous Might: Your size increases, and you gain combat bonuses.
Stoneskin M: Ignore 10 points of damage per attack.
Grasping Hand: Large hand provides cover, pushes, or grapples.


Sun Domain
Granted Power: Once per day per Cleric level, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. You become able to use daylight as an at-will spell-like ability.

Sun Domain Spells
Endure Elements: Exist comfortably in hot or cold environments.
Heat Metal: Make metal so hot it damages those who touch it.
Searing Light: Ray deals 1d8/two levels, more against undead.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Fire Seeds: Acorns and berries become grenades and bombs.
Sunbeam: Beam blinds and deals 4d6 damage.


Travel Domain
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.

Add Survival and Ride to your list of cleric class skills. You can always take 10 with these skills, even if threatened or distracted.

Travel Domain Spells
Longstrider: Increases your speed.
Locate Object: Senses direction toward object (specific or type).
Fly: Subject flies at speed of 60 ft.
Dimension Door: Teleports you short distance.
Teleport: Instantly transports you as far as 100 miles/level.
Find the Path: Shows most direct way to a location.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.


Trickery Domain
Granted Power: Add Bluff, Forgery, Disguise, Hide, Move Silently and Sleight of Hand to your list of cleric class skills. Each level, you get a number of extra skill points equal to your Wisdom modifier to be used on these skills only (any excess points are lost). You can always "Take 7" with these skills, even if distracted or threatened.

Trickery Domain Spells
Disguise Self: Disguise own appearance.
Invisibility: Subject invisible 1 min./level or until it attacks.
Nondetection M: Hides subject from divination, scrying.
Confusion: Subjects behave oddly for 1 round/level.
False Vision M: Fools scrying with an illusion.
Mislead: Turns you invisible and creates illusory double.
Screen: Illusion hides area from vision, scrying.


War Domain
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon. Whenever you gain a feat, you count as a Fighter of half your Cleric level for purposes of qualifying for prerequisites. At 7th and 14th levels, you get bonus feats chosen from [Fighter] and [Tactical] feats. You must fit all prerequisites for these feats.

War Domain Spells
Magic Weapon: Weapon gains +1 bonus.
Spiritual Weapon: Magical weapon attacks on its own.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Blade Barrier: Wall of blades deals 1d6/level damage.
Power Word Blind: Blinds creature with 200 hp or less.


Water Domain
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Water Domain Spells
Obscuring Mist: Fog surrounds you.
Fog Cloud: Fog obscures vision.
Water Breathing: Subjects can breathe underwater.
Control Water: Raises or lowers bodies of water.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Cone of Cold: 1d6/level cold damage.
Acid Fog: Fog deals acid damage.


Artifice Domain
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.) At 7th Cleric level, you gain Skill Focus feat for any craft skill you desire. At 14th level, you gain the Legendary Crafter feat without having to qualify for the prerequisites.

Artifice Domain Spells
Animate rope
Wood shape
Stone shape
Minor creation
Fabricate
Major creation
Hardening


Charm Domain
Granted Power: For a number of time per day equal to your Cleric level, you can gain a circumstance bonus your Charisma equal to your Cleric level for purposes of a single skill check. Activating this power is a free action. The Charisma increase lasts for the duration of the skill check.

Charm Domain Spells
Charm person
Calm emotions
Suggestion
Heroism
Charm monster
Geas/quest
Insanity


Community Domain
Granted Power: Use calm emotions as an at-will spell-like ability, and create food and water as a spell-like ability 3/day. You receive +2 bonus to Diplomacy, Gather Information, Knowledge (Local) and Knowledge (Nobility & Royalty) checks. You add Gather Information and Knowledge (Nobility & Royalty) to your list of class skills.

Community Domain Spells
Bless
Status
Prayer
Greater status
Telepathic bond
Heroes’ feast
Refuge


Creation Domain
Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.) When using any Craft skill, bonuses from masterwork tools are doubled for you (this stacks with any other doubling). You gain the ability to use fabricate as a spell-like ability 1/day, and additional time per day for each five Cleric levels.

Creation Domain Spells
Create water
Minor image
Create food and water
Minor creation
Major creation
Heroes’ feast
Permanent image


Darkness Domain
Granted Power: You gain lowlight vision and darkvision up to 120 feet. At 7th level, you gain the Blind-Fight feat. At 14th level, you gain the Blindsight feat. You don't need to meet prerequisites for these feats. When fighting against an opponent who can't see you, yu get +2 to hit and +4 to damage on top of normal bonuses.

Darkness Domain Spells
Obscuring mist
Blindness
Blacklight
Armor of darkness
Summon monster V (only summons 1d3 shadows)
Prying eyes
Nightmare


Glory Domain
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll. You add your Charisma bonus to all saving throws made against spells or special abilities of evil and/or undead creatures.

Glory Domain Spells

Disrupt undead
Bless weapon
Searing light
Holy smite
Holy sword
Bolt of glory
Sunbeam


Liberation Domain
Granted Power: You and allies within 60 feet of you gain a +2 morale bonus on all saving throws against enchantment spells or effects. Once per day per Cleric level, you can allow any creature you touch to reroll its save against any inimical enchantment it previously failed to save against, but only once per effect.

Liberation Domain Spells
Remove fear
Remove paralysis
Remove curse
Freedom of movement
Break enchantment
Greater dispel magic
Refuge


Madness Domain
Granted Power: For purposes spellcasting (determining bonus spells and DCs), you gain an insight bonus to Wisdom equal to ½ your Cleric level.

In exchange, you suffer a penalty equal to ½ your Cleric level to all Will saving throws and Wisdom-based skill checks.

Once per day per cleric level, you can reverse this penalty, instead gaining an insight bonus equal to ½ your Cleric level to any Will saving throw or Wisdom-based skill check.

Madness Domain Spells

Lesser confusion
Touch of madness
Rage
Confusion
Bolts of bedevilment
Phantasmal killer
Insanity


Nobility Domain
Granted Power: You have the extraordinary ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day per cleric level. You also add Ride (Dex) and Knowledge (Int) (Nobility & Royalty) to list of class skills.

Nobility Domain Spells
Divine favor
Enthrall
Magic vestment
Discern lies
Greater command
Geas/quest
Repulsion


Repose Domain
Granted Power: You gain +4 bonus to all Charisma checks (inc. turning undead) made against Undead creatures. Deathwatch is not an [Evil] spell to you, and Speak with dead is not language-dependent - all dead creatures are legible to you. You also become able to use Hide from Undead as an at-will spell-like ability.

Repose Domain Spells
Deathwatch
Gentle repose
Speak with dead
Death ward
Raise Dead
Undeath to death
Resurrection


Rune Domain
Granted Power: You get the Scribe Scroll and Diligent feats for free and add Decipher Script on your list of class skills. You become able to use Glyph of Warding as a spell-like ability 1/day, and additional time per day per five Cleric levels.

Rune Domain Spells
Erase
Secret page
Glyph of warding
Explosive runes
Lesser planar binding
Greater glyph of warding
Instant summons


Scalykind Domain
Granted Power: Rebuke or command animals (reptilian creatures and snakes only) and Dragons as an evil cleric rebukes or commands undead. You can use this ability a total number of times per day equal to 3 + Charisma modifier. You also become immune to all snake and dragon venoms.

Scalykind Domain Spells

Magic fang
Animal trance†
Greater magic fang
Poison
Animal growth†
Eyebite
Creeping doom (composed of tiny snakes)

†Affects ophidian or reptilian creatures only.

Weather Domain
Granted Power: You gain Survival (Wis) as a class skill. You add your Cleric level as an insight bonus to all Survival checks to predict weather. You cast Divination spells at +1 Caster level. At 7th level, you gain the Endurance feat for free.

Weather Domain Spells
Obscuring mist
Fog cloud
Call lightning
Sleet storm
Call lightning storm
Control winds
Control weather

Frozen_Feet
2013-03-07, 07:01 AM
Druid

Druids are sort of a parallel evolution to clerics. Once, long ago, before people had knowledge of gods and spirits, humanoids revered all things as divine: rocks, rivers, trees, the sun, the moon... each were considered deities on their own. But as people's imaginations kept giving them more and more humanoid-like forms, and as gods ascended or made themselves known, a new type of religiosity was born: the reverence of antropomorphic deities, or of abstract concepts with little relation to observable nature.

But among the tidal waves of change, druids are a bastion of the Old ways. To them, rocks are still rocks, rivers are still rivers, trees are still trees, and so on, with no pretense they have humanoid qualities of any sort - but rather, they are worthy and divine as just that. While some druids pay their respects to deities of some form or another, at the core of druidic philosophy is the thought that the natural, material world itself is holy and spiritual entity. Gods are, ultimately, just an afterthought in existence of men.

Druids are often accused from being overly conservative, hide-bound or plain anti-civilization. These are not too off-the-mark - druidic sects are more concerned with keeping things sustainable rather than "advancing" civilization to one direction or another, which often translates to protecting the status quo; and they hold that preservation of history and knowledge of the past is just as important as making "new" discoveries.

Since druidic faiths are some of the oldest in existence, almost all brother- and sisterhoods are connected to each other in some manner. Legends claim that all druids across the world are lead by single, supreme leader known as the "Arch Druid", but the only ones who might know if this is for real are druids themselves, and they do not divulge their secrets easily.

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

1st|+0|+2|+0|+0| Animal Companion, Wild empathy

2nd|+1|+3|+0|+0| Woodland stride, Nature's sense

3rd|+2|+3|+1|+1| Trackless step

4th|+3|+4|+1|+1| Resist Nature's Lure

5th|+3|+4|+1|+1| Wildshape (1/day)

6th|+4|+5|+2|+2| Wildshape (Tiny)

7th|+5|+5|+2|+2| Natural Spell I - II

8th|+6/+1|+6|+2|+2| Wildshape (2/day)

9th|+6/+1|+6|+3|+3| Wildshape (Large)

10th|+7/+2|+7|+3|+3| Venom Immunity

11th|+8/+3|+7|+3|+3| A Thousand Faces

12th|+9/+4|+8|+4|+4| Wildshape (3/day)

13th|+9/+4|+8|+4|+4| Wildshape (Plant)

14th|+10/+5|+9|+4|+4| Natural spell III - IV

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

16th|+12/+7/+2|+10|+5|+5| Wildshape (4/day), Wildshape (Elemental 1/day)

17th|+12/+7/+2|+10|+5|+5| Wildshape (Huge)

18th|+13/+8/+3|+11|+6|+6| Natural spell V

19th|+14/+9/+4|+11|+6|+6| Wildshape (5/day), Wildshape (Elemental 2/day)

20th|+15/+10/+5|+12|+6|+6| Wildshape (Huge elemental), Wildshape (6/day), Wildshape (elemental 3/day)
[/table]

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Hit Die: d8.

Class Skills: The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) ×4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the druid.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. A druid may only use non-metallic weapons. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid wearing metallic weapons or armor is subject to Druidic spell failure chance. Wielding a metal weapon causes a 5% failure chance. Wearing metallic armor or shield causes a failure chance equal to the armor's arcane spell failure chance. These chances are cumulative with each other, as well as Druidic spell failure chance from lacking druidic holy symbols.

A druid wearing metal armor is unable to use wildshape.

Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid chooses his spells from the druid spell list, but only knows a select amount of spells of each level (as shown on the table) and she must choose which spells to prepare during her daily meditation.

To have guaranteed success in spellcasting, a druid must employ druidic holy symbols. The primary holy symbol for druids is mistletoe. If a druid can use a leaf of mistletoe gathered during full or new moon within the last month as a material component in any of his spells, he suffers no spell failure chance (unless wearing metal weapons or armor). In a pinch, older mistletoe or mistletoe gathered at any other time can be substituted, but the druid suffers a 3% spell failure chance. Fresh leaves or berries of holly can also be substituted, causing a 6% failure chance. Finally, oak leaves may be used, causing a 12% failure chance.

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

Spontaneous Casting

A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A druid of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)

Nature Sense (Ex): A druid gains a +3 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spells and spell-like abilities of fey and magical beasts.

Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any non-metal gear worn or carried by the druid melds into the new form and becomes nonfunctional. Metal items either fall off or remain where they are, depending on whether they fit on the new form. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with. A druid may never turn into an animal he has not personally seen at least once.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability more times per day at 8th, 12th, 16th, 19th, and 20th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Tiny animal at 6th level, a Large animal at 9th level, and a Huge animal at 17th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

At 13th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

At 19th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Natural Spell I - V: Normally, turning into animal or plant form precludes spellcasting due to inability to utter the spell or make the right gestures. However, a druid slowly learns to compensate. At 7th level, he learns to cast 1st and 2nd level spells while wildshaped. At 14th level, he learns to cast 3rd and 4th level spells. Finally, at 18th level, he becomes able to use 5th level spells.

Venom Immunity (Ex): At 10th level, a druid gains immunity to all non-magical poisons.

A Thousand Faces (Su): At 11th level, a druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the druid still dies of old age when her time is up.

Druid Law

Druids are beholden to a certain set of vows. Breaking these vows may cause aggravated druidic spell failure chance, or make the druid lose all his spellcasting ability alltogehter. Except for equipment restrictions, a druid is generally allowed three mistakes before he must Atone.


A druid must not use weapons or armor of civilization; as outlined above, wielding metallic weapons or shields and wearing metallic armor causes spell failure chance. Only weapons and armor made of natural materials, such as leather, wood, bone and stone may be used.
A druid must not use jewelry or tools made of impure metals; only copper, mithril, silver, gold and platinum, and their alloys, are allowed. Iron and similar metals that usually require lenghty refinement process to extract are allowed only in the rare cases they are found pure in nature, such as in the case of meteoric steel. Using prohibited materials causes a druidic spell failure chance equal to that of using a metallic weapon.
A druid must remain neutral; he may not take formal side in any war, and may not promise support of his brotherhood to any instance - the only allegiance he may offer is his very own, and it can only be given to persons, not to abstract causes or nations.
Things talked in the gatherings of the brotherhood are not for outside ears; revealing druidic secrets, such as the druidic language, to non-initiated outsiders is prohibited.
Once he leaves camp, a druid will clean all traces of himself or others, leaving the wilderness in as pristine state as it was when he arrived.
A druid must holds no permanent place of residence; the wilderness is his home. The sole exception is a fort or keep to house any potential followers of his.
A druid is a defender of nature and animals. He will not needlessly spoil the wilderness or ravage crops, and he will not kill animals except in self-defence or when necessary for sustenance. He will not cause undue suffering to animals, and will relieve them from any pain he can. He will to his best ability oppose and prevent any project that would upset natural balance, such as excessive construction, damming of rivers, or unsustainable farming.
A druid will never lie about history; he must present all accounts as objectively and neutrally as he can.


Ex-Druids

A druid who violates the Druid Law more than thrice or switches to a prohibited alignment loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).


The Druid’s Animal Companion

A druid’s animal companion is different from a normal animal of its kind in many ways. A druid’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

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

Animal Companion Basics

Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD, as well as grows in size as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Alternative Animal Companions

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

Frozen_Feet
2013-03-07, 07:28 AM
Wizard

"There is more than one world out there." This thought is wide-spread and well-known in many myths and religions. Wizards are those who, instead of being satisfied by mere philosophical sophistry or religious dogma, go out and put this claim to the test. Enlightement is not what drives them - rather, it is scientific curiosity if anything. Only too late too many realize that there is no going back to how life used to be once they stumble upon the wrong secret.

You see, there are indeed many realities besides this one - but it only goes to show how small and random existence of this one is. There are realms out there that seem like nothing but hallucinations of lunatics, inimical to all life as we know it, and our world is but one or two steps from becoming one. A wizard has looked into the Abyss, and the Abyss has looked back to him.

But a wizard would not be a Wizard if he was happy with just theoretical knowledge, no. To satisfy his curiosity, he must but his lore into practice - to bring those horrors from those far-away realms into this one, so they can be properly examined, dissected, put into bottles and labeled. A wizard reaches out to the cosmos, and the cosmos reaches back.

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

1st|+0|+0|+0|+2| School Specialization, Scribe Scroll

2nd|+1|+0|+0|+3| Summon Familiar

3rd|+1|+1|+1|+3| Adjusted Arcana 1st

4th|+2|+1|+1|+4| Adjusted Arcana 2nd

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

6th|+3|+2|+2|+5| Scholar's fortitude +1

7th|+3|+2|+2|+5| Adjusted Arcana 3rd

8th|+4|+2|+2|+6| Adjusted Arcana 4th

9th|+4|+3|+3|+6| Scholar's fortitude +2

10th|+5|+3|+3|+7| Bonus Feat

11th|+5|+3|+3|+7| Wizard's Staff

12th|+6/+1|+4|+4|+8| Scholar's fortitude +3

13th|+6/+1|+4|+4|+8| Adjusted Arcana 5th

14th|+7/+2|+4|+4|+9| Adjusted Arcana 6th

15th|+7/+2|+5|+5|+9| Bonus Feat

16th|+8/+3|+5|+5|+10| Adjusted Arcana 7th

17th|+8/+3|+5|+5|+10| Adjusted Arcana 8th

18th|+9/+4|+6|+6|+11| Scholar's fortitude +4

19th|+9/+4|+6|+6|+11| Improved Wizard's Staff

20th|+10/+5|+6|+6|+12| Bonus Feat
[/table]

Alignment: Any.

Hit Die: d4.

Class Skills: The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) ×4.

Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the wizard.

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

Spells: A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score. When a table states that a Wizard gets only 0 spells per day, he can only use that level of spells if he has high enough Int to have bonus spells of that level.

Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending a number of hours equal to the level of the highest level spell being prepared studying her spellbook (0th level spells take ½ hour to prepare). While studying, the wizard decides which spells to prepare.

School Specialization: A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.

A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.

The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up three other schools of magic (unless she chooses to specialize in divination or evocation; see below), which become her prohibited schools.

A wizard can never give up both divination and evocation to fulfill this requirement.

Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

Spells that do not fall into any of these schools are called universal spells.

{table=head]Spells per Day
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1st | 3 | 1+1 | - | - | - | - | - | - | - | - |
2nd | 3 | 1+1 | - | - | - | - | - | - | - | - |
3rd | 4 | 2+1 | 1+1 | - | - | - | - | - | - | - |
4th | 4 | 2+1 | 1+1 | - | - | - | - | - | - | - |
5th | 5 | 3+1 | 2+1 | 1+1 | - | - | - | - | - | - |
6th | 5 | 3+1 | 2+1 | 1+1 | - | - | - | - | - | - |
7th | 6 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - | - | - |
8th | 6 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - | - | - |
9th | 6 | 4+1 | 3+1 | 2+1 | 1+1 | 1+1 | - | - | - | - |
10th | 7 | 5+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - | - |
11th | 7 | 5+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - | - |
12th | 7 | 5+1 | 4+1 | 3+1 | 2+1 | 2+1 | 1+1 | - | - | - |
13th | 8 | 6+1 | 5+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - |
14th | 8 | 6+1 | 5+1 | 4+1 | 3+1 | 2+1 | 1+1 | 0+1 | - | - |
15th | 8 | 6+1 | 5+1 | 4+1 | 3+1 | 3+1 | 2+1 | 0+1 | - | - |
16th | 9 | 7+1 | 6+1 | 5+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - |
17th | 9 | 7+1 | 6+1 | 5+1 | 4+1 | 3+1 | 2+1 | 2+1 | 0+1 | - |
18th | 9 | 7+1 | 6+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - |
19th | 10 | 8+1 | 7+1 | 6+1 | 5+1 | 4+1 | 3+1 | 2+1 | 1+1 | 0+1 |
20th | 10 | 8+1 | 7+1 | 6+1 | 5+1 | 4+1 | 3+1 | 3+1 | 2+1 | 1+1 |
[/table][/table]
+1s denote the bonus spell slot specialists get for a spell of their specialist school

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Familiar: From 2nd level on, a wizard can obtain a familiar in exactly the same manner as a sorcerer can.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a [Metamagic] feat, an feat, or [Supernatural] feat. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Adjusted Arcana: At 3rd, 4th, 7th, 8th, 13th, 14th, 16th and 17th levels, a Wizard can adjust his known spells more to his liking. At each of these levels, he may pick two spells, and alter their traits the following ways:


[I]Reduced casting time (applicable to any spell with casting time of 10 minutes or less): the time to cast a spell is lessened. 10-minute spells get done in 5 minutes; 1 minute spells get done in a single round; full round spells become standard action spells; standard action spells become move action spells; and move action spells become swift actions.
Increased dice cap* (applicable to any spell with its effect or damage capped in number of dice): the dice cap is raised by 2 dice.:
Increased range* (applicable to close, medium and long range spells): the range category shifts one step upwards; close range spells become medium range, medium range spells become long range, and long range spells have their range doubled.
Lessened XP cost (applicable to any spell costing experience): any XP cost for the spell is halved.
Increased damage*: the spell does +1 points of damage for each damage die it has, or if it does a flat amount of damage, it gains +15 to damage.
Unique spell method: all Spellcraft checks made by other casters to identify or copy your spell suffer a -30 penalty.


A spell can be subjected to more than one adjustment, but only adjustments marked with an asterisk (*) can be applied to a spell more than once. Adjustments are permanent: once a wizard has adjusted a spell, he will always prepare and cast that spell in the new manner, even if using scrolls. However, adjustments can't be copied between wizards. A wizard trying to copy an adjusted spell from another's spellbook only gains the basic version.

Scholar's Fortitude: At 6th, 9th, 12th and 18th levels, a wizard gets cumulative +1 to all fortitude saving throws made against spells, spell-like abilities and supernatural abilities. He also gains double this bonus against all Bluff, Intimidate and Diplomacy checks as well as torture used for the purpose to make him divulge his secrets.

Wizard's Staff: At 10th level, a wizard is considered fully learned, and gains his own staff. He can designate any magical staff or Masterwork quarterstaff in his possession to be this staff. As long as the wizard wields this staff in his hands, he can use it as a spell focus for all spells requiring such (f.ex, scrying). When making a succesful melee attack with this staff, he can spend a spell slot to cause Xd6 points of extra damage, where X is level of the spell slot. This damage is not subject to any resistance or damage reduction.

However, there is a cave-at. If a wizard's staff is ever broken, he must make a Will saving throw against DC 20. If unsuccessful, he loses ability to cast spells for 24 hours. He must also make a Fortitude saving throw against DC 20. Failure means he loses 500 experience points.

Improved Wizard's Staff: At 19th level, a wizard's staff becomes even more powerful. By making a succesful melee touch attack with it, he can permanently dispell magic items, as if those items had been hit by Mage's Disjunction. He also gains +2 to all caster level checks while holding it.

Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus two 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. Furthermore, a specialist gets 1 additional spell of his specialist school. Each time a wizard reaches new spell level, he may research one spell of that level for free and add it to his spellbook; this process still takes the usual amount of time. School specialists get one additional free spell of their specialist school. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.

Schools of Magic

Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.

Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.

Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only two other schools.

Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.

Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker. Unlike the other specialists, an evoker must give up only two other schools.

Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.

Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.

Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.

Universal: Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

---

Familiars

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

{table=head]Familiar| Special
Bat | Master gains a +3 bonus on Listen checks
Cat | Master gains a +3 bonus on Move Silently checks
Hawk | Master gains a +3 bonus on Spot checks in bright light
Lizard | Master gains a +3 bonus on Climb checks
Owl | Master gains a +3 bonus on Spot checks in shadows
Rat | Master gains a +2 bonus on Fortitude saves
Raven (1) | Master gains a +3 bonus on Appraise checks
Snake (2) | Master gains a +3 bonus on Bluff checks
Toad | Master gains +3 hit points
Weasel | Master gains a +2 bonus on Reflex saves
[/table]
1. A raven familiar can speak one language of its master’s choice as an extraordinary ability.
2. A tiny viper.

{table=head]Master Class Level | Natural Armor Adj. | Int | Special
1st-2nd | +1 | 6 | Alertness, improved evasion, share spells, empathic link
3rd-4th | +2 | 7 | Deliver touch spells
5th-6th | +3 | 8 | Speak with master
7th-8th | +4 | 9 | Speak with animals of its kind
9th-10th | +5 | 10 |
11th-12th | +6 | 11 | Spell resistance
13th-14th |+7 | 12 | Scry on familiar
15th-16th | +8 | 13 |
17th-18th | +9 | 14 | Hide in Plain Sight
19th-20th | +10 | 15 | Hide Soul
[/table]

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws:: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Hide in Plain Sight: If the Master is of 17th level or higher, the familiar becomes able to use the Hide skill even while observed, as long as its natural camouflage matches the terrain, or there is a shadow within 10 feet of it.

Hide Soul: If the Master is of 19th level or higher, the familiar can help its Master escape death. If the Master is reduced to negative hitpoints, the familiar can snatch away his soul before he dies if it is within 30 feet range. When this is done, the master's body appears dead. However, the Master's soul persists within his familiar, and he can try to possess an unwitting target as if using the Magic jar spell. However, if the Master succeeds in conquering a new body, the lifeforce of the target is entirely extinquished, and the new body changes in shape and abilities to match the Master's real body.

Frozen_Feet
2013-03-07, 08:07 AM
The Sorcerer

Where arcane energies run rampant, rules of biology bent and twist, and happenstance causes strange bedfellows. Many mortal lineages carry traces of very peculiar blood in their veins, perhaps blissfully unaware of their odd ancestral ties.

But every once in a while stars align in conjunction, and so, too, do long-separated bloodlines and traits meet again. Unlike the wizard, the sorcerer does not gain his powers from study of arcane lore - and unlike clerics and druids, he does not attain them through enlightment or divine patronage. To a sorcerer, his powers are inborn - they are inherent to his very blood, bones, and flesh.

Unfortunately, this potential for magnificence rarely comes with good understanding of it. A fledgling sorcerer is just left with these strange powers, with little clue of how they came to being. Because of this, many turn their attention to wizards, or perhaps clerics, to discover their heritage and powers through imitation (and perhaps consultation) of those who know more of the Big Picture than them. It's a long and arduous process before a sorcerer can stand up to his nature as a true magical being, instead of just a bumbling wizard's apprentice.

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

1st|+0|+0|+2|+0| Summon Familiar, Thicker than Water I

2nd|+1|+0|+3|+0| Claws, Eschew materials

3rd|+1|+1|+3|+1| Bonus Feat

4th|+2|+1|+4|+1| Fangs

5th|+2|+1|+4|+1| Thicker than Water II, At-will Cantrips

6th|+3|+2|+5|+2| Eyes

7th|+3|+2|+5|+2| Improved Familiar

8th|+4|+2|+6|+2| Adjusted Arcana 1st

9th|+4|+3|+6|+3| Sorcerous Vitality 1st

10th|+5|+3|+7|+3| Thicker than Water III, At-will 1st level spells

11th|+5|+3|+7|+3| Adjusted Arcana 2nd

12th|+6/+1|+4|+8|+4| Sorcerous Vitality 2nd

13th|+6/+1|+4|+8|+4| Bonus Feat

14th|+7/+2|+4|+9|+4| Wings

15th|+7/+2|+5|+9|+5| Thicker than Water IV

16th|+8/+3|+5|+10|+5| Sorcerous Vitality 3rd

17th|+8/+3|+5|+10|+5| Bonus Feat

18th|+9/+4|+6|+11|+6| Adjusted Arcana 3rd

19th|+9/+4|+6|+11|+6| Sorcerous Vitality 4th

20th|+10/+5|+6|+12|+6| Thicker than Water V

[/table]

Alignment: Any.

Hit Die: d6.

Class Skills: The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Intimidate (Cha), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (4 + Int modifier) × 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the sorcerer.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple and natural weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.

Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.

A sorcerer’s selection of spells is limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

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

Familiar: A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Thicker than Water: A sorcerer's power comes from his highly peculiar lineage. Depending on exactly what sort of weird creature spawned him or his family, he gains several special abilities as he advances.

Celestial Children: Your mother was an angel, literally. You gain the [Good] subtype. At 1st and 5th levels, you may pick your new spells known from the Paladin's list, rather than the Sorcerer/Wizard list. All Paladin spells you cast are Divine, rather than Arcane, and are not subject to arcane spell failure chance.

At 10th level, you gain Darkvision up to 60 feet as well as well as Low-light vision, or your existing vision ranges increase by 30 feet. You also become able to use tongues as an at-will spell-like ability.

At 15th level, you gain angelic resistance to elements. You gan resistance 20 to Acid and Cold, and Resistance 10 against electricity and fire. You also become immune to petrification.

At 20th level, you gain angelic aura of protection. Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals your sorcerer level). This a supernatural ability.

Draconic Heritage: Many true dragons are shape-shifters. Apparently, they also have no qualms about testing their shape-shifted bodies in all possible ways. Now, generations later, ancient draconic qualities manifest in you. At 1st level, you become immune to sleep effects and receive +2 bonus to save against paralysis.

At 5th level, you gain Darkvision up to 60 feet as well as Low-light vision, and get +2 natural armor bonus.

At 10th level, your hit-die improves to d8. At 15th level, your hit-die improves to d10. Reroll all your hitpoints at these levels, and keep the new result only if it's better than your previous hitpoints. At these levels, your natural armor bonus also improves to +4 and +6, respectively.

At 20th level, you gain Frightful Presence. This extraordinary ability triggers each time you make an attack or cast a spell. Opponents within range who witness the action may become frightened. The range is 60 feet, and the duration is 5d6 rounds. This ability affects only opponents with Hit Dice less or equal to your sorcerer level + 5. An affected opponent can resist the effects with a successful Will save (DC 10 + ½ your HD + your Cha modifier). An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours.

Faerie Folk: Everyone always suspected you were a changeling. They were part right. At 1st level, you get Low-light vision and 4 additional skillpoints. If you already had low-light vision, you get darkvision up t 60 feet, or your existing darkvision increases by 30 feet. You get 1 additional skillpoint each sorcerer level after that. You also add Perform and Sleight of Hand on your list of class skills.

At 5th level, you can pick your new spells known from the Ranger's list instead of Sorcerer/Wizard list. All ranger spells you cast are Divine, rather than Arcane, and are not subject to arcane spell failure chance.

At 10th level, you get +3 bonus to all spell DCs of your Enhancement and Illusion school spells.

At 15th level, you become able to use Invisibility as an at-will spell-like ability.

At 20th level, you gain a stunning glance ability. As a swift action, you can stun any creature within 60 feet with a glance. The target must succeed in a Will save against DC of (10 + ½ your sorcerer level + your Cha modifier) or be stunned for 2d4 rounds. This is a supernatural ability.

Fiendish Family: When people curse you for being "a son of a devil!", they are pretty much correct. You gain the [Evil] subtype. At 1st level, you gain Fire and Acid resistance 10 and Darkvision up to 60 feet.

At 5th level, you get Damage Reduction / Good & Silver. This DR is always equivalent to your sorcerer level. You also gain Martial Weapon Profiiency feat.

At 10th level, your hit-die improves to d8. Reroll your hitpoints, keeping the new result only if it's better than your previous result. You also gain +2 natural armor bonus.

At 15th level, you learn to convert spell slots into damage. Whenever you score a hit with a natural attack or a martial weapon, you can spend a spell slot to deal Xd6 extra damage, where X is the level of the spell slot. Half of this is normal, lethal damage, the other half is profane damage that is not subject to any sort of resistance.

At 20th level, you gain an aura of crushing despair. All enemies within 60 feet of you suffer a -3 morale penalty on all saving throws. This is a supernatural effect.

Spawn of the Stars: Your mother was a live sacrifice for some bizarre entity from beoynd. Comically, the cultists sacrificing her did not have a very good picture of what this actually meant. Years of happy marriage later, (http://3.bp.blogspot.com/--9ti5JJ9Y5Y/USjQP9lakqI/AAAAAAAACnQ/8NBm9Dtzp7I/s400/Better-Than-Any-Man-SAFE-pr.jpg)you were born. At 1st level, you gain 25% immunity to critical hits due to your anatomy, or lack thereof. At 10th level, this immunity rises to 50%, and you also become immune to non-lethal damage.

At 5th level, you gain two tentacles as natural attacks. These tentacles deal 1d4/1d4 damage, and you can use them in a grapple to make a special constrict attack doing 2d6 damage.

At 15th level, you become able to use blur as an at-will spell-like ability.

At 20th level, you become surrounded by a sphere of sundered geometry. All allies within 120 feet get a +10 feet bonus to all their movement speeds, and all enemies within the same radius suffer a -20 penalty.

Claws: At 2nd level, a sorcerer grows a pair of claws. These claws do 1d3/1d3 damage.

Eschew Materials: The sorcerer gets this feat as a bonus feat at 2nd level.

Bonus Feats: At 3rd, 13th and 17th level, sorcerer gains a bonus feat. These feats may be any [Metamagic], [Wild] or [Supernatural] feat they qualify for.

Fangs: At 4th level, a sorcerer fets a bite attack dealing 1d6 points of damage.

At-will Cantrips: At 5th level, sorcerer gains the ability to use all his known cantrips as spell-like abilities unlimited times per day.

Eyes: At 6th level, range of all sorcerer's existing vision modes is doubled. He also gains untyped +3 bonus to Spot for finding Outsiders, Aberrations, Dragons and Fey creatures.

Improved Familiar: At 7th level, sorcerer gains Improved Familiar as a bonus feat.

Adjusted Arcana: At 8th, 11th and 18th levels, a sorcerer can adjust his known spells more to his liking. At each of these levels, he may pick two spells, and alter their traits the following ways:


Reduced casting time (applicable to any spell with casting time of 10 minutes or less): the time to cast a spell is lessened. 10-minute spells get done in 5 minutes; 1 minute spells get done in a single round; full round spells become standard action spells; standard action spells become move action spells; and move action spells become swift actions.
Increased dice cap* (applicable to any spell with its effect or damage capped in number of dice): the dice cap is raised by 2 dice.:
Increased range* (applicable to close, medium and long range spells): the range category shifts one step upwards; close range spells become medium range, medium range spells become long range, and long range spells have their range doubled.
Lessened XP cost (applicable to any spell costing experience): any XP cost for the spell is halved.
Increased damage*: the spell does +1 points of damage for each damage die it has, or if it does a flat amount of damage, it gains +15 to damage.
Unique spell method: all Spellcraft checks made by other casters to identify your spell suffer a -30 penalty.


A spell can be subjected to more than one adjustment, but only adjustments marked with an asterisk (*) can be applied to a spell more than once. Adjustments are permanent: once a sorcerer has adjusted a spell, he will always prepare and cast that spell in the new manner, even if using scrolls.

Sorcerous Vitality: At 9th, 12th, 16th and 19th levels, a sorcerer gets cumulative +1 to Fortitude saving throws against all arcane magic. He also gains ability to convert spell slots into temporary hitpoints - this is a swift action. A spell slot gives Xd6 temporary hitpoints, where X is the level of the spell slot sacrificed.

At-will 1st level spells: At 10th level, sorcerer becomes able to use his known 1st level spells an unlimited times per day as spell-like abilities.

Wings: At 14th level, the sorcerer grows wings. The effectiveness of these wings depends on her character level.

{table=head]Level | Flight speed | Maneuverablity
15 - 16 | 1 x Land speed | Poor
17 - 18 | 1.5 x Land speed | Average
19 | 2 x Land speed | Good
20+ | 3x Land speed | Perfect
[/table]

Frozen_Feet
2013-03-16, 04:42 PM
Class features for Druid, Wizard and Sorcerer have been filled. What are your thoughts on them?

Next on my list: Cleric domains, Monk.

I will not do a revision of Cleric, Druid or Sorcerer/Wizard lists. I may revise some invidual spells at a later point.

Frozen_Feet
2013-03-19, 03:56 PM
The Monk

Monks are an esoteric bunch, to put it mildy. They often come from the ranks of the privileged - only to cast away those privileges in favor of ascetism and strict life in a monastery. A typical monk is the youngest son of a noble, who was deemed useless to the family, and was handily removed from sight (and line of heritage!) by sending him to a monastery. The near-impossible vows and daily regimens they subject themselves to baffle the minds of those who value personal freedom. The only other group who might seriously consider monastic life are those so poor and down-trodden as to realize freedom is merely an illusion.

While monks are strongly connected to religious traditions, they are very distinct. It could be said clerics are the ultimate religous extroverts, going out to spread their faith - while monks are the extreme introverts, removing themselves from everyday life in favor of focusing on their own spiritual and physical betterment.

Since monastic traditions are so strict, with monks beng prohibited from doing many ordinary tasks themselves, they often have quite a bit of spare time to devote to less-than-practical and obscure skill-sets. Of note are monastic martial traditions. Quite often, monks are barred from using actual weapons - yet, they have to defend themselves and their monasteris somehow from raiders and high-way bandits. Thus, they circumvent these restrictions through learning to use common items as weaponry - spades, sickles, wood-chopping axes, water-carrying staves, their own hands.... Where monks are common, this has caused ordinary people to regard them with suspicion. There's no telling if that spade a monk is carrying is meant for digging trenches, or burying the bodies of some hapless muggers after the jovial monk has mauled them to death with it.

{table=head]Level|BAB|Fort|Ref|Will|Special | Unarmed Damage (1.) | AC bonus & Damage bonus | Unencumbered Speed Bonus

1st|+0|+2|+2|+2| Bonus Hitpoints, Unarmed Strike, 1st Fighting Style | 1d6 | +1 | +10 ft.

2nd|+1|+3|+3|+3| Flurry of Blows, Evasion | 1d6 | +1 | +10 ft.

3rd|+2|+3|+3|+3| Still Mind, Slow fall 20 ft. | 1d6 | +1 | +10 ft.

4th|+3|+4|+4|+4| Fighting Style bonus feat, Ki Strike (magic) | 1d8 | +2 | +20 ft.

5th|+3|+4|+4|+4| Purity of Body, Slow fall 30 ft., Tongue of the Sun and Moon | 1d8 | +2 | +20 ft.

6th|+4|+5|+5|+5| Fighting Style bonus feat, Wholeness of Body | 1d8 | +2 | +20 ft.

7th|+5|+5|+5|+5| Ki Strike (Lawful), Slow fall 40 ft, Improved Evasion | 1d10 | +3 |+30 ft.

8th|+6/+1|+6|+6|+6| Greater Flurry, Diamond Body | 1d10 | +3 | +30 ft.

9th|+6/+1|+6|+6|+6| Leap Above the Clouds, Slow fall 50 ft. | 1d10 | +3 | +30 ft.

10th|+7/+2|+7|+7|+7| Abundant Step | 2d6 | +4 | +40 ft.

11th|+8/+3|+7|+7|+7| Diamond Soul, 2nd Fighting Style, Slow fall 60 ft. | 2d6 | +4 | +40 ft.

12th|+9/+4|+8|+8|+8| Ki Strike (Adamantine) | 2d6 | +4 | +40 ft.

13th|+9/+4|+8|+8|+8| Fighting Style bonus feat, Slow fall 70 ft. | 2d8 | +5 | +50 ft.

14th|+10/+5|+9|+9|+9| Quivering Palm | 2d8 | +5 | +50 ft.

15th|+11/+6/+1|+9|+9|+9| Figting Style Bonus Feat, Slow fall 80 ft. | 2d8 | +5 | +50 ft.

16th|+12/+7/+2|+10|+10|+10| Empty Body | 2d10 |+6 | +60 ft.

17th|+12/+7/+2|+10|+10|+10| Timeless Body, Slow fall 90 ft. | 2d10 | +6 | +60 ft.

18th|+13/+8/+3|+11|+11|+11| Bonus feat | 2d10 | +6 | +60 ft.

19th|+14/+9/+4|+11|+11|+11| Unlimited Slow fall | 3d8 | +7 | +70 ft.

20th|+15/+10/+5|+12|+12|+12| Perfect Self | 3d10 | +8 | +80 ft.

[/table]
1. The value shown is for Medium monks. See Table: Small or Large Monk Unarmed Damage for Small or Large monks.

Alignment: Any lawful. Monasteries are all about upholding strange and strict traditions which are pretty much unbearable to non-lawful mindsets. Those monks that leave and change alignment often become rogues and are monks in name only.

Hit Die: d4.

Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (8 + Int modifier) ×4.
Skill Points at Each Additional Level: 8 + Int modifier.

Class Features

All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient with club, dagger, dart, handaxe, javelin, kama, longbow, longspear, nunchaku, punching dagger, quarterstaff, sai, shuriken, shortbow, shortspear, sickle, siangham, and sling, as well as unarmed strikes.

Monks are not proficient with any armor or shields.

When wearing medium or heavy armor or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

Monk's AC bonus & Bonus Hitpoints (Ex): Monks come from esoteric tradition of martial arts that puts heavy emphasis on mind over body. At 1st level, a monk chooses one ability from Intelligence, Wisdom and Charisma: he adds that ability's modifier to his AC. He also adds that ability modifier to his Hitpoints, but only at 1st level.

When later monk abilities refer to mental ability modifier, they refer to the ability chosen here.

The AC bonus increases by level as shown on the table. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears medium or heavy armor or when she carries a medium or heavy load.

Monk's bonus Damage (Ex): When using special monk weapons (any weapon listed in monk's base proficiencies, or otherwise designated as such), he gets a bonus to damage as shown on the table. This bonus damage applies only against corporeal creatures that have a Con score.

Monk's Speed bonus (Ex & Su): When wearing at most light armor, and carrying at most a light load, a monk gets 10 feet untyped bonus to his base movement speeds. As he increases in level, he gets a further bonus, but all bonuses exceeding 10 feet are enhancement bonuses.

Unarmed Strikes: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

{table=head]Level | Damage (Small Monk) | Damage (Large Monk)
1st-3rd | 1d4 | 1d8
4th-6th | 1d6 | 1d10
7th-9th | 1d8 | 2d6
10th-12th | 1d10| 2d8
13th-15th | 2d6 | 2d10
16th - 18th |2d8 | 3d8
19th | 2d10 | 3d10
20th | 3d8 | 4d8
[/table]

1st Fighting Style: At 1st level, a monk chooses his first fighting style. This fighting style gives bonus feats at 1st, 4th and 6th levels. A monk needs not to meet prerequisites for bonus feats from his fighting style. Some styles may offer additional benefits.

Flurry of Blows (Ex): Starting at 2nd level, whenever fighting unarmed or wielding a special monk weapon, a monk always gets a single unarmed bonus attack at his highest BAB when he takes an attack action or makes an Attack of Opportunity. This special bonus attack may be a touch attack to initiate tripping or grapple.

Evasion (Ex): At 2nd level or higher if a monk 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 a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Still Mind (Ex): A monk of 3rd level or higher gains a +3 bonus on saving throws against all mind-affecting effects. If a monk succeeds in a save against any mind-affecting effect that has partial effect on a succesful save, he instead suffers no effect.

Slow Fall (Ex): At 3rd level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 19th level she can use a nearby wall to slow her descent and fall any distance without harm.

Ki Strike (Su & Ex): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 7th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. These are supernatural abilities.

At 12th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness - ie. any hardness below 20 is ignored. This is an extraordinary ability.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Tongue of the Sun and Moon (Ex): A monk of 5th level or higher can speak with any living or unliving creature or object. Unliving, inanimate objects answer as if they had Int 3 for purposes of this ability.

Wholeness of Body (Ex): At 6th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to thrice (her current monk level each day + mental ability modifier), and she can spread this healing out among several uses.

Improved Evasion (Ex): At 7th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Greater Flurry (Ex): At 8th level, a monk gets additional unarmed bonus attack whenever fighting unarmed or wielding a special monk weapon. This attack is made at his highest BAB as well, and can be taken as part of any attack action or attack of opportunity.

Diamond Body (Ex): At 8th level, a monk gains immunity to poisons of all kinds.

Leap Above the Clouds (Ex): At 9th level, a monk adds his class level to all Jump, Balance and Tumble checks.

Abundant Step (Su): At 10th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day per point of mental ability modifier. Her caster level for this effect is equal to her monk level.

Diamond Soul (Ex): At 11th level, a monk gains spell resistance equal to her current monk level + 20. If the monk would have any other source of spell resistance, instead of using the normal rules, add +10 to the monk's resistance per source. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance. A monk can lower or raise his spell resistance as a free action. If a monk is knocked unconscious, his spell resistance is treated as 0 against all effects from the Healing sub-school.

2nd Fighting Style: At 11th level, a monk may choose one additional fighting style. This fighting style gives bonus feats at 11th, 13th and 15th levels. A monk needs not to meet prerequisites for bonus feats from his fighting style. Some styles may offer additional benefits.

Quivering Palm (Ex): Starting at 14th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week per point of mental ability modifier, and she must announce her intent before making her attack roll. Only corporeal creatures with a Con score can be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s mental ability modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack.

Empty Body (Su): At 16th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, plus 1 additional round per point of mental ability modifier, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level plus her mental ability modifier.

Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Bonus Feat: At 18th level, a monk gains a bonus feat. This feat may be any [Monastic] feat he meets the pre-requisites for.

Perfect Self: At 20th level, a monk transcends mortality. From this point on, she is treated either as Outsider (Native) or her prior creature type, whichever is more beneficial, for the purpose of spells and magical effects. The monk is also no longer in danger of dying from old age. Finally, the monk gains damage reduction 18/magic & lawful, which allows her to ignore the first 18 points of damage from any attack made by a nonmagical, nonlawful weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.

Ex-Monks

A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities. Advancement may be resumed if the monk returns to lawful alignment and spends 1 month per monk level in meditation and training after returning to a monastery.

Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may not advance in the monk class before returning to a monastery and spending 1 month per monk level in meditation and penitent training.

---

Fighting Styles

The Hard way
Skill Bonus: +4 to Intimidate
1st feat: Stunning Fist
2nd feat: Power Attack
3rd feat: Improved Sunder
Special: You gain Damage Reduction 3 / -- and +4 bonus hitpoints for taking this fighting style.

The Soft way
Skill Bonus: +2 to Tumble and Balance
1st feat: Improved Grapple
2nd feat: Improved Trip
3rd feat: Improved Disarm
Special: You gain +4 to all Trip, Disarm and Grapple attempts against a flat-footed opponent.

Monastery Scribe
Skill Bonus: +4 to Decipher Script
1st feat: Diligent
2nd feat: Scribe Scroll
3rd feat: Scribe's Familiar
Special: Add Decipher Script (Int), Forgery (Int) and Speak Language to your list of class skills. You can use Decipher Script in place of UMD to activate scrolls.

Monastery Apotechary
Skill Bonus: +2 to Heal and Craft (Alchemy)
1st feat: Brew Potion
2nd feat: Quick Draw
3rd feat: Augmented Alchemy
Special: Add Alchemist's Fire, vials of acid and flasks of burning oil on your list of Monk special weapons.

The Old way
Skill Bonus: +4 to Craft (Weaponsmithing)
1st feat: Weapon Focus
2nd feat: Exotic Weapon Proficiency
3rd feat: Master of a Thousand Weapons
Special: You can make your additional attacks from Flurry of Blows or Greater Flurry with any special monk weapon, not just unarmed strikes.

Archery
Skill Bonus: +4 to Spot
1st feat: Point-Blank Shot
2nd feat: Precise Shot
3rd feat: Sharp-Shooting
Special: You can use your mental ability bonus in place of Dexterity when making ranged attacks.

Unseen Fist
Skill Bonus: +2 to Hide and Move Silently
1st feat: Stealthy
2nd feat: Cloak Dance
3rd feat: Improved Feint
Special: When you use Cloak Dance, you become actually invisible (as per the spell) for (1 + your mental ability modifier) rounds.

Impeccable Defense
Skill Bonus: +4 to Tumble
1st feat: Dodge
2nd feat: Blind-Fight
3rd feat: Deflect Arrows
Special: You can dodge one more attack or deflect one more ranged attack than normal per round.

Striking Cobra
Skill Bonus: +2 to Craft (Poison) and Bluff
1st feat: Dodge
2nd feat: Mobility
3rd feat: Spring Attack
Special: Whenever you avoid a melee attack of an enemy within you reach using your Dodge feat, you can immediatly make one Attack of Opportunity against them.

Denying Stance
Skll Bonus: +4 to Tumble
1st feat: Improved Grapple
2nd feat: Combat Reflexes
3rd feat: Stand Still
Special: You gain 1 extra attack of opportunity in addition to those gained from Combat Reflexes.

Open Hand
Skill Bonus: +2 to Balance and Tumble
1st feat: Stunning Fist
2nd feat: Deflect Arrows
3rd feat: Improved Trip
Special: If you are fighting unarmed, you can deflect two additional arrows per round.

Third Eye
Skill Bonus: +2 to Spot, Search and Listen
1st feat: Blind-Fighting
2nd feat: Eyes in the Back of your Head
3rd feat: Blindsight
Special: At 6th (or 15th) level a Monk with this style acquires the Trapfinding special ability as a rogue of his level.

Overwhelming Offense
Skill Bonus: +4 to Intimidate
1st feat: Power Attack
2nd feat: Improved Bullrush
3rd feat: Improved Overrun
Special: You gain +4 to all opposed Strenght checks against enemies you have demoralized within last 10 rounds.

Crouching Tiger
Skill Bonus: +2 to Hide and Move Silently
1st feat: Weapon Finesse
2nd feat: Improved Iniative
3rd feat: Stealthy
Special: You double your Monk damage bonus against flat-footed or flanked opponents.

Undying Way
Skill Bonus: +2 to Concentration and Autohypnosis
1st feat: Toughness
2nd feat: Endurance
3rd feat: Diehard
Special: Add Autohypnoses (Wis) on your list of class skills. You get ½ your Monk level to all saving throws made against death-effects.

Moon Rabbit
Skill Bonus: +2 to Jump and Climb
1st feat: Run
2nd feat: Blinding Speed
3rd feat: Fleet of Foot
Special: Your whole speed bonus is an extraordinary untyped bonus, instead of an enhancement bonus.

Flexible Way
Skill Bonus: +2 to Balance and Tumble
1st feat: Improved Trip
2nd feat: Dodge
3rd feat: Side-step Charge
Special: When you use the Dodge feat to avoid an attack, you can move 5 ft. away from your opponent. This ability is usable once per round.

Mind over Matter
Skill Bonus: +2 to Concentration and Autohypnosis
1st feat: Mind Over Body
2nd feat: Rapid Metabolism
3rd feat: Autonomous
Special: Add Autohypnosis (Wis) and Knowledge (Psionics) on your list of class skills.

Enlightened Fist
Skill Bonus: +4 to Concentration
1st feat: Wild Talent
2nd feat: Psionic Fist
3rd feat: Greater Psionic Fist
Special: You gain a number of bonus power points equal to your mental ability modifier.

Psychic Revelation
Skill Bonus: +4 to Concentration
1st feat: Wild Talent
2nd feat: Psionic Body
3rd feat: Psionic Talent
Special: You can use your mental ability modifier in place of Constitution for Concentration checks.

Ward Nature
Skill Bonus: +2 to Survival and Knowledge (Nature)
1st feat: Plant Control
2nd feat: Plant Defiance
3rd feat: Extra Turning
Special: You can apply your turning and/or rebuking ability from these feats to Animals in addition to plants.

Beguiling Peacock
Skill Bonus: +2 to Perform, Sleight of Hand and Bluff
1st feat: Improved Feint
2nd feat: Persuasive
3rd feat: Legendary Performer
Special: Add Sleight of Hand to your list of class skills. You gain +4 to all charisma checks made towards your own species.

Frozen_Feet
2013-03-19, 08:15 PM
Cleric and Monk are done. Some feedback would be nice right about now.

EDIT: Also, more than for any other class so far, understanding my remade feats is crucial to evaluating the Monk. As you might notice, some fighting styles contain feats that would make no sense for a Monk in core.

Frozen_Feet
2013-03-19, 09:45 PM
I thought to add some fluff to Clerics too, but for some reason the server won't let me. So I'll place it here:


"Among all religious orders that follow true powers, there are a select few who are bestowed with divine powers and martial prowess, and the duty to defend their faith where ever necessary. These people are called clerics. A cleric is no mere priest, content on living a life in comfort and relative safety of some backwater village. He is a holy warrior, with a mission from a higher power. They have a deep and personal connection to the divine, and impetus to go out and spread the word. To call them fanatics does not do them justice. A layperson can avert the gaze of gods and live without giving them a single thought; only after they die will they be held responsible for their actions in life. A cleric often has no such option - he is held to much higher standards, and is subject to much swifter retribution should he falter.

The exception to this rule are those clerics who champion a cause or an abstract ideal, rather than a god. They are akin to Paladins, in that their power stems from adherence to cosmic principles even gods are beholden to. This doesn't translate to them being more powerful, however, as what a single visionary can do is quite limited compared to those with organized faith and a supernatural "head of the company" backing them up."

unbeliever536
2013-03-19, 10:42 PM
Are you sure about giving the monk a d4 hit die? "Not a tank" is one thing, but if I'm playing a monk, I don't want to die in one shot. It feels like you're trying to build a rogue-type character with more of a melee focus. I would go ahead and give the monk the d6 and just let them have more HP.

EDIT:

On the Sorceror, Faere Folk seems like a really powerful bloodline; significantly more than the others with that +3 buff to DCs. Maybe swap it with an easy-to-use (but limitted) Heighten Spell option?

Frozen_Feet
2013-03-19, 11:12 PM
+3 on the two easiest to resist schools of magic - that's why I felt comfortable giving such a big bonus.

Monks have weird hitdie for two reasons: history, and forcing them to find other ways to mitigate damage. The class has a lot more toys to play with than in the past. Plus, I felt something had to give at the face of all the improvements - increased skillpoints combined with improved defensive features meant that giving the monk almost the same hitdie as Fighters would run the risk of Monk outfighting the Fighter, which was not my goal.

unbeliever536
2013-03-21, 01:08 AM
Ok, I can see that. I did some calculations and they seem to have HP comparable (but lower than) a rogue's at level ten, which is pretty good considering their damage avoidance options.

Other notes:
-You misspelled "Strength" in the Assassin's entry requirements.
-Also in the Assassin, am I correct in assuming that the "class level" refered to in Improved Uncanny Dodge is Assassin class level, not Assassin + Rogue class level? If so, I would suggest changing it (and/or giving the Assassin a way to bypass Improved Uncanny Dodge). An assassin should be able to deal with another assassin.
-LE Bards have no tradition available. Who plays the trumpets in the army of the evil overlord?
-I find it interesting (but not necessarily bad) that spellcasting cuts off at level 7 for everyone except the Wizard. Care to explain your reasoning (for cutting it off for everyone else and for keeping it for the wizard)?

Frozen_Feet
2013-03-21, 01:35 AM
-You misspelled "Strength" in the Assassin's entry requirements.
Augh. I can never keep that mess of consonants straight.

-Also in the Assassin, am I correct in assuming that the "class level" refered to in Improved Uncanny Dodge is Assassin class level, not Assassin + Rogue class level? If so, I would suggest changing it (and/or giving the Assassin a way to bypass Improved Uncanny Dodge). An assassin should be able to deal with another assassin.
I changed Assassin's Sneak attack description. It now states Assassin and Rogue levels stack for bypassing Imp. Uncanny Dodge.

-LE Bards have no tradition available. Who plays the trumpets in the army of the evil overlord?
Huh, somehow I missed that. Well, I guess the Lawful Neutral or Neutral Evil bard does.

-I find it interesting (but not necessarily bad) that spellcasting cuts off at level 7 for everyone except the Wizard. Care to explain your reasoning (for cutting it off for everyone else and for keeping it for the wizard)?
One is history. It used to be that only Wizards got 9th level spells. Second is balance - I wanted to give an arcane caster base class that is "on par with" the "weakened" divine casters. Since sorcerer used to be nothing but "spontaneous wizard", I decided this would be one way to differentiate them.

Wizards pay for their ultimate arcane power with having the weakest chassis - one thing I saw fit not to change, considerng Wizards were/are broken anyway.

Omnicrat
2013-03-21, 04:48 PM
So, why are their no 8th and 9th level divine spells?

Frozen_Feet
2013-03-22, 06:09 AM
They'll be re-introduced at a later point. But in general, majority of casting changes exist to shift emphasis from high-level spells to low-level ones. Divine casters also have identity beyond "casts spells", and I wanted to emphasize those things more.

Frozen_Feet
2013-07-18, 05:53 PM
Blackguard

Blackguards are those who desired strenght and power to the point of obsession. It is because there was an enemy they wanted to slay? A friend they wanted to protect? A cause to be fought for? Or were they just caught in a bad situation where their own strenght didn't cut it? Whatever the case, they would've sold their souls to become stronger back then.

And that's what they did. Sold their souls, that is.

You see, the forces of evil are always hiring. The legions of Hell offer a warm welcome to anyone who enlists despite the abysmal health plan. And it just so happened their recruiter was passing by when the potential blackguard had his moment of need.

Of course, in truth it was no accident. Some of the sinister entities lurking below take great glee in persuading good people to sign their soul away, against their better wisdom. It was out of their own free will, after all. There might have been some extenuating circumstances, but no-one really forced anyone to agree to anything. In the end, it was the blackguard himself who decided it was worth it to condemn his soul to eternal suffering in exchange of some brief power in this mortal coil.

That is the great irony of the blackguard. For all his defiance, all his pompous talk and questing for power, he was the fool from the start. But, there's no use to telling it to them now. They know, and it doesn't change a thing.

Most people think of the blackguards as pure, baby-eating evil. That is not necessarily true, however. The forces of evil already have their souls, no matter what. They have little incentive to press the issue. For what it is worth, the blackguards are largely free to decide what to do with the time they have left. They might choose to keep up pretense of chivalry they might once have had, if they are so inclined. But no matter what they use their power for, the fact that they accepted their deal in the first place was a huge loss for powers of good.

Still, if one had to pick one term to describe them, it would be "anti-social". They are doomed to become lowest of the low, so in this world they aim to be highest of the high - and in this attempt, often break every rule and social norm. But hey, at least they try to do it with style.

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

1st|+1|+2|+0|+0| Aura of Evil, Martial Roots, Wasted Anyway, Smite Good 1/day

2nd|+2|+3|+0|+0| Poison Use, Undead Companion, Sneak Attack +1d6

3rd|+3|+3|+1|+1| Dark Blessing, Aura of Despair, Rebuke Undead

4th|+4|+4|+1|+1| Smite Good 2/day, Desecrate 1/day

5th|+5|+4|+1|+1| Corrupt Weapon

6th|+6/+1|+5|+2|+2| Bonus Feat, Sneak Attack +2d6

7th|+7/+2|+5|+2|+2| Rebuke Fiends, Animate Dead 1/week

8th|+8/+3|+6|+2|+2| Smite Good 3/day, Desecrate 2/day

9th|+9/+4|+6|+3|+3| Greater Fiendish Servant

10th|+10/+5|+7|+3|+3| Bonus Feat, Sneak Attack +3d6

11th|+11/+6/+1|+7|+3|+3| Animate Dead 2/week, Create Undead 1/week

12th|+12/+7/+2|+8|+4|+4| Smite Good 4/day, Desecrate 3/day

13th|+13/+8/+3|+8|+4|+4| Animate Dead 3/week, Create Undead 2/week

14th|+14/+9/+4|+9|+4|+4| Bonus Feat, Sneak Attack +4d6

15th|+15/+10/+5|+9|+5|+5| Continuous Unholy Aura
[/table]

Requirements: To qualify to become a Blackguard, a character must fulfill all the following criteria.

Alignment: Any non-good. Once a character becomes a Blackguard, he may not return to good alignment by any means.

Base Attack Bonus: +3.

Abilities: Cha 11 and Wisdom 11.

Skills: Knowledge (religion) 3 ranks, Intimidate 4 ranks, Ride 4 ranks.

Feats: Mounted Combat, Deceitful.

Special: The character must've made a contract to sell his soul.

Hit dice: d10.

Class Skills: The paladin's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Handle Animal (Cha), Jump (Str), Knowledge (Architechture & Engineering), Knowledge (History) (Int) Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Swim (Str) and Sense Motive (Wis).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are class features of the Blackguard.

Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (including tower shields).

Martial Roots (Ex): A Blackguard, though exceptional in attitude and abilities, is still a Fighter. Blackguard levels stack with Fighter levels for purposes of determining effects of special abilities and which [Fighter] feats are available to the Blackguard.

Aura of Evil (Ex): The power of a Blackguard's aura of evil (see the detect evil spell) is equal to his Blackguard level.

Wasted Anyway (Su): The Blackguard has made a literal deal with a devil. His soul is predestined to spend eternity in Hell once he dies. Any spells, spell-like or supernatural abilities that would imprison or steal the Blackguard's soul (such as magic jar, soul bind and trap the soul) automatically fail.

Spells: Beginning at 1st level, a blackguard gains the ability to cast a small number of divine spells, which are drawn from the blackguard spell list. A blackguard must choose and prepare his spells in advance.

To prepare or cast a spell, a blackguard must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a blackguard’s spell is 10 + the spell level + the blackguard’s Wisdom modifier.

Like other spellcasters, a blackguard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Blackguard's spells. In addition, he receives bonus spells per day if she has a high Wisdom score. When Table: Blackguard's spells indicates that the blackguard gets 0 spells per day of a given spell level, he gains only the bonus spells she would be entitled to based on his Wisdom score for that spell level. The blackguard does not have access to any domain spells or granted powers, as a cleric does.

A blackguard prepares and casts spells the way a cleric of concepts does, though he cannot lose a prepared spell to spontaneously cast a cure or inflict spell in its place. A blackguard may prepare and cast any spell on the blackguard spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Blackguard's caster level is equal to his fighter level.


{table=head]Spells Per-Day
{table=head]Level | 1 | 2 | 3 | 4
1st | 0 | - | - | - |
2nd | 1 | - | - | - |
3rd | 1 | 0 | - | - |
4th | 2 | 1 | - | - |
5th | 2 | 1 | 0 | - |
6th | 3 | 2 | 1 | - |
7th | 3 | 2 | 1 | 0 |
8th | 4 | 3 | 2 | 1 |
9th | 4 | 3 | 2 | 1 |
10th | 5 | 4 | 3 | 2 |
11th | 5 | 4 | 3 | 2 |
12th | 5 | 5 | 4 | 3 |
13th | 5 | 5 | 4 | 3 |
14th | 5 | 5 | 5 | 4 |
15th | 5 | 5 | 5 | 4 |
[/table][/table]

Smite Good (Su):Once per day, a blackguard may attempt to smite good with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per fighter level. If the blackguard accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.

At 4th level, and at every four levels thereafter, the blackguard may smite good one additional time per day, as indicated on Table: The Blackguard, to a maximum of four times per day at 12th level.

Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. The blackguard can replicate all of the following poisons at 1/5th the ordinary price: Nitharit, Sassone leaf residue, Malyss root paste, Terinav root, Black lotus extract, Dragon bile, Striped toadstool, Arsenic, Id moss, Oil of taggit, Lich dust, Dark reaver powder, Ungol dust, Insanity mist, Burnt othur fumes, Black adder venom, Small centipede poison, Bloodroot, Drow poison, Greenblood oil, Blue whinnis, Medium Spider Venom, Shadow essence, Wyvern poison, Large scorpion venom, Giant wasp poison, Deathblade, Purple worm poison. Blackguard adds ½ his character level to all save DCs of these venoms.

Special: A Blackguard who thinks he has no need for more poisons can swap this ability for a bonus feat. The bonus feat may be any bonus feat he meets the prerequisites for.

Undead Companion: At 2nd level, the blackguard learns to create a special undead servant. The default companion is either a skeleton or zombie heavy warhorse, but if this companion is destroyed (or the blackguard deems it useless), the blackguard can opt to animate any large or smaller creature with 4 HD or less to take its place. This animation process takes 1 hour and costs 100 sp in material components. Blackguards undead companion can't be turned or rebuked. It benefits from all same bonuses as a Fiendish Servant (see below).

Sneak Attack: This is exactly like the rogue ability of the same name, save for one detail: the range at which a blackguard's attack can count as sneak attack is extended to 90 feet. The extra damage dealt increases by +1d6 every four levels after the 2nd (6th, 10th, 14th). If a blackguard gets a sneak attack bonus from another source the bonuses on damage stack.

Blackguard levels stack with Rogue levels for purposes of bypassing Imp. Uncanny Dodge.

Dark Blessing (Su): Starting at 3rd level, a blackguard applies his Charisma modifier (if positive) as a profane bonus on all saving throws.

Aura of Despair (Su): Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.

Rebuke Undead (Su): When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of his fighter level.

Desecrate (Sp): At 4th level, the Blackguard becomes able to use desecrate as a spell-like ability once per day. He gains additional uses of this ability at 8th and 12th levels.

Corrupt Weapon (Su): Any weapon wielded by a blackguard gains +1 enhancement bonus (if it did not have one already) and counts as an evil weapon for purposes of overcoming damage reduction. This effect over-rides and suppresses any non-evil alignment a weapon might have. In addition, any critical hits made by the blackguard's weapons are automatically succesful against good foes, meaning every threat is a critical hit.

If a blackguard shoots, throws or otherwise lets go of a weapon, these effects go away by the start of the next round.

Fiendish Servant: Upon or after reaching 5th level, a blackguard can call a fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) bat, cat, dire rat, horse, pony, raven, or toad to serve him. The blackguard’s servant further gains HD and special abilities based on the blackguard’s character level (see below).

A blackguard may have only one fiendish servant at a time.

Should the blackguard’s servant die, he may call for another after one day by sacrificing a goat, or immediately if he can sacrifice a creature of the same species as his servant was. The new fiendish servant has all the accumulated abilities due a servant of the blackguard’s current level.

Bonus Feats: At 6th, 10th and 14th levels the blackguard gains a bonus feat. These feats may be any [Fighter] or [Divine] feats the blackguard meets prerequisites for.

Rebuke Fiends: At 7th level, the blackguard gains ability to rebuke and command evil outsiders as a cleric of his fighter level would rebuke and command undead.

Animate Dead (Sp): At 7th level, the blackguard gains Animate Dead as a spell-like ability, usable once per week. He gains additional uses of this ability at 11th and 13th levels.

Greater Fiendish Servant: At 9th level, the blackguard becomes able to acquire a more powerful servant. This accomplished by making a contract with a creature of 9 HD or less. The creature must have Intelligence of at least 3 and be eligible for acquring the fiendish template. The contract is sealed by slaughtering the blackguard's former servant. Upon completion, the new servant acquires the fiendish template and becomes the blackguard's subject, enjoying all benefits they're due.

A greater fiendish servant is not as trivially replaced as a lesser one. If a blackguard loses his greater servant, he must start his search anew, by first summoning a lesser servant (by slaughtering a goat) and the finding a new willing creature to become his new greater servant.

Create Undead (Sp): At 11th level, the blackguard becomes able to use Create Undead as a spell-like ability once per week. He gains an additional uses of this power at 13th level.

Continuous Unholy Aura (Su): At 15th level, the blackguard becomes permanently under effects of the Unholy Aura (http://www.d20srd.org/srd/spells/unholyAura.htm) spell.

Blackguards and Ex-Paladins

A fallen Paladin who meets the prerequisites of Blackguard class can immediately trade their (now useless) Paladin levels for Blackguard level on one-to-one basis.

Blackguard's ethos

While "moral" is hardly the word that can be used to describe most of their lot, blackguards still do have their principles. They can not fall (any further) and will not lose any abilities or advancement options for failing to meet these standards, though their dark masters might take a dim view of them:


A Blackguard will kneel to no god. (With sole possible exception of the god they made their deal with.)
Neither will blackguard kneel to any earthly masters who can not prove themselves. He will not suffer leadership of those weaker than him, and will seek to overthrow them whenever possible. (In game terms, "weaker" means having less HD than the Blackguard.)
Nor will he tolerate others who bow to some weakling or celestial mob. A blackguard will not accept commoners or clergymen as followers or cohorts and will associate with such lesser men only if strictly necessary.
Strenght is what the blackguard sold his soul for, and strenght he should keep seeking. Lying fallow when avenues of self-improvement are open is not acceptable.
A blackguard should strive to go where no other man has tread and build his own worldview. He should leave no question unasked, no stone unturned, no belief unchallenged. Law, religion, social conventions, attachment and emotions are just pretenses of the weak. They should be cast away at once if they can't hold up to scrutiny, and if a blackguard follows them, it should be by mere happenstance.
No matter what the blackguard sought his power for, no matter what he desires in this world or any other, he should remember the price he paid, accept his responsibility and abide by his contract. He should not try to scheme against or attempt to overthrow his benefactor.


The dark forces will be watching, and if a blackguard consistently goes against these guidelines, they will send a fiend or fiendish creature of equal CR to the blackguard to remind him of how things stand. Heck, they just might do it anyway, just for the chance of claiming their prize early. Fiends are bastards like that.

---

Blackguard's Fiendish Servant

As the blackguard advances in level, his Undead Companion and Fiendish Servant gain the following benefits:

{table=head]Fighter Level | Bonus HD | Natural Armor Adj. | Str Adj. | Int Adj. | Special

8th or lower | +2 | +1 | +1 | +3 | Empathic link, improved evasion, share saving throws, share spells
9th-11th | +4 | +3 | +2 | +4 | Speak with blackguard
12th-15th | +6 | +5 | +3 | +5 | Blood bond
16th-20th | +8 | +7 | +4 | +6 | Spell resistance
[/table]

Character Level: The character level of the blackguard (his blackguard level plus his original class level).

Bonus HD: Extra hit dice, as appropriate for the base creature. Con modifiers apply as normal for servants that have them. Extra Hit Dice improve the servant’s feats, size, base attack and base save bonuses, as normal.

Natural Armor Adj.: This is an improvement to the servant’s existing natural armor bonus.

Str Adj.: Add this figure to the servant’s Strength score.

Int: Add this figure to the servant's Intelligence score. (A fiendish servant is smarter than normal creatures of its kind.)

The abilities mentioned in the “Special” column of the accompanying table are described below.

Empathic Link (Su): The blackguard has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does.

Improved Evasion (Ex): If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws: For each of its saving throws, the servant uses either its own base save bonus or the blackguard’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the blackguard might have.

Share Spells: At the blackguard’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast, undead or other).

Speak with Blackguard (Ex): If the blackguard’s fighter level is 9th or higher, the blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond (Ex): If the blackguard’s fighter level is 12th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the blackguard being threatened or harmed.

This bonus lasts as long as the threat is immediate and apparent.

Spell Resistance (Ex): If the blackguard’s character level is 16th or higher, the servant gains spell resistance equal to the blackguard’s fighter level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant’s spell resistance.

---

Blackguard spell list
Blackguards choose their spells from the following list:

1st level spells
Aid, Cause fear, cure moderate wounds, detect good, inflict moderate wounds, magic weapon, protection from good, summon monster I*, undetectable alignment

2nd level spells
Animate Dad, Bull's strenght, Bear's endurance, cure serious wounds, darkness, death knell, deathwatch, eagle's splendour, inflict serious wounds, shatter, summon monster II*

3rd level spells
Contagion, cure critical wounds, death ward, deeper darkness, inflict critical wounds, magic circle against good, protection from energy, summon monster III*

4th level spells
Mass cure light wounds, Dispell good, Freedom of movement, mass inflict light wounds, slay living, summon monster IV*

* no good creatures.

Frozen_Feet
2013-08-03, 05:56 PM
Yay for nixing redundant classes!

---

The Psychic Warrior

Psychic warriors are rare among the most common species of humanoids. They usually hail from the strange peoples with innate gift for mental powers, where they emerge as logical blending of natural psychic ability and more mundane martial prowess.

When not coming from such backgrounds, psychic warriors are usually mystics and esoterics, often devoted to studying and understanding creatures and cultures alien to the common folk. Their powers are merely a side-effect of this process, or just a necessity for defending themselves - not the end-goal in itself. Rather, the goal is enlightment through perfection of body and soul. In this regard, psychic warriors are perpaps most akin to monks, but the former strive towards that noble goal without strict monastic vows or religious fervor of the latter.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Power points per day | Powers Known | Maximum Power Level Known

1st|
+0|
+2|
+0 |
+0| Bonus Feat | 0* | 1 | 1st

2nd|
+1|
+3|
+0|
+0| Mind Blade | 1 | 2 | 1st
3rd|
+2|
+3|
+1|
+1| Throw Mind Blade | 3 | 3 | 1st

4th|
+3|
+4|
+1|
+1| +1 Mind Blade | 5 | 4 | 2nd

5th|
+3|
+4|
+1|
+1| Bonus Feat | 7 | 5 | 2nd

6th|
+4|
+5|
+2|
+2| Shape Mind Blade | 11 | 6 | 2nd

7th|
+5|
+5|
+2|
+2| Free Draw | 15 | 7 | 3rd

8th|
+6/1|
+6|
+2|
+2| Bonus Feat | 19 | 8 | 3rd

9th|
+6/1|
+6|
+3|
+3| Mind Blade Enhancement +1 | 23 | 9 | 3rd

10th|
+7/2|
+7|
+3|
+3| +2 Mind Blade | 27 | 10 | 4th

11th|
+8/3|
+7|
+3|
+3| Bonus Feat | 35 | 11 | 4th

12th|
+9/4|
+8|
+4|
+4| Mind Blade Enhancement +2 | 43 | 12 | 4th

13th|
+9/4|
+8|
+4|
+4| +3 Mind Blade | 51 | 13 | 5th

14th|
+10/5|
+9|
+4|
+4| Bonus Feat | 59 | 14 | 5th

15th|
+11/6/1|
+9|
+5|
+5| Mind Blade Enhancement +3 | 67 | 15 | 5th

16th|
+12/7/2|
+10|
+5|
+5| +4 Mind Blade | 79 | 16 | 6th

17th|
+12/7/2|
+10|
+5|
+5| Bonus Feat | 91 | 17 | 6th

18th|
+13/8/3|
+11|
+6|
+6| Mind Blade enhancement +4 | 103 | 18 | 6th

19th|
+14/9/4|
+11|
+6|
+6| +5 Mind Blade | 115 | 19 | 6th

20th|
+15/10/5|
+12|
+6|
+6| Bonus Feat | 127 | 20 | 6th
[/table]
* The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.

Alignment: Any. Psychic Warriors have similar tendencies as Elite Fighters (towards Law and Evil), but are hardly predestined to such disposition.

Hit Die: d8.

Class Skills: The psychic warrior’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str) and Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier) ×4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: Psychic warriors are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Power Points/Day: A psychic warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic warrior gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.

Powers Known: A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.

Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points.

A psychic warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psychic warrior powers is 10 + the power’s level + the psychic warrior’s Wisdom modifier.
Maximum Power Level Known

A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power’s level.

Bonus Feats: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 5th level and every three levels thereafter ( 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from [Fighter] or [Psionic] feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.

These bonus feats are in addition to the feats that a character of any class gains every three levels. A psychic warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats.

Mind Blade (Su): As a move action, a psychic warrior can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium psychic warrior materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Psychic warriors who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a psychic warrior can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

A psychic warrior can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Focus. Powers or spells that upgrade weapons can be used on a mind blade.

A psychic warrior’s mind blade improves as the character gains higher levels. At 4th, 10th, 13th, 16th and 19th levels, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 10th level, +3 at 13th level, +4 at 16th level, and +5 at 19th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), a psychic warrior can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the psychic warrior maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the psychic warrior can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Throw Mind Blade (Ex): A psychic warrior of 3rd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates.

Shape Mind Blade (Su): At 6th level, a psychic warrior gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a psychic warrior shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.

Alternatively, a psychic warrior can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the psychic warrior would otherwise create with a single mind blade.

Free Draw (Su): At 7th level, a psychic warrior becomes able to materialize his mind blade as a free action instead of a move action. He can also throw his mind blade a number of times in a round equal to the number of melee attacks he can make. A psychic warrior may not materialize his blade more times than he has attacks.

Mind Blade Enhancement (Su): At 9th level, a psychic warrior gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.

At every three levels beyond 9th (12th, 15th, and 18th), the value of the enhancement a psychic warrior can add to his weapon improves to +2, +3, and +4, respectively. A psychic warrior can choose any combination of weapon special abilities that does not exceed the total allowed by the psychic warrior’s level.

The weapon ability or abilities remain the same every time the psychic warrior materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes.

A psychic warrior can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the psychic warrior.

{table=head]Weapon Special Ability | Enhancement Bonus Value
Defending | +1
Keen | +1
Lucky | +1
Mighty cleaving | +1
Psychokinetic | +1
Sundering | +1
Vicious | +1
Collision | +2
Mindcrusher | +2
Psychokinetic burst | +2
Suppression | +2
Wounding | +2
Bodyfeeder | +3
Mindfeeder | +3
Soulbreaker | +3
[/table]

Frozen_Feet
2013-08-03, 07:37 PM
Psion

Psions are introspectives. They seek to draw their powers from examining their minds - from their imagination, emotions, dreams and worst nightmares. Majority of them come from strange realms where matter behaves differently than in our world, where impressing these things on their environment is perfectly normal. Those who do not are often displeased with the way their world is, and instead see a world where matter bends to whim as an ideal, a paradise to strive for.

As such, it would not be entirely inaccurate to say psions are out of touch with reality - perhaps dangerously so, as their unleashed mental power has the potential to change the outside reality to match what is inside.

Psions often appear stoic, but this is just the surface. In truth, most psions are much more aware, and accepting, of their feelings than the common folk. They just hold them back instinctively, as releasing them has much greater implications for them than for others. But no god or vow compels them to keep them in check - and so, a psion is free to let them loose any moment he sees fit, for better or for worse.

{table=head]Level|BAB|Fort|Ref|Will|Special | Power Points per Day | Powers Known | Maximum Power Level

1st|+0|+0|+0|+2| Discipline, Bonus Feat | 2 | 2 | 1st

2nd|+1|+0|+0|+3| Wild Surge +1, Psychic enervation | 4 | 3 | 1st

3rd|+1|+1|+1|+3| Surge of Euphoria +1 | 6 | 4 | 2nd

4th|+2|+1|+1|+4| Wild Surge +2 | 10 | 5 | 2nd

5th|+2|+1|+1|+4| Bonus Feat | 14 | 6 | 3rd

6th|+3|+2|+2|+5| Psychic Strike +1d8 | 22 | 7 | 3rd

7th|+3|+2|+2|+5| Free manifesting 1st, 3/day | 30 | 9 | 4th

8th|+4|+2|+2|+6| Wild Surge +3 | 38 | 10 | 4th

9th|+4|+3|+3|+6| Surge of Euphoria +2 | 46 | 12 | 5th

10th|+5|+3|+3|+7| Bonus Feat | 54 | 13 | 5th

11th|+5|+3|+3|+7| Psychic Strike +2d8 | 70 | 15 | 6th

12th|+6/+1|+4|+4|+8| Wild Surge +4 | 86 | 16 | 6th

13th|+6/+1|+4|+4|+8| Free manifesting 2nd, 3/day | 102 | 18 | 6th

14th|+7/+2|+4|+4|+9| Resist enervation | 118 | 19 | 7th

15th|+7/+2|+5|+5|+9| Bonus Feat | 134 | 21 | 7th

16th|+8/+3|+5|+5|+10| Wild Surge +5 | 158 | 22 | 7th

17th|+8/+3|+5|+5|+10| Psychic Strike +3d8 | 182 | 24 | 8th

18th|+9/+4|+6|+6|+11| Surge of Euphoria +3 | 206 | 25 | 8th

19th|+9/+4|+6|+6|+11| Free manifesting 3rd, 2/day | 230 | 27 | 9th

20th|+10/+5|+6|+6|+12| Bonus Feat | 254 | 28 | 9th
[/table]

Alignment: Any.

Hit Die: d4.

Class Skills: The psion’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Psicraft (Int).

In addition, a psion gains access to additional class skills based on his discipline:

Seer (Clairsentience): Gather Information (Cha), Listen (Wis), Search (Int) and Spot (Wis).

Shaper (Metacreativity): Bluff (Cha), Disguise (Cha), Forgery (Int) and Use Psionic Device (Cha).

Kineticist (Psychokinesis): Autohypnosis (Wis), Disable Device (Dex), Intimidate (Cha) and Sleight of Hand (Dex).

Egoist (Psychometabolism): Autohypnosis (Wis), Balance (Dex), Survival (Wis) and Heal (Wis).

Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).

Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis).

Skill Points at 1st Level: (4 + Int modifier) ×4.

Skill Points at Each Additional Level: 4 + Int modifier.

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

Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear, as well as light armor. They are not proficient with shields.

Power Points/Day: A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Discipline: Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items.

Powers Known: A psion begins play knowing two psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the psion power list, or from the list of powers of your chosen discipline. You cannot choose powers from restricted discipline lists other than your own discipline list. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a psion can manifest powers in a day is limited only by his daily power points.

A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Charisma modifier. Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.

To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level.

Bonus Feats: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a [Psionic] feat, a [Metapsionic] feat, or a psionic [Item Creation] feat.

These bonus feats are in addition to the feats that a character of any class gains every three levels. A psion is not limited to [Psionic] feats, [Metapsionic] feats, and psionic [Item Creation] feats when choosing these other feats.

Psionic Disciplines: A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.

Clairsentience: A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.

Metacreativity: A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.

Psychokinesis: Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.

Psychometabolism: A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.

Psychoportation: A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.

Telepathy: A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Wild Surge (Su): A psion can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a psion gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).

A psion can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.

Level-dependent power effects are also improved, depending on the power a psion manifests with her wild surge.

This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).

She can use the Overchannel psionic feat and invoke her wild surge at the same time, but this doubles the chance of psychic enervation.

At 4th level, a psion can choose to boost her manifester level by two instead of one. At 8th level, she can boost her manifester level by up to three; at 12th level, by up to four; and at 16th level, by up to five.

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the psion’s power point reserve.

Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a psion may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.

A psion who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of hitpoints equal to her (improved) manifester level.

Surging Euphoria (Ex): Starting at 3rd level, when a psion uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.

If a psion is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.

At 9th level, the morale bonus on a psion’s attack rolls, damage rolls, and saving throws increases to +2. At 18th level, the bonus increases to +3.

Psychic Strike (Su): As a move action, a psion of 6th level or higher can imbue any weapon or natural attack with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)

A psion's attacks deal this extra damage only once when this ability is called upon, but a psion can imbue his weapon with psychic energy again by taking another move action.

Once a psion has prepared a weapon for a psychic strike, it holds the extra energy until it is used. Even if the psion drops the weapon (or throws and misses), it is still imbued with psychic energy when the psion next picks it up.

At 11th and 17th levels, the extra damage from a psion’s psychic strike increases as shown on the Table above.

Free Manifesting (Ps): At 7th level, a psion can manifest any 1st-level power he knows for free (without spending power points) three times per day.

At higher levels, a psion gains the ability to freely manifest additional higher-level powers: three 2nd-level powers per day at 13th level and two 3rd-level powers per day at 19th level.

This benefit applies only to the power point cost of an unaugmented power. Points spent to augment a power and an experience point cost (if any) must be paid as normal.

Resist Enervation (Ex): At 14th level, the chance of suffering psychic enervation drops to 2% per manifester level added with the wild surge.

unbeliever536
2013-08-23, 03:59 PM
So here's my review of the classes you've created after looking them over. I'll probably start making sample characters in a bit more than a week. Overall, i really like what you've been doing. It will be interesting to see how it all plays together. This is going to touch on every class, so please don't feel compelled to respond immediately.


Fighters:

-Are there any feats that are [Tacticle] and not [Fighter]? Elite fighters don't get much expansion of their feat pool, and they get the most bonus feats. [Wild] is also a relatively rare tag.

-"Hi there handsome" knack should simply state that it works on members of the opposite sex who share creature type with you.

-Knacks generally need more options for less aggressive fighters. Perhaps something for an ex-member of the city guard or a former soldier. "I think I've been here before" should definitely work for fighters who have defended a settlement as well.

-Why do Elite fighters get Heal?

-Why do thug fighters never get medium/heavy armor proficiency?

-Thug fighters should have Listen as a class skill, to go with Spot.

-Can Thugs bypass Improved Uncanny Dodge?

-Frenzy looks much stronger than Rage. I would suggest taking away the Str bonus at least. Also for fluffyness, maybe ban Str based skills while Frenzying.

-How long does Sacred Soil (barbarian poison) take to make? Without a cost, the time is unspecified.

-A lot of the Barbarian special abilities seem like they're meant for first level only. Rage and Whirling Frenzy seem to have ways around this, but Favored Enemy definitely feels like it's a first level only thing. I suggest adding a note that if an ability says it improves at a level the barbarian has already passed, the barbarian gains the improved version, or specifying in each ability what happens when a higher level barbarian takes the ability.

-How does the eagle totem affect a character who already has darkvision?

Paladins:

-Lay on Hands should have improvements like the Dragon Shaman's touch of vitality that allows them to cure conditions like blindness and exhaustion in exchange for some amount of HP healing.

-A paladin's fighter level upon acquiring a special mount is at least 3, but the table for the mount goes down to 2.

-Paladin could use more uses of Smite Evil & similar abilities.

Rangers:

-It feels odd to get two knacks in a row at 13th and 14th level. Maybe swap the 2nd animal companion and the level 13 knack? Not a big deal, just seems strange that you get the same class feature for two levels in a row.

-Why the attack bonus as opposed to damage for Favored Enemy?

-Can a ranger use his combat style feats as prerequisites for other feats (eg, TWD)? I would say yes, but with the qualifier that he loses access to all such feats when wearing medium/heavy armor or similarly encumbered.

-See Wizards, below, for concern about writing spells.

-Mettle of the Forest: what if the ranger is primarily active in a different environment? Can he swap this ability out for, say, Mettle of the Desert or Mettle of the Mountains?

-Combat Style Mastery gives snipers and TWFers tactical feats, but skirmish archers get only Shot on the Run.

Rogues:

-Why is a rogue's sneak attack shorter range than a Thug fighter's, Assassin's, or Blackguard's? (Thugs, assassins, and blackguards have Sneak Attack out to 90 feet, Rogues only have it to 30)

-Why does Trap Sense stop improving at level 12?

-Does the -2 Defensive Roll modifier for a heavy load include the medium load modifier, or would the total be -3?

-Urban Tracking special ability refers to itself as a feat in the "normal" and "special" sections

-Does/can a rogue with Double Fool's Luck get Improved Evasion/Mettle?

Assassins:

-Is the assassin's Death Attack a technical "death effect"?

-Paladin and Ranger can be started by a 3rd level character, but Assassin must be started by a 5th level character. Is this intentional?

-Hide in Plain Sight mentions "natural terrain matching his camoflauge", but the rogue special ability does not specify particular terrain or require any preparation.

Bards:

-In the "Requirements" section the class calls itself "prestige bard".

-As with the Assassin, a character must be 5th level to become a bard, unlike a character who wishes to become a ranger or paladin.

-The spells section talks about a bard "beginning play" knowing some number of spells.

-There still seems to be a mixed message regarding how tradition-specific spells are supposed to work. Personally, I prefer the way Psionic Discipline powers work to the way Cleric Domain spells work, so I would rather they just be additional spells the bard can learn.

-Praise of Nature is way stronger than anything else in the Hymn of Angels secret song list, or any other Bardic Music ability. I suggest toning it down to Fast Healing equal to 1/4 of the bard's Perform ranks. That gives an effect comparable to the equivalent songs in Music of the Spheres and Druidic Collegiate.

-When a plant creature hears the Song of the Limitless Black Forest, does it gain 3 hit dice, each a d10, or does it gain 3d10 hit dice?

-What kind of ability (ex, su, or sp) are the Music of the Spheres secret songs other than Ode of Pleasurous Imprisonment?

-If Hymn of Angels bards are allowed to be chaotic, why do they get protection from/detect/magic circle against chaos?

Clerics:

-I didn't like requiring prepared casters to spend 1 hour per spell level preparing spells until I started writing this note. At first, it seems like a huge drag on a party's adventuring to require a caster to spend half the day picking their spells. After thinking about it, though, I like the way it makes those high level spells and their choice much more important; you're pick of spells above level three or so is probably going to be your pick for the entire week at least, and you won't get it back once you cast it. I would however suggest drafting a magic item that would allow a prepared caster to restore a spell cast the previous day (but not prepare a new one) relatively quickly (with an hour or so of meditation) once per day, so that spontaneous casters are not automatically better just by virtue of constant access to high level spells. Also, you should note somewhere how long it takes to prepare only zero level spells (probably half an hour).

-Cleric of Concepts text mentions a "god of concepts". While it would be interesting to try to construct such a god under your divinity rules, I don't believe it is what you meant.

-Clerics get all their spells known at once (that is, once they gain a spell level, they know all the spells they ever will for that level). Is this intentional?

-Turn and Rebuke Outsiders ability says the outsider flees from the paladin.

-I feel like Cleric bonus feats should be restricted to [Divine] feats, possibly also [Metamagic] and/or [Item Creation].

-Can a cleric prepare a domain spell that is also a regular cleric spell in a non-domain slot of the appropriate level, or must he learn a domain and a non-domain version?

Druids:

-Like clerics, druids learn all their spells at once.

-How do weapons that are not made of metal differ from those that are, in the case of druid proficiencies that are typically made entirely or mostly of metal (dagger, scimitar, sickle)? What about weapons that usually have metal components (shortspear, dart, sling bullets)?

-Can an animal companion grow in size from bonus HD? (I don't remember if this is clear in core, but I don't think it is)

Wizards:

-Does it cost xp to research spells? If so, how much? In the srd, adding new spells costs only gold and time. Xp cost is mentioned in your Ranger and Assassin arcane spellcasting text.

-Wizard's Staff needs some clarification. Does it replace foci that are difficult to find or expensive, like the mirrors used for Scrying? I think this might have some odd effects on a few spells. What about material components?

Sorcerors:

-How do sorcerers refresh spell slots?

-If you get darkvision from Thicker than Water and you already have darkvision that is as good or better, does your existing darkvision improve? What if you have Faerie Folk TtW and you already have low light vision?

-Draconic Heritage frightful presence should key off of sorcerer level, not HD

-Are Celestial Children and Fiendish Family restriced to Good and Evil aligned sorcerers?

-What action does it take to sacrifice a spell slot for temp HP?

Monks:

-1d12 damage should probably be 2d6 instead, since that's more reliable damage. You have a couple of big jumps in damage dice Not counting bonus damage, a level 13 monk deals an average of 3 more points of damage than a level 12 monk, a level 20 monk gets a 3.5 point damage boost, wheras normally you have one or two point average increases. Going from 1d10 to 2d6 instead of 1d12 fixes one of those. I would suggest that you go from 2d10 to 3d8 (11 average damage to 13.5, and it's more reliable than 2d12) and then to 3d10 from there.

-If Tongue of the Sun and Moon lets you speak with anything, it doesn't need to specify "living or unliving creature or object".

-Monks should probably get to add their key mental stat to attack rolls to make up for the 3/4 BAB. How about the following:
Adept Attack (ex): You may add your mental ability modifier to attack rolls made with unarmed strikes or special monk weapons.

-Why DR 18 on the capstone? It seems like a weird number.

-Is the Striking Cobra special ability intended to be used only when making use of the Dodge feat, or whenever someone misses? If it's only for Dodge, it should clearly say so.

Blackguards:

-Can a blackguard spontaneously cast inflict spells?

-Smite Good ability refers to Table: The Paladin. Also needs more uses.

-Is the last sentence of the Corrupt Weapon ability meant to indicate that a blackguard's bow is corrupt but his arrows are not, or does Corrupt Weapon only apply to melee weapons?

-The fiendish servant/undead companion's type is not necessarily Magical Beast

Psychic Warriors:

-Mind Blade scales somewhat slowly. I would suggest rolling the enhancement bonus forward a level or so, and rolling the special abilities forward two levels.

Psions:

-Does psychic enervation take hitpoints based on actual manifester level or improved manifester level?


(I've abandoned numbers because numbers were silly)

Frozen_Feet
2013-08-24, 03:44 PM
-Are there any feats that are [Tacticle] and not [Fighter]? Elite fighters don't get much expansion of their feat pool, and they get the most bonus feats. [Wild] is also a relatively rare tag.

There will be more [Tactical] and [Wild] feats in the future.


-"Hi there handsome" knack should simply state that it works on members of the opposite sex who share creature type with you.

Good idea. Changed.


-Knacks generally need more options for less aggressive fighters. Perhaps something for an ex-member of the city guard or a former soldier. "I think I've been here before" should definitely work for fighters who have defended a settlement as well.

There will be more Knacks when I manage to think of some.


-Why do Elite fighters get Heal?

Two reasons: one, Paladin was removed as base class, so Elites fill in the "knightly" archetype and as a consequence get the "missing" Paladin class skills. Two, combat medics.


-Why do thug fighters never get medium/heavy armor proficiency?

They represent the sort of lowly conscripts who were not given such expensive equipment.


-Thug fighters should have Listen as a class skill, to go with Spot.

Added. (Though I'd already done that...)


-Can Thugs bypass Improved Uncanny Dodge?

They can now.


-Frenzy looks much stronger than Rage. I would suggest taking away the Str bonus at least. Also for fluffyness, maybe ban Str based skills while Frenzying.

Elaborate how it looks stronger? It doesn't give extra HP like Rage, and penalizes an already weak save.


-How long does Sacred Soil (barbarian poison) take to make? Without a cost, the time is unspecified.

1 minute. This has been clarified.


-A lot of the Barbarian special abilities seem like they're meant for first level only. Rage and Whirling Frenzy seem to have ways around this, but Favored Enemy definitely feels like it's a first level only thing. I suggest adding a note that if an ability says it improves at a level the barbarian has already passed, the barbarian gains the improved version, or specifying in each ability what happens when a higher level barbarian takes the ability.

It's now been clarified a barbarian retroactively gains all abilities he's due for his level.


-How does the eagle totem affect a character who already has darkvision?

It adds to it. This has been clarified.


-Lay on Hands should have improvements like the Dragon Shaman's touch of vitality that allows them to cure conditions like blindness and exhaustion in exchange for some amount of HP healing.

They can now cure blindness, nausea and exhaustion.


-A paladin's fighter level upon acquiring a special mount is at least 3, but the table for the mount goes down to 2.

Ooops? Fixed.


-Paladin could use more uses of Smite Evil & similar abilities.

This can be achieved by new-and-improved feats.


-It feels odd to get two knacks in a row at 13th and 14th level. Maybe swap the 2nd animal companion and the level 13 knack? Not a big deal, just seems strange that you get the same class feature for two levels in a row.

Eh, swapped. I agree it looks better that way.


-Why the attack bonus as opposed to damage for Favored Enemy?

Attack bonus is more useful than mere +2 to damage, that's why.


-Can a ranger use his combat style feats as prerequisites for other feats (eg, TWD)? I would say yes, but with the qualifier that he loses access to all such feats when wearing medium/heavy armor or similarly encumbered.

Yes, they can. This has been clarified.


-Mettle of the Forest: what if the ranger is primarily active in a different environment? Can he swap this ability out for, say, Mettle of the Desert or Mettle of the Mountains?

Now he can.


-Combat Style Mastery gives snipers and TWFers tactical feats, but skirmish archers get only Shot on the Run.

Huh. Didn't think of that aspect when picking the feats. Not sure what to do about it right now.


-Why is a rogue's sneak attack shorter range than a Thug fighter's, Assassin's, or Blackguard's? (Thugs, assassins, and blackguards have Sneak Attack out to 90 feet, Rogues only have it to 30)

To give those other classes a slight boon, since they get less SA overall.


-Why does Trap Sense stop improving at level 12?

IIRC that's when it reaches its original max bonus.


-Does the -2 Defensive Roll modifier for a heavy load include the medium load modifier, or would the total be -3?

It includes it. As normal, penalties for heavy encumberance replace those of medium encumberance.


-Urban Tracking special ability refers to itself as a feat in the "normal" and "special" sections

Ooops. Fixed.


-Does/can a rogue with Double Fool's Luck get Improved Evasion/Mettle?

Not by that ability.


-Is the assassin's Death Attack a technical "death effect"?

Apparently not (the text is copied from SRD). I'll leave it as it is. Not being a technical death effect is a small boon to the ability and makes it more useful. If it is clarified somewhere else that it is a death effect, then too bad?


-Paladin and Ranger can be started by a 3rd level character, but Assassin must be started by a 5th level character. Is this intentional?

No. Fixed.


-Hide in Plain Sight mentions "natural terrain matching his camoflauge", but the rogue special ability does not specify particular terrain or require any preparation.

I assume you meant "ranger", as rogues don't get that ability (They get "Fade into Crowd"). Rangers and Assassins both use the same version now.


-In the "Requirements" section the class calls itself "prestige bard".

Ooops. Fixed.


-As with the Assassin, a character must be 5th level to become a bard, unlike a character who wishes to become a ranger or paladin.

Fixed.


-The spells section talks about a bard "beginning play" knowing some number of spells.

Changed the wording to "beginner bard knows".


-There still seems to be a mixed message regarding how tradition-specific spells are supposed to work. Personally, I prefer the way Psionic Discipline powers work to the way Cleric Domain spells work, so I would rather they just be additional spells the bard can learn.

They know work more like a Psionic Discipline.


-Praise of Nature is way stronger than anything else in the Hymn of Angels secret song list, or any other Bardic Music ability. I suggest toning it down to Fast Healing equal to 1/4 of the bard's Perform ranks. That gives an effect comparable to the equivalent songs in Music of the Spheres and Druidic Collegiate.

It's now limited to ½ Perform ranks. Fast Healing 10 is hardly a problem when it comes online.


-When a plant creature hears the Song of the Limitless Black Forest, does it gain 3 hit dice, each a d10, or does it gain 3d10 hit dice?

... the former. (Ooops.) Clarified.


-What kind of ability (ex, su, or sp) are the Music of the Spheres secret songs other than Ode of Pleasurous Imprisonment?

They're (Su). Clarified.


-If Hymn of Angels bards are allowed to be chaotic, why do they get protection from/detect/magic circle against chaos?

They are also allowed to be Lawful, including Lawful Neutral, so that's why.



-I didn't like requiring prepared casters to spend 1 hour per spell level preparing spells until I started writing this note...

It's intentional nerf to prepared casters, to balance how they get more spells known, or get them faster than, spontaneous casters.


-Cleric of Concepts text mentions a "god of concepts". While it would be interesting to try to construct such a god under your divinity rules, I don't believe it is what you meant.

Fixed.


-Clerics get all their spells known at once (that is, once they gain a spell level, they know all the spells they ever will for that level). Is this intentional?

Yes. It is intended to mimic how divine casters had access to their whole list in the original rules... without, you know, giving them access to their whole list.


-Turn and Rebuke Outsiders ability says the outsider flees from the paladin.

Fixed.


-I feel like Cleric bonus feats should be restricted to [Divine] feats, possibly also [Metamagic] and/or [Item Creation].

Good idea. Added.


-Can a cleric prepare a domain spell that is also a regular cleric spell in a non-domain slot of the appropriate level, or must he learn a domain and a non-domain version?

Domain spells are added to the Cleric's list of known spells, so he can use normal slots for them. It's normal spells that can't be prepared in domain slots.


-Like clerics, druids learn all their spells at once.

Intentional, as noted.


-How do weapons that are not made of metal differ from those that are, in the case of druid proficiencies that are typically made entirely or mostly of metal (dagger, scimitar, sickle)? What about weapons that usually have metal components (shortspear, dart, sling bullets)?

If there aren't special rules for weapons made of other materials, they use same rules. Partially metallic items are under same restrictions as wholly metallic ones. Be a good druid and use only natural materials.


-Can an animal companion grow in size from bonus HD? (I don't remember if this is clear in core, but I don't think it is)

It's never been clarified, but now is. yes, they do grow in size.


-Does it cost xp to research spells? If so, how much? In the srd, adding new spells costs only gold and time. Xp cost is mentioned in your Ranger and Assassin arcane spellcasting text.

I may rewrite rules for spell researching in the future. I think I added the Xp part because I misremembered something, but I'll now leave it there just in case.


-Wizard's Staff needs some clarification. Does it replace foci that are difficult to find or expensive, like the mirrors used for Scrying? I think this might have some odd effects on a few spells. What about material components?

The staff replaces foci, like the mirror. Yes, this may lead to odd behaviour, but it is intended. The staff does nada about material components.


-How do sorcerers refresh spell slots?

By resting 8 hours, as per normal rules for refreshing spell slots.


-If you get darkvision from Thicker than Water and you already have darkvision that is as good or better, does your existing darkvision improve? What if you have Faerie Folk TtW and you already have low light vision?

They now have clauses similar to Barbarian abilities.


-Draconic Heritage frightful presence should key off of sorcerer level, not HD.

It keys off of HD to not penalize multiclassing.


-Are Celestial Children and Fiendish Family restriced to Good and Evil aligned sorcerers?

Nope.


-What action does it take to sacrifice a spell slot for temp HP?

Swift action. This has been clarified.


-1d12 damage should probably be 2d6 instead, since that's more reliable damage. You have a couple of big jumps in damage dice Not counting bonus damage, a level 13 monk deals an average of 3 more points of damage than a level 12 monk, a level 20 monk gets a 3.5 point damage boost, wheras normally you have one or two point average increases. Going from 1d10 to 2d6 instead of 1d12 fixes one of those. I would suggest that you go from 2d10 to 3d8 (11 average damage to 13.5, and it's more reliable than 2d12) and then to 3d10 from there.

Changed it somewhat, tell me what you like of the new progression.


-If Tongue of the Sun and Moon lets you speak with anything, it doesn't need to specify "living or unliving creature or object".

Don't blame me, I just copied the wording from SRD. :smalltongue:


-Monks should probably get to add their key mental stat to attack rolls to make up for the 3/4 BAB.

They have enough ways to "make up" for their BAB, flurry being the most obvious. I don't feel they need any more.


-Why DR 18 on the capstone? It seems like a weird number.

I had a really good reason for it, but don't remember it anymore. It's one point above the Barbarians?


-Is the Striking Cobra special ability intended to be used only when making use of the Dodge feat, or whenever someone misses? If it's only for Dodge, it should clearly say so.

It has been clarified to only work with the Dodge feat.


-Can a blackguard spontaneously cast inflict spells?

No.


-Smite Good ability refers to Table: The Paladin. Also needs more uses.

Fixed. More uses can be gained through feats.


-Is the last sentence of the Corrupt Weapon ability meant to indicate that a blackguard's bow is corrupt but his arrows are not, or does Corrupt Weapon only apply to melee weapons?

No, it means just as it says: thrown or shot weapons cease to be corrupt at the start of the next turn. This is to prevent a Blackguard from littering the place with Corrupt weapons. Projectiles do benefit, but only for the turn they're shot or thrown in.


-The fiendish servant/undead companion's type is not necessarily Magical Beast.

Clarified.


-Mind Blade scales somewhat slowly. I would suggest rolling the enhancement bonus forward a level or so, and rolling the special abilities forward two levels.

I know, I didn't have much choice of where to stick the improvements in their progression. On the other hand, I don't feel it needs fixing, as Psychic Warriors are among the classes benefiting the most of my feat fix.


-Does psychic enervation take hitpoints based on actual manifester level or improved manifester level?

Improved manifester level. This has been clarified.

Frozen_Feet
2013-11-30, 08:34 PM
The Mystic Archer

Many warriors have a favored weapon of sorts, but the mystic archer is more than a specialist. Her devotion to her bow and the skill of archery compares to religious fervency of clerics, and indeed she may even be such. The mystic archer is not satisfied with mere mundane workings and nature of these weapons, and instead dwells on platonic ideals, religious truths and spiritual revelations behind the core principles. As such, she inevitably ends up combinig her mundane skill with some theory or tradition of the supernatural, giving her arrows power and range unachievable by mere natural means.

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

1st|+1|+0|+2|+0| Enhance Arrow +1, Imbue Arrow | ---

2nd|+2|+0|+3|+0| Enhance Arrow +2, Seeker Arrow | +1 level of existing spellcasting/manifesting class

3rd|+3|+1|+3|+1| Enhance Arrow +3, Phase Arrow | +1 level of existing spellcasting/manifesting class

4th|+4|+1|+4|+1| Enhance Arrow +4, Hail of Arrows | +1 level of existing spellcasting/manifesting class

5th|+5|+1|+4|+1| Enhance Arrow +5, Arrow of Death | +1 level of existing spellcasting/manifesting class
[/table]

Requirements: To qualify to become a mystic archer, a character must fulfill all the following criteria.

Base Attack Bonus: +8.

Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).

Spells or Powers: Either Ability to cast 1st-level spells or to manifest 1st level powers.

Hit Die: d8.

Class Skills:: The mystic archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are Class Features of the mystic archer prestige class.

Weapon and Armor Proficiency: A mystic archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Enhance Arrow (Su): At 1st level, every nonmagical arrow an mystic archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every level the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency.

Spellcasting or manifesting: From 2nd level on, when a new mystic archer level is gained, the character gains new spells per day or power points as if she had also gained a level in whatever spellcasting/manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of mystic archer to the level of whatever other spellcasting/manifesting class the character has, then determines spells per day, spells known, caster level, power points, powers known and/or manifester level accordingly.

If a character had more than one spellcasting/manifesting class before she became an mystic archer, she must decide to which class she adds each level of mystic archer for the purpose of determining spells per day (etc.).

Imbue Arrow (Sp): At 1st level, a mystic archer gains the ability to place an area spell or power upon an arrow. When the arrow is fired, the spell’s or power's area is centered on where the arrow lands, even if the spell or power could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s or power's range. It takes a standard action to cast the spell (or manifest the power) and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.

Seeker Arrow (Sp): At 2nd level, a mystic archer can launch an arrow at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). This ability can be used once per day per level in this class.

Phase Arrow (Sp): At 3rd level, a mystic archer can launch an arrow at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). This ability can be used once per day per level in this class.

Hail of Arrows (Sp): In lieu of her regular attacks, a mystic archer of 4th level or higher can fire an arrow at each and every target within range, to a maximum of three targets for every mystic archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow. This ability can be used once per day per level in this class.

Arrow of Death (Sp): At 5th level, an mystic archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC (20 + the archer's character level) Fortitude save or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the mystic archer who created it. The arrow of death lasts no longer than one year, and the archer can only have 5 of such arrows in existence at a time.

Frozen_Feet
2013-12-01, 10:37 AM
Eldritch Knight

Eldritch Knights are sentinels. They combine force of arms with the power of arcane magic, to safeguard some antediluvian secrets or to protect the world from some long-forgotten horror. They are usually either wizards who began to have second thoughts of their research, or sorcerers who found out of some grimmer aspects of their family tree, and decided to do all they could to hide those facts from others.

While this may make them sound noble, many eldritch knights are anything but. While desire to prevent harm to others may drive a magician to become one, just as well they may just want to hoard the knowledge to themselves. Or, they might simply be afraid of losing face should their secrets be revealed. Indeed, many knights go to rather questionable lenghts to achieve their task.

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

1st|
+0|
+2|
+0|
+2| Martial Roots, Enhanced Abjuration |
---

2nd|
+1|
+3|
+0|
+3| Thickers than Water & Wizard's Staff | +1 level of existing arcane spellcasting class
3rd|
+2|
+3|
+1|
+3| Armored Casting I | +1 level of existing arcane spellcasting class

4th|
+3|
+4|
+1|
+4| Bonus Feat | +1 level of existing arcane spellcasting class

5th|
+3|
+4|
+1|
+4| Knight's Curse 1/day | +1 level of existing arcane spellcasting class

6th|
+4|
+5|
+2|
+5| Armored Casting II | +1 level of existing arcane spellcasting class

7th|
+5|
+5|
+2|
+5| Knight's Curse 2/day | +1 level of existing arcane spellcasting class

8th|
+6|
+6|
+2|
+6| Bonus Feat | +1 level of existing arcane spellcasting class

9th|
+6|
+6|
+3|
+6| Armored Casting III | +1 level of existing arcane spellcasting class

10th|
+7|
+7|
+3|
+7| Knight's Curse 3/day, Knight's Quest 1/day | +1 level of existing arcane spellcasting class
[/table]

Requirements: To qualify to become an eldritch knight, a character must fulfill all the following criteria.

Weapon Proficiency: Must be proficient with all martial weapons and shields, including tower shields.

Spells: Able to cast 3rd-level arcane abjuration spell.

Hit Die: d8.

Class Skills: The eldritch knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are features of the eldritch knight prestige class.

Weapon and Armor Proficiency: Eldritch knights gains no new proficiencies.

Martial Roots: Despite dabbling in arcane magic, an eldritch knight is still a fighter. Eldritch knight levels stack with Fighter levels for purposes of determining effects of special abilities and which [Fighter] feats are available to the eldritch knight.

Enhanced Abjuration: The knight adds half her eldritch knight level (minimum +1) to caster level of all her abjurations, as well as all dispel checks.

Spellcasting: From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day and spells known as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.

Thicker than Water & Wizard's Staff: Starting from 2nd level, the knight adds her whole eldritch knight class level to her sorcerer and wizards levels for purposes of gaining and/or advancing the Thicker than Water and Wizard's Staff class features.

Cast in Armor: At 3rd level, the knight no longer incurs arcane spell failure chance for wearing light armor or wielding any kind of shield. At 6th level, the knight no longer incurs arcane spell failure chance for wearing medium armor. At 9th level, the knight no longer incurs arcane spell failure chance for wearing heavy armor.

An eldritch knight also adds half of her body armor's armor bonus to all Concentration checks to see if she loses a spell when interrupted by injury.

Bonus Feats: At 4th and 8th levels, an eldritch knight may choose a bonus feat from [Fighter[, [Metamagic] and [Supernatural] feats. These are in addition to the feats that a character of any class normally gets from advancing levels. The eldritch knight has to meet all prerequisites as normal.

Knight's Curse: Starting from 5th level, the knight can designate a number of opponents equal to her eldritch knight level within her threatened area. This is a swift action. If these opponents don't use their next action to attack the knight with a spell or weapon, they automatically suffer the effects of the Bestow Curse (http://www.d20srd.org/srd/spells/bestowCurse.htm) spell, with no save allowed. This ability can be used once per day at 5th level, and gains additional uses at 7th and 10th levels.

Knight's Quest: At 10th level, the knight can designate a single opponent within her threatened area. This is a swift action. If that opponent doesn't use its next action to attack the knight with a spell or weapon, it automatically suffers the effect of the Geas (http://www.d20srd.org/srd/spells/geasQuest.htm) spell. This ability can be used once per day.

Frozen_Feet
2013-12-01, 01:42 PM
As a sidenote, Warmind, Elocator, Pyrokineticist, Metamind, Trallherd and Psion Uncarnate are now feats (http://www.giantitp.com/forums/showpost.php?p=16529923&postcount=84). (I may have slightly broken Psionic Warrior in the process.) Reading through them, I was sorely reminded of how lacking core class features and feats were.

Valtu
2014-01-26, 11:22 AM
I've got to say, I love your Sorcerer variant. I'm in the middle of my first campaign now, and the Sorcerer class appeals to me far more than the Wizard class, but Core 3.5 rules kind of screw sorcerers over quite a bit in favor of wizards.

No metamagic bonus feats, no bonus anything, for that matter, save for "Obtain Familiar." And still the same d4 Hit Dice as a Wizard!


Anyway, your variant has some much-needed enhancements. Very nice!

Stake A Vamp
2014-01-29, 04:04 PM
okay, i just want to say, this is brilliant. keep on trucking.

also, if you ever need play-testing, just PM me, i like this.

6thEdition
2014-01-29, 06:31 PM
I like most of the classes, but the problem here is the wizard. It seems as if you've done nothing, but buff it up, which isn't exactly what you're supposed to do for a T1 caster. Currently, I would choose the T&T wizard over any other class (T&T or D&D) if I was making a strong build.

The reason? Wizard is still full caster. It's the spells that break the wizard, not anything else. Nerfing the spells are what I think you should do.

Frozen_Feet
2014-01-30, 02:25 AM
I am aware, but a full spell overhaul is outside the scope of this project for now. As such, I've settled for giving Wizards less spells, increasing preparation time and heavily nerfing school specialization. Problematic spells are best dealt with by banning them on a case-by-case basis.